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Arctangent

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Posts posted by Arctangent


  1. 1 hour ago, Darkcrafter07 said:

    having the same depth of volume in the maps and being edited as easy as in Doom Builder, then stacked together in the Quake mode, while simulating Doom lighting style (Vavoom, XashDoom do it)

     

    this is what we call "sector portals"

     

    they're available in eternity and gzdoom and are as simple as finding the line where the two areas line up


  2. On 6/7/2023 at 12:37 AM, Professor Hastig said:

    I think it all goes back to Skulltag which increased the default amount of control a player has while in the air.

     

    If it is that, check the sv_aircontrol CVAR, it should be set to 0.00390625 for the original amount. In GZDoom this does not get saved so you may need an autoexec.cfg to permanently change it.

     

     

     

    it's actually compat_limited_airmovement you're looking for; it hardlocks aircontrol's influence on acceleration to 25% ground speed, regardless of sv_aircontrol or any other aircontrol modifiers

     

    subsequently, if you bump sv_aircontrol to 1 in zandronum without enabling compat_limited_airmovement, you end up with jumps that basically kill all your momentum sans a minor ability to nudge around, because you're moving a 25% ground speed while experiencing 100% ground friction as air friction. it feels Not Great


  3. 7 hours ago, Doomkid said:

    However I am 0% surprised you ended a roughly 5 year posting abstinence just to dogpile on another user who's already been well and truly refuted once drama started popping off. Just typical, really.

     

    yeah i guess it ain't really much of a surprise that something like myhouse would be the thing to drag me out of my doom pseudo-hiatus, nor that i would have a enough to say when it comes to literary devices ( esp. those relating to metanarratives ) to justify breaking my doomworld actual-hiatus, huh


  4. 6 minutes ago, DeafPixel said:

     

      Hide contents

    Doom always renders realistic spaces in a somewhat surreal manner. You couldn't make this mod in a more advanced engine, not only because of how the fuckery of doom's established rules serves to enhance the experience, but because they're just too realistic.

     

     

    when you put it like that, sounds like source would make for a perfectly fine candidate, too

     

    naturally, the tropes at play and the specific surrealities would differ, but there's nonetheless something about the source engine that makes its levels quickly turn liminal if you so much as stop to smell the drywall


  5. honestly i'm just kinda surprised that this tangent was sparked by deathz0r. don't think we've talked ... like, ever, but i always figured someone as around-the-block as him would be well-read enough to be familiar w/ stuff like framing devices that blur fiction and non, paying homage to a past trauma through use of a story that parallels it, and the literary use of the loss of a loved one as a metaphor for mourning a part of one's self ( esp. with regards to queer themes, especially trans ones )

     

    like, it just feels like such a grade school level read if i'm being entirely honest. there's so many plausible ways to read a genuine expression from this work that dismissing it as someone pissing on graves just comes across as poor media literacy. it's not just the reductiveness towards the tools at play - there's a complete disregard towards those tools even existing to begin with

     

    and, hell, i think what really baffles me is, like ... is there only supposed to be one way to make a tribute map? like, really, even if it was just "some creepypasta shit" ... do you not think crafting an elaborate and effective piece of horror makes for an incredible way to honor a loved one who was all over that kind of stuff? because a present i got last christmas was having to deal with the sudden death of one of the most important people in my life, and y'know what? i can promise you that she'd be over the moon if i created something like this in tribute to her. she would've absolutely love this thing, and the fact that i can't share it with her is just another loss caused by her departure

     

    i 'unno. plenty of y'all have already spoken about how everyone has their own reaction to art, and that's true and all, but so is the fact that the sky is blue. there's just something fundamentally shortsighted about these reads of this work as deceptive, dishonest, and disrespectful, and it's hard to imagine it not leading to shit being stirred when future works come along that similarly toy with such basic assumptions about fiction


  6. 1 minute ago, wheresthebeef said:

    They should also reuse the cut monster from Doom 3 that was shown when the game was first revealed. Sure it'll look horribly low poly with low res textures, but what the hell.

    In fact they should use the unfinished Revenant sprites from Doom 64 as well while they're at it. Yeah it's a game they didn't make themselves and a demon being sprites would look weird next to current tech models, but its Hell, Hell is weird.

    Oh and put in Half-Life 2's cut Hydra enemy. The game already has tentacles so they should pay Valve to bring over that unused enemy too.

    I hope we get a demon that's literally just poorly upscaled Mario sprites from SMW that look straight out of an old Newgrounds flash.


  7. 1 hour ago, Liberation said:

    I've never had this problem, however something similar with g/zdoom is when I press fire doomguy decides to change weapon on the odd occasion, which I find amusing tbf.

    This is why you use your damn safety. No wonder the marines got wiped out if their best of the best doesn't know proper trigger discipline.


  8. Most Battle Royale games avoid the frustration of waiting for the next round to start after you die by making it so that there's nothing keeping you from just leaving a game after you die, and also by using matchmaking so after you drop out you can just hop into another queue and quickly get into another game.

     

    Doom's current multiplayer ports don't exactly allow for this sort of thing all that well. It'd be possible to set up something like a personalized Painkiller or whatever the current hostbots are to emulate this, though there's still an issue on whether or not you'd get the playerbase to support that kind of system.

