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@kgsws, Is a map like this could be ever made into ACE? It seems like even GZDoom's software renderer can not handle it in all the glory as some bugs show up like when a sidedef mid texture gets scaled it doesn't get rendered anymore. It's UDMF only unfortunately and works in GZDoom/LZDoom hardware renderer the best. Would be really cool if you implemented more features and still kept it DOS. I'd be really glad to make maps like this. D2_M23_intensified.zip
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which doom textures are useless or barely used?
Darkcrafter07 replied to Flippy685368's topic in Doom General
There's no such Doom texture that left unused. The guys at iD wanted to save as much space as possible and that's one of the reasons textures are not images but a collage of pre-fabrished pieces called "Patches". Why create the same wall texture with different switches placed on it if you can have one patch for a wall and another for a switch. I'd even say that textures in Doom are scarce as there's no color variations in them. The lack of scaling, skewing, sidedef-independent offseting, unified flat-wall texturing - made it a pretty poor collection to choose from. You couldn't draw lighting gradients on those, you couldn't change their tint or colors, you couldn't desaturate, no colored sectors and so on. It's only when GZDoom came out I grown a steady interest in mapping for Doom as it fixed it all. I hope ACE engine at some point will reach the same feature richness so it could be ran on your grandmas 486. Duke Nukem 3D theme and textures were like Doom ideas brought way way beyond and sometimes looked better than Quake which I absolutely hated to play cause it appeared looking way to choppy and vomit palleted to me. The first impression I had when launched Quake was like what, medieval bs? Meh... The Doom theme made an impression of watching 90's cartoons, Duke looked much more solid, modern and raw and simply wonderful, it was like those 90's thriller and brutal action non-stop, you the best, you here, you got a gun, shoot to solve the problem and swear. Launching Quake was like "Black Knight" experience, exactly the "do you want peas" moment? I think it would have been amazing if all those three games textures were merged into one pack. -
IRL Buildings that look like Doom Buildings
Darkcrafter07 replied to SirJuicyLemon's topic in Doom General
Lots of post-soviet ones look boxy, some skyscrappers do too, that's why planisphere2 was possible in the boom engine. -
The ChaiNNer preset now has an RGB mode added, thus offering substantially better upscales in some cases, especially with highly contrasting colors like red wires, blue slimes on cacodemons and etc.
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Deal braker #1 - infinitely tall monsters not fixed. I can't run under or above flying assholes to dodge their products of hate more effectively. Deal braker #2 - no OPL2/3 music. I don't like how roland-gm sounds, especially the fact it's the same sound font in every game that wasn't used to voice these midis. Deal braker #3 - no free mouse look and crosshair. I know my perfect order at aiming those crowds, when to hit a ground based one first and when the flying another second. Deal braker #4 - original resolution only. In the age of big monitors it's becoming a bit of a pain staring at those 10x10 pixels you know. 512x384 or 640x400 are the least resolutions that source ports must support out of the box. Deal braker #5 - no widescreen support. We got wide monitors and having that black space not used is something I can tolerate only on vanilla exes. Deal braker #6 - vsync can not be turned off. I absolutely hate vscync slaying your reaction time on slow hz monitors. Deal braker #7 - there's no jump and crouch. I play vanilla campaign with jumps as it gives me more freedom. I crouch sine Duke3D times to dodge some attacks ffs.
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GZDoom because it packs a huge amount of features that no other engine has, it allowed to me to create something I could call a mapset of my dreams and maybe even some other people dreams. Huge beautiful spaces, music in all formats starting with FM OPL3 and ending with soundfonts and ogg opus compression. The only drawback it gets is perhaps an optimization and some rendering techniques that are older than some babies here. Like it's ogl 4 and it can not do alpha testing, reversed depth, no lods. The maps are still 1 layer except for stacked sectors but it's a huge pita to edit them. In other words, it could have been even better than it is now but that requires for coders to have some more motivation. How? Money, probably!
