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anotak

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  1. it's a previewer? like before you open a map? so right now where you just have the text-names of the map in dbx or is it just for exporting visuals? edit: gez i responded to the thread.
  2. That ship hasn't sailed if people are really interested in making new ExtraData maps though. EE can make a new thing type that uses the angle field if people want it. It should be a few lines of code, based on what I know about the EE source. It would also be simple to write an outside tool to do conversion. I think SLADE's Lua scripting might be advanced enough to automate it through SLADE. On the other hand, the internal representation of flags in Doom Builder does not use integers. The 8th bit of thing flags is intentionally unused in the format. In DB, the flags are based on the contents of the game-config external file, which is used to generate the user interface. I do not see a way to provide a solution to this that would not require a combination of: 1) more programmer time than I would like to spend, 2) a worse UI/UX experience for everyone that is not interested in this feature, 3) more technical debt to support a format that I think should've been deprecated years ago, 4) causing issues with plugin compatibility. ExtraData does not have the historical momentum of Boom or Doom format. Or the original Hexen format, for that matter, which is the one which introduced the idea of using the angle field for this kind of purpose in the first place. The only released map I can think of that uses it much is the Vaporware demo probably? Which I don't think is even on idgames. If people really badly need this information, they can use that view in SLADE. I very rarely have said altogether "no" to feature request, just usually "That is a very long term goal, and I can't promise anything". Please respect that I have good reasons for this, and do not say "no" whimsically.
  3. I deeply wish y'all would deprecate ExtraData instead. EE-UDMF exists and I'm not into the idea of trying to keep up with 2 different formats that do largely the same thing. DB2+'s internal representation of the flags isn't an integer. I do not see an appropriate and clean way to do this that doesn't have serious costs elsewhere. If you really need to do things like this, I'd suggest y'all implement it on EE's end using the angle field instead. Angles already have a long history of being misused in this sort of manner by Hexen's polyobjects. This way you'd have 'support' for many other editors as well.
  4. https://www.sf4remix.com/lilith/doombuilderx-2.1.3.11-alpha6.zip new alpha version. the changes that made it to the official changelog are: - fixed lighting levels to clamp to 0-256 not 0-255. you can still manually type in negative or >256 values - fixed certain panels not displaying textures/sprites in windows 8/10 High Contrast mode - some things that use the same sprites have been changed to have their editor preview to use a different frame (demon/spectre for example) in addition there have been some internal bugfixes to the new features, as well as some new / renamed scripts most notably the skew script also since i didn't mention, the lua API is documented (badly) on the github wiki, if you want to get started on scripts yourself. hopefully the source code to the scripts are more helpful at explaining what's going on. hopefully it should be relatively comprehensible if you're proficient in something like ACS or ZScript?
  5. anotak

    Cacowards 2018 - 25 Years of Doom

    i was v tired last night but now that i've slept and finished the work i had to do today: i was pretty shocked to see that DBX won the codeaward! my work last year was less of a surprise with all the mentionation, and just people talking about it. despite that, i never imagined my work last year would ever, ever, be something even 1% as popular as it ended up being. but there was that build-up to the cacowards that year with all the buzz about the pk3 building. with DBX, on the other hand, i just sort of imagined that it'd be vaguely popular. but only as something sort of "invisible", at most, credited in people's /idgames/ text file as their editor of choice. so it was a very big surprise to see it win the award. i wanna thank everyone who's helped me with doom builder x, the lua plugin, and my other doom related projects in various ways. so many people have helped me work out ideas by discussing them, or giving feedback, or testing. but i especially want to thank @Altazimuth, @jmickle66666666, and @Ribbiks. various discussions or contributions or testing from them were extremely helpful in quantity and quality. none of the doom-related code i've worked on would be as good without their contribution. i also want to thank @CodeImp, who i haven't interacted with, and idk if he will see it, but obviously DBX owes a lot to DB2. awards like this are a bit strange: they're a nice way to celebrate the community, yet they focus on individual people or teams involved with individual projects. despite that, they'd be completely meaningless if it weren't for the community to give them meaning. so, thank you to the community! and i mean that deeply, not just as something people are expected to say when they win a thing. edit: i also want to link Ribbiks's post from the DBX thread with 2 very interesting screenshots that used the Lua-plugin for some level design! i hope to enable many more cool maps from people!
  6. anotak