     

    That said, that sort of system would be really nice for ZDoom Wars, but again, playerbase is still a concern ...


  9. I've actually always liked the idea of a HereHexen universe game where the Tome of Power is a more permanent powerup, which doesn't replace your weapon's functionality with new ones but instead picking it up allows you to use the secondary fire modes of your weapons. That way, it provides a unique way to effectively double the player's arsenal, which seems pretty major thing in something like Hexen with its limited one.


  10. ACS doesn't automatically translate integers into fixed point numbers; you'll need to tag the .0 at the end of any non-zero number used as a fixed, elsewise it'll be interpreted as a really small decimal.

     

    That aside, if you're not allowed to use Hexen or UDMF format because of your target port or due to the community project's guidelines, then I doubt forcing ACS into Heretic format via LOADACS will be supported either, so ...


  11. 16 minutes ago, Zulk RS said:

     

    In Doom, there are 35.714285714285714285714285714286 game tics in a second ( it's meant to be 35, but precision loss adds almost an entire additional tic per second ), meaning each tic is 0.028 seconds long. The chaingun fires a hitscan every four tics, meaning a hitscan every 0.112 seconds. Divide 1 by that 0.112 and you get a fire rate of 8.9285714285714285714285714285714 hitscans per second, or 535.71428571428571428571428571429 hitscans per minute, or 32142.857142857142857142857142857 hitscans per hour, or 771428.57142857142857142857142857 hitscans per day.

     

    While the chaingun fires two hitscans per trigger pull, it does not do so simultaneously; rather, you simply can't fire the chaingun any number of times that isn't divisible by two, as a single trigger pull will fire once, wait four tics or 0.112 seconds, then fire twice, wait four tics of 0.112 seconds, then either go back to idle or loop back to the first shot if you're still holding down the fire button. The only exception to this is if you try firing the chaingun with only a single bullet in reserve, in which case the chaingun will visibly fire the second bullet but no hitscan is actually launched.


  12. 7 hours ago, Doomkid said:

     

    I get the feeling you're seeing shades of yourself in someone far more fanatical and thus claiming I'm talking about a strawman, when really it's a real breathing dude that's standing right in front of you and doing that shit where you can see it with no issue.


  13. 2 minutes ago, Flesh420 said:

    That's what I'm wondering!  What the fuck is going on here?  How is this acceptable?

    I mean, I'd say most people don't actually have people to play local multiplayer but like to play multiplayer anyway, so providing a poor netcode for them to play with other people or even long distance friends is far, far, far less acceptable to the general population than skipping out on a feature a smidgen of buyers are going to use.

     

    It seems pretty damn selfish, y'know, to not only demand that development time is taken away from the parts that most people find far more vital to their enjoyment of a game, but also claim not doing so is some abomination against the true nature of gaming or whatever.


  14. 15 minutes ago, Salt-Man Z said:

    I wonder if you could make a mod that replaces the floors in any WAD with lava? (Ideally you'd have some logic to only do the floor and leave computer consoles alone, as well as furniture, trim, etc...)

    Don't think it'd be too difficult to do in GZDoom, or at least, replacing any floor - regardless of what it originally was - with lava.


  15. 31 minutes ago, gaspe said:

    To put it in his project beacuse he doesn't know how to map? This makes me think of the kind of people that can only announce their over-ambitious ideas, only ensuing that both parties will only waste time.

    Well, that sure is one indirect way to look down upon Carmack. Doom as a whole, really, considering the insinuation that it was just a waste of time.

     

    31 minutes ago, gaspe said:

    Then I don't know, maybe I'm just a too romantic kind of person but mapping isn't a mechanical exercise of drawing lines on the screen.

    And art is?


  16. Through use of ZScript, it should be pretty simple to have a single hitbox be the "primary" actor, which then creates the rest of the "secondary" actors through an PostBeginPlay() override and maintains their position in its own Tick() override - you'd want to do it that way specifically as otherwise you run the risk of desyncing some hitboxes by a tic.

     

    Furthermore, proper locational damage multipliers would be a lot easier than in Decorate, as the secondary actors could override DamageMobj() to intercept the damage dealt to them, then deal it altered to the primary actor.


  17. As far as the original topic goes, I'd opt for just shoving the chaingun on slot 2 and letting a fifth ammo type weapon take slot 4, since the chaingun is basically to the pistol as the chainsaw is to the fist. Except with no berserk for the pistol.

     

    As far as making bullet weapons more viable in general, I'd opt for increasing their damage-per-ammo by like x1.5 or x2. I don't think shells and clips need to be even - especially since the chaingun means clips are better at controlling enemies through stunlock - but the disparity between the two is large enough to the point of really making the clip weapons underwhelming.


  18. 34 minutes ago, Mik5757 said:

    I would assume most of the people here like the game and/or like making content for it, so I would be willing to bet that there is a pretty big pool of people willing to do work on a project for free.

    Toss up a topic about asking for help with a project with very specific goals ( as opposed to the "single broad gimmick" or "hey make a map about anything" most community projects do ) with no intention of making anything yourself, and see how quickly you should reconsider ever entering a casino ever.

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