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Lollie

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Everything posted by Lollie

  1. Lollie

    Doom 64 90's Press Archive

    Recommend uploading all of these to Archive.org sometime. 👀
  2. Lollie

    The holy trinity of FPS games

    Came here to say this. GE/PD figured out the right way to do FPS controls on console when a mouse couldn't be present. (It just needed two analog sticks to truly thrive)
  3. Ye, Y-shearing is what I was referring to. It's not as widely known as a term, so I opted for the descriptive example instead. (Also yes, Duke's sticky skies are kind of goofy. Although, Doom ports tend to fix this by stretching the sky vertically instead, and that's also inelegant at best.) I kinda felt it was a mix of 3D Realms trying to push for that "Wow Cool Expansive 3D World!!" angle, but also: the feature being made necessary by Duke3D's more vertical design and flying enemies. Being shot at by a jetpack alien or a flying pig-cop and being unable to see where it's coming from is super annoying. In Doom however, it doesn't feel quite as important. Levels are generally designed to keep enemies in your view at most times (exceptions going to monsters in pits or lower floors), and even when they are out of view, Doom's vertical autoaim tends to hit the majority of enemies regardless of their vertical position.
  4. I have doubts about mouselook making its way into PsyDoom without a whole new renderering backend — unless you can live with Duke Nukem 3D's horizon-shifting style of freelook. Higher resolutions though, I'm pretty sure that's been on the wishlist for a while!
  5. You know what could address these issues, allowing this kind of demo-focused feature to thrive?
  6. Lollie

    Do any sourceports allow for gyro controls?

    It's important to note that the Steam version can only really support "Vanilla" add-ons — WADs that are designed for the original Doom, or Doom with Dehacked patches. Castlevania: Simon's Destiny and Brutal Doom are both add-ons that will not work with the Steam version of Doom. They both require you to use GZDoom instead. (Having Doom installed via Steam is still useful though — if I recall, GZDoom automatically detects if you have Doom installed.)
  7. For what it's worth, the Save/Load menus already have to deal with showing all save files regardless of add-ons, and also handle it just fine. That said, thinking on how saves currently function, it'd be useful to show a thumbnail of the add-on that the save belongs to!
  8. I guess so! Maybe clean it up by sorting episodes under the game they appear in. It'd be convenient to just go like, New Game > Doom 2 > [Episode] (or for addons, select the required game automatically). And it'd mean that your settings and bindings would be consistent across both Doom releases, because it'd be all-in-one anyway. Another way to do it (and I prefer this option more tbh, to preserve title screens) would be to have a top-menu where you select the game first (eg: the game-select menu in Collection of Mana), and that would lead you to the actual game. Slip the add-ons into the top-menu, and you could probably find a good way to keep settings unified across all games as well.
  9. I'm still a little surprised that Doom and Doom 2 didn't end up getting bundled together into a single "Classic Doom Collection"-style release, something where you'd open it up and then choose which Doom you felt like playing. It does make me wonder how much of a difference it makes to manage the two as separate releases.
  10. This issue makes Remote Play kind of a bust as well, it's unfortunate. Having some way to explicitly set which control method goes to which player would be great, instead of Rewired's default handling of keyboard+controllers.
  11. Great to see this project finally surface, awesome work. 💪 Admittedly curious to see how long it takes for a new port to grow from this — ideally, one that supports the wad from Nightdive's Doom64 rerelease.
  12. Wickedddd, awesome work porting those songs. Fun to have those in a format where they can be easily explored and manipulated. The calculator was my best friend in this process, lol. Find a perfect loop, and divide its duration (in samples) by 28 to see how close you are to getting a perfectly sized loop. Round the resulting number to the nearest decimal, then multiply back up by 28 to get the actual length that you need. And then futz around with your sample until you get that perfect loop length! Also, if anyone out there is like me and has clung to an audio editor that cannot set loop points: LoopAuditioneer helped a ton. It has a tool for visually viewing loop points as you set them, which was extremely helpful for double-checking results. Ahaa.. I misread and didn't realize that iPlug2 was only the framework, not the SDK. That explains it. 😅 Oh well, I have access to Ableton, I might just have to swallow the bullet and use it for detail work. The biggest issue that I ran into while trying to work in Renoise was that I couldn't control pitchbend via automation — but I think that was a problem with using Kushview Element as a wrapper, and not the VST itself.
  13. I've been playing with the VSTs and audio tools, getting a feel for the process. Here's a first take at some loosely-inspired Doom drone. (God, soundcloud embeds are huge by default, lol.) This is all just the VSTs, using self-made samples. The 28-sample block limitation in VAG samples is its own little bit of hell, it takes some serious work to create clean loops that fit its limitations. The simple Sine tone was ironically the hardest sample to craft into a clean loop. I haven't figured out how to convert MIDI to JSON with the converter tools yet, but I also need to build the latest versions of the tools. It's unfortunate that these VSTs are VST3. There isn't a single tracker out there with native VST3 support (yet), so I had to use Kushview Element as a VST3-to-VST2 wrapper. I'm going to assume that building VST2 versions of these plug-ins isn't as simple as hitting a big red "Export as VST2" button, but it'd definitely make them more accessible.
  14. Spotted the use of Dear ImGui immediately, happy to see it implemented in a port like this
  15. I'd be happy to see Remote Play support get more polish at the very least, though from how it sounded, I have a feeling this would come down to reworking controller support + how inputs are bound in the controls screen. (eg: Decoupling the keyboard and first controller from sharing the Player 1 slot)
  16. Lollie