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Even at the current state of things here the source port is fucking wonderful, yet something I noticed: oddities: - cheat codes must be entered via prompt; - some cheat codes like idbehold and idclev aren't there; - killed monsters are passable immediately; - torches, burning barrels, impaled zombies don't block actors and can be easily oversteped; bugs: - low detail mode isn't working; - occasional cyan colored screen that occured during doom 2 map23 at berserk pick-up, only getting red when player receives damage; - jumping doesn't work and there's no way to set it in the options; features: - optimizations from fastdoom like flat floors, flat skies, potato mode, VESA2 (fdoomvbr and fdoomvbd) are welcomed; - 3d models, voxels and LODs are welcomed, like mdl, md2 and md3; - stacked sectors are welcomed; - eternity style stacked sectors and portals are welcomed; - sloped terrain is welcomed; - sloped 3d floors; - shot through but monsters and players blocking 3d floors; - angle floor and ceiling texture rotations like in gzdoom; - texture skewing; - crouching would be cool either to get implemented; - crazy optimization technique, instead of fog use pre-rendered screens in the distance; - lzdoom sprite and wall distance culling optimization; - modern gzdoom 3d floors, so one can stack lots of different tags over one sector giving it more control; - higher resolutions;
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Helion - C# (0.9.2.3 11/5/23 - Goodbye BSP tree rendering)
Darkcrafter07 replied to hobomaster22's topic in Source Ports
Thank you too! Very interesting read on the code! -
Helion - C# (0.9.2.3 11/5/23 - Goodbye BSP tree rendering)
Darkcrafter07 replied to hobomaster22's topic in Source Ports
Imps are pushed back when sawed. Doom 2 map 23 seems to chain explosions a bit wrong, especially the damage received by barons in the second room full of chaingunner and barons. Seems like barons could have received a bit more of damage in the original game? -
Helion - C# (0.9.2.3 11/5/23 - Goodbye BSP tree rendering)
Darkcrafter07 replied to hobomaster22's topic in Source Ports
The changes to chainsaw were really nice yet, there is a thing that still makes it wrong: it doesn't pull you to your enemy. Barels explosion radius must be incresed in order to triger chain explosions like in real game and deal more damage to the monsters? Not really sure. Man, please carry on, I'd really glad to play a mod like brutal doom without lags on huge modern maps, that would be so much fun. -
Helion - C# (0.9.2.3 11/5/23 - Goodbye BSP tree rendering)
Darkcrafter07 replied to hobomaster22's topic in Source Ports
Simply amazing, really cool we have such great developers, thank you! This means Helion made it available for your system to squish the most out of your GPU, simply cap your FPS. If you're on nvidia, it's better done via nvidia control panel -> 3d options -> helion.exe -> limit max fps - > I prefer 165. -
This thread must be sticked to the top!
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Helion - C# (0.9.2.3 11/5/23 - Goodbye BSP tree rendering)
Darkcrafter07 replied to hobomaster22's topic in Source Ports
This is simply incredible. Definitely out of scope for now, C&C Generals had an interesting crowd optimization technique, when you give a huge crowd an order to move, the engine splits that crowd into groups and leads them over the same pathway per group, one after another. Let's say a crowd of monsters coming your way, if it was treated as just a couple or even 1 actor, that could too save you some cycles maybe? -
Helion - C# (0.9.2.3 11/5/23 - Goodbye BSP tree rendering)
Darkcrafter07 replied to hobomaster22's topic in Source Ports
Thank you for paying attention to the forum replies like this to fix it! Bravo! -
Helion - C# (0.9.2.3 11/5/23 - Goodbye BSP tree rendering)
Darkcrafter07 replied to hobomaster22's topic in Source Ports
@hobomaster22, I still notice some things that work not so doomy: - chainsawing monsters takes longer. Is it like some functions like damage receiving were not randomized somewhere?