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About david_a

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  1. Ideally you would do both local and remote backups. Something like Time Machine / Windows Backup is very convenient, fast, and cheap, but it's not going to help at all if your house burns down or you get a lightning strike. Even something as mundane as a failing power supply might kill it - if your external hard drive or whatever is physically connected to your PC, it might get killed too. A cloud backup will (presumably) be safe against all of that, but restoring will be significantly slower. Whatever you do, be sure to test your backups from time to time!! Having tons of backups won't help you at all if they're completely broken. Time Machine seems to get into a weird state every now and then (possibly because a lot of external hard drive enclosures are junk) and make sure that stuff is actually being uploaded to whatever cloud thing you use.
  2. That’s pretty cool; I’ll keep your battle with the floors/ceilings in mind in case I ever decide to make something that will render Doom levels :) Are you going to implement fake contrast too?
  3. How exactly does the Quake demo format work? Does it record the positions of every entity? I don't ever recall hearing about desyncs with those. I imagine Quake-style demos would bloat the file size astronomically (not sure how much this matters in 2017 and it probably compresses super well), but would implementing something like that give us version-stable demos once and for all?
  4. I made levels back in the 90s that I never released. I started with some really obscure Windows editor that wasn't very good - lots of bugs that screwed up the map. It wasn't as primitive as something like DEU but I remember there were a lot of things you had to do manually. I eventually found DCK 2.2 which was my favorite. That one's a DOS program. There was also a DCK 3.6 version that had some really cool improvements but was extremely unstable. I guess the take away is that for a lot of the early level editors, it was not a given that the program itself worked well or allowed you to do everything you wanted. Generating the BSP tree could take quite a while. A lot of the early node builders were also very buggy; sometimes you did everything correctly but the map was still broken. Generating the REJECT table was way more time consuming than building nodes. That was something you only did towards the end as a polishing step. And yes, machines were slow enough back then that the REJECT table made a noticeable difference. I think in general everything took a lot longer. There were no 3D editor previews back then, so things like aligning textures was a pretty tedious affair (at least you didn't have to rebuild the nodes for that!). I was also constantly living in fear of the VISPLANES limit and my levels were probably less detailed than they could have been.
  5. Lines of code is one thing, but how about some more interesting static analysis? Try messing around with CodeCity, Codescene, or Gource (disclaimer - I have not tried using any of these on C/C++ code). Edit: I've seen another one that visualizes the source like WinDirStat does for files but I can't find it. I don't even know what that type of visualization is called; there must be some standard name for it. I think it also had color coding to visualize how problematic a particular class/module/whatever is.
  6. This is such a non-story. If people are somehow going to claim that Paintbrush was the same as Paint (which it damn well isn't), then Paint 3D (which is available now in Windows 10 and can totally do 2D) should also count. Paintbrush: Paint: Paint 3D:
  7. I really like the aesthetic of that screenshot! :) Games like Doom and Duke3D had teams of people working for months. I don't think a 2.5D game would recoup that kind of investment in 2017, unless you're already a big name. There's that Ion Maiden game being built on Build that was originally supposed to be a freebie tied to Bombshell (before that, uh, bombed). Without 3D Realms name attached to it I don't think it would make any money. The massive amount of games with procedurally generated levels also makes perfect rational sense, even if the results aren't very good. It's a lot easier (and fun) for a programmer to create a generator to crank out infinite levels than it is to create and/or learn a level editor and carefully construct a bunch of maps. I'm theoretically working on a level generator for ECWolf before I got sidetracked trying to make a UDMF GUI editor which bogged down my progress to near zero. I just think of all the features I would want as a user of a level editor and for reason get a bit discouraged at the thought of spending six months programming a Wolfenstein level editor that like a dozen people at most would ever use.
  8. I think part of it is the level editors. If you make a new 2.5D engine from scratch you'll have to create your own level editor which is significant amount of work, possibly more than making the game engine to begin with. For these tile-based Wolf3D clones you can almost define the levels as text. Blake Stone and Rise of the Triad might be the highlight of the Wolf3D clones, but honestly some of the Wolf3D mods are probably better than either. I find the tile-based engines to be a bit too primitive for me (the levels all end up being incredibly samey).
  9. I was going to say that the SNES Classic may improve on the (noticeable) lag in RetroPie, but if that's not the case then it's a lot less interesting. Although Punch Out is a pretty harsh test because that game requires frame-specific timing which is only really possible on a CRT. My current setup of Raspberry 3 + RetroPie + USB controller + 10 year old plasma already has enough lag that NES games feel slightly off. A Bluetooth controller would make it even worse. I always thought the US SNES was insanely ugly compared to the Euro/Japanese model but that version will probably be even more impossible to find here (unless Nintendo really cranks up the production numbers this time). Of course, I don't really have much nostalgia for the SNES era since I never played one when I was little... The lack of games compared to the NES Classic probably has to do with licensing deals. A lot of the titles people remember on the SNES were not made by Nintendo, so putting too many of them on there would eat into their margins.
  10. What is wrong with the current ports? I'm not defending them; I haven't used them enough to know anything. I fired one up a few days ago for a few minutes (SWP I think?). The mouselook seemed wonky but that's endemic to Build as far as I know.
  11. No Coil yet?
  12. This is what comes to mind for me when I think of SS1 levels: Tile-based geometry. Most of the level should use a fairly coarse grid. Lots of slopes. A distinct sense of place. Each level of the station feels very different from each other. Slightly cartoony textures. I'm particularly thinking of the turquoise & purple blues of level 1 which would be impossible to pull off in software mode without a new palette. I think you could absolutely make a SS1-inspired map but I think you would have to think through how to meld the two styles instead of just dropping Doom enemies in a recreated level. At worst SS1 levels are a bit mazy which would be pretty tedious, but at best they make you feel like you're in a real, lived-in location that's been overrun. Maybe you could do some kind of SS1-meets-Hell style, like if a ship in the SS1 universe pulled an Event Horizon and wound up in Doom Hell :)
  13. "Trampled on?" The remastered version appears to be a completely separate version of the game, and the original is being updated to work better on modern Windows in addition to becoming free.
  14. 5 Years of Doom appears to be inaccessible. For some bizarre reason the old URL was http://5years.doomworld.com which just gives a 403 now.
  15. I like the Aardvark because it's sooo wonderfully goofy looking It makes me happy that creatures like this exist. Those moths are pretty cool looking, and a shoutout to the Flying Foxes and Ravens as well. Not the sloth, though. Those animals really freak me out for whatever reason. They move so slowly that their fur turns green from algae growing on them *shudder*