    PrBoom-Plus, ver. 2.5.1.4

    I'm hearing it, specifically at 0:13 when the fire key is being held down. It's a small timing issue, the sounds aren't fired at a perfectly equal pace (every second gap is a fraction longer). Compare it to the pacing of the chaingun in the speedrun video, at 2:45. The difference in timing is tiny, but perceivable.
  17. The straight-forward solution would be via the music audio itself: Edit it down so that there's no silent gaps at the start of a song. Then, take any reverb trails from the end of the song, and mix them back into the start of the song. This would produce perfect gapless looping music, no code fix required. The trade-off to the above solution is that the mixed-in reverb trails will be noticeable at the beginning of some tracks, but this is easily forgivable. A couple more solutions that wouldn't require FMOD or WWISE: 1) Similar to the in-audio solution, you could have something like a miniature playlist, where you have two audio files per song: a short intro clip that plays the first couple bars of the song, and then a looping version of the complete song that plays immediately afterwards. 2) If you'd rather avoid the task of editing a ton of music files, you also have "audioSource.timeSamples" at your disposal. Check when audio playback has reached a specific position at the end of the song where the reverb tail plays out, and then retrigger the music.
  18. What's the general plan for handling samples in the instrument? I'm assuming something along the lines of "one sample per VST instance" for the sake of simplicity/easier instrument data management, though I wonder about CPU usage with multiple instances. Also, is there a conversion tool for .WAV > .VAG?
  19. Before you go updating/reinstalling any drivers like Rexen suggested, check that your PC is using the correct audio output device. Go to Start > Settings > System > Sound, and it should be the very first drop-down menu under "Output". Some USB devices have a tendency to hijack audio settings, it's caught me offguard a lot. Controllers with speakers tend to be a big offender for this.
  20. Fwiw, mouse sensitivity being inexplicably tied to framerate is a known issue, and it's definitely not just your system.
  21. FWIW: Trackers like OpenMPT and MadTracker can handle VSTs perfectly fine! Classic formats like XM/IT have also long supported envelopes for volume and panning, which can be easily configured to behave like ADSR. I've used trackers and DAWs for over a decade, so I'm confident both can match PS1 capabilities just as well as each other.
  22. Awesome to see this in the works, even as an experiment. MIDI seems pretty serviceable, especially so for music that is more in line with PSX Doom. I wonder if the timing issue noted in the video (I believe you meant the drums after the PSX conversion?) could be alleviated by using separate drum samples and notes, rather than using one long continuous loop. Longer rhythmic samples are bound to be sensitive to pitch and timing variances. It can be a problem even when playback timing is rock solid, eg: a drum loop can fall off-beat if its pitch is not precisely tuned. Like I said way back on page 5, I'd love to see a solution for converting tracker formats (like XM/IT) - if it's at all viable / if the interest is there. I'm also just interested in playing with PSX Doom music tools when they become available, regardless of how they function. I agree with this on a general level, but I would also be very happy to figure out how to disprove this.
  23. As nice as the new widescreen view is, the vertical arrangement for two-player multiplayer leaves a *lot* of free screen space. This is understandably unavoidable when using the 16:9 aspect ratio (and incidentally, opens up a great opportunity on Switch in portable mode). However, switching to 4:3 just adds borders to the side, which makes for a large waste of screen space. So, I have a suggestion for 2P multiplayer in 4:3:
  24. So it seems I'm completely unable to bind controller input, in both the Steam and Bethesda.net versions of Doom 1. I have two controllers (both PS4), and neither of them could input anything. Controller bindings are also totally blank, so I can't even rely on default settings. I also found that after navigating to the "Restore Defaults" button via keyboard, it's become very difficult (if not impossible) to navigate away from it afterwards. I'd just be stuck on the button unless I used my mouse. It seems to be stuck there now, every time I boot up the game. EDIT: Okay weirdly, I can still skip the intros with X, and pressing a controller button on the initial "Press to Start" screen works. But as soon as I'm in the menu, it stops accepting controller inputs. Everything is grayed out in the controller column of the configuration screen. Doom 2 doesn't gray out the controller column, and seems to function just fine.
  25. LEGEND, glad to finally see this. Thank you! Quick Q, I'm assuming a controller will also be required for Play Together to work correctly?
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