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About jmickle66666666

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  1. jmickle66666666

    aquatex v6!!! [texture pack]

    Of course, they're free for anyone to use
  2. jmickle66666666

    aquatex v6!!! [texture pack]

    Link in the OP works. Just fixed the one in the reply too.
  3. jmickle66666666

    aquatex v6!!! [texture pack]

    No plans to update it. I'll get it on idgames at some point.
  4. jmickle66666666

    what's the state of the art in node builders?

    just use your actual account, graf. hiding behind a fake one is tedious, and you're really bad at it
  5. jmickle66666666

    DoomLoader for Unity

    A virtual function exists to be overridden by a class that inherets from the one that defined it, so you should look for a child class of the one that function is defined in.
  6. jmickle66666666

    Announcing AJBSP

    Cool! Interested to know the motivation behind making a new nodebuilder? Is there something in particular it does that others don't? Either way, really cool to see new tools.
  7. jmickle66666666

    MAYhem 2018 - Purple Version!

    I Can Smell Your Fingerprints All Over My Computer by dragonfly and jmickle66666666 music: Clubchip by jmickle66666666 notes: new textures by jmickle66666666 added. difficulties not implemented yet
  8. jmickle66666666

    aquatex v6!!! [texture pack]

    fixed againnn
  9. jmickle66666666

    aquatex v6!!! [texture pack]

    Updated the link cause it was broken; gonna get v6 on idgames too!
  10. jmickle66666666

    NASTY: Not A Sourceport, Thank You (Alpha 4)

    i made a huge optimisation to the in-game speed the other day, but realise to implement sector height changes (for doors, lifts etc), i am going to have to replace a lot of the mesh generation code, nullifying the optimisation. I think its still possible to use the same optimisations though, I just need to do some tests to make sure. Lots of stuff has been getting rewritten recently.
  11. jmickle66666666

    NASTY: Not A Sourceport, Thank You (Alpha 4)

    Alpha 4! Downloaf: https://github.com/jmickle66666666/DoomUnity/releases/tag/v0.1-alpha.4 * Entity states * Entity sounds * Item pickups Wonky stuff: * Pk3 support * Preliminary UDMF support * PNG texture/flat support (warning: very buggy!) (edit: turns out that build was broken! updated with fixed version)
  12. jmickle66666666

    NASTY: Not A Sourceport, Thank You (Alpha 4)

    No, it's just my code. I did some profiling and optimisations today and the bulk of the time building a level is spent triangulating sectors into convex shapes to build a mesh from. It is by far the most complex part of nasty, and the least fun to work on, so the code is very messy and very unoptimised. Some deeper profiling showed that the worst culprit in the triangulation is this function here. It's all in C#, just like Doombuilder, so anotak very kindly took some time to take a look through to try and see if there were any easy gains to be made. The conclusion is basically root problems with my approach with a lot of it, but its not code I fully understand anyway (I'm honestly surprised I got it working to the level it has), so changing the way things work is very difficult. There are optimisations to be made all over, but triangulation is the first part to fix, as it is taking up a huge portion of the time. For reference (though take these numbers with a grain of salt, they're running on my kinda underpowered machine, in-editor (lots of overhead)): BTSX MAP06 takes around ~8.5 seconds to build the geometry for, 4.5 of which are spent in that one function alone. This doesn't include the actual geometry being built, building the textures and sprites, or anything else; each of which also haven't been optimised. This is entirely a solvable issue, too, since Doombuilder triangulates these maps in under a second, also in pure C#. I am either going to tear out and replace it with a new method (for instance the method GLBSP uses), or rewrite a similar approach from scratch, using the knowledge I've gained working on it. It's just not particularly high on my priority list since it's so difficult, and there are many other things to work on before Nasty is a usable engine.
  13. jmickle66666666

    junkcity :: victorian themed texture pack (v02)

    idgames link: https://www.doomworld.com/idgames/graphics/junkcity
  14. jmickle66666666

    NASTY: Not A Sourceport, Thank You (Alpha 4)

    Music has been a really tricky one, turns out its not so easy to get midis playing properly in Unity 😛 I rewrote mus2midi.cpp for the third time (previously having done so for javascript and python) in C# and it appears to be working fine, but there is an issue with the midi library I'm using still. I'm not sure I'm capable of fixing it. (It's playing *some* drums on piano instrument.) Sound effects are working fine. Statusbar I have begun work on but have put on hold for more exciting work. In terms of HUD I have a console and messages. The console is a bit janky but does allow users to change settings in game, like mouse sensitivity. Command line to spit images out might be fun! I think thats gonna be a low priority feature though since the camera angle stuff wouldn't be particularly useful I think. Manually taking shots is more convenient, and it's currently very slow at loading levels, so screenshotting an entire wad would take forever. I should point out that a lot of this stuff is done so quickly because I'm using Unity. Deciding to build with an existing game engine instead of my own from scratch is the only reason this project has gotten to where it is.
  15. jmickle66666666

    NASTY: Not A Sourceport, Thank You (Alpha 4)

    collision detection is already done