    The Top 100 Memorable Doom Maps of All Time

    I wanna give a shoutout to some levels that were extremely memorable for me over the years that weren't on the list: Absolutely Killed map01 Ultimate Simplicity map01 & map04 bf_thud! map01 also imo planisphere2 and the e1m8 from double impact deserved to be top 100 not runners up! but good list! everything on the list deserves it imo (this is the paradox of criticizing a list)
  7. anotak

    Cacowards 2018 - 25 Years of Doom

    thanks! and congrats to the other winners if you're bored, here's a minor bit of fiction to celebrate doom's 25th and hopefully many more
  8. I figure I should actually release the version of doom builder x that has Lua Mode in it more publicly, even though things are in an alpha state, but I think I'm ready to take feedback on it from the general public. https://www.sf4remix.com/lilith/doombuilderx-2.1.3.11-alpha5.zip this isn't the final way this will look, but I've been slow with working on it because it's been a hectic semester for me. this is the changelog for that version
  9. +1 to northern powerhouse
  10. i'm still working on dbx. just getting this next update in a stable place where i am satisfied has taken longer than expected. i am also here and there poking at making a new editor but that's a much longer-term project. doom-related dev is just slow for me because i have a lot of other things i am dealing with. 1) it does scale to some degree, but it's imperfect bc of a combination of windows forms weirdnesses and preexisting choices in DB's design. this is definitely on my radar but i don't have a solution at this time. 2) i am aware of this and looking into solutions still. it may help to draw things clockwise instead of counter-clockwise like Bauul suggested. thanks
  11. i downloaded this ages ago and finally got around to playing it; really enjoyed it. really digging the aesthetics & mood. METAL2 + flesh is one of my absolute favorite combos of the vanilla assets tbh. the sharp lighting was perfect. the floor-switch gimmick was unsettling in a great way. i will say that i thought the part with the slowly-lowering switch-thing where enemies teleport behind you felt a bit, idk, filler-ish, somehow? the pain elementals felt a bit anti-climactic at the end since this is 1 map by itself, but i think if there were more maps perhaps it would work better. just something to keep an eye on i guess. no pun intended one thing to be wary about if this is a multi-level mapset is giving out the backpack so early, unless you are intending folks to pistol start i guess. looking forward to what else in store!
  12. anotak

    Map making block

    get a notebook and some colored pencils or pens (i prefer pens, but whichever is more fun to use) grab one of the pens, start writing words as they come to your mind trying to think of doom maps or mapping. how does doom mapping feel? how do good doom maps make you feel? what are demons like? what are their buildings like? what are any buildings like? what is hell? what's the last cool combat part in a wad you played? what other game did you play that has an idea that could translate into doom? what was the last cool building you saw? think about spaces you've encountered in games or the real world that were fun to navigate. remember visuals in movies or art that made you feel a certain way. think about how want your player to feel. don't restrict yourself, don't hold yourself back and think "this might be a bad idea" or "this is unrelated". free yourself from any anxieties about what it is or who will see it. don't try to erase anything or scratch anything out. just keep going. don't worry about grammar or correctness. a lot of times we have plenty of ideas, we're just holding ourselves back. the mostly empty doom builder screen is psychologically unhelpful for this. do the same thing for shapes as they enter your mind; think of real buildings, think of imagined shapes that could never be a building. sketch little pieces of them, but don't commit to a big layout diagram yet. think about a map you played, and an idea it used for combat, and combine that with an idea from another map for navigation/progression. the physicality of the pen and the permanence of it is important. there's been real psychological research into this stuff that i'm too lazy to dig up right now. edit: if you're stuck on ideas for connecting spaces and keep making small areas like i used to be: i forced myself to speedmap, and make several maps in an hour or so each. i forced myself to map even if i had "no ideas". all the results were crap, but before i had all sorts of weird mental hangups about how to connect rooms and stuff that would make me just sit there and stare at doom builder after i drew my first room. speedmapping said "you have to complete this" so it made me discard those hangups.
  13. anything that supports UDMF supports gzdoom's features. although it's a bit troublesome, as no piece of software follows the UDMF spec 100% accurately. oh i believe also eureka and yadex (?) run on linux btw? but like i said, a lot of people choose to use a windows xp VM on linux
  14. it's a very big project, i'd have to rewrite the renderer completely to use vulkan it's not entirely out of the question but it's enough work to where at that point i am seriously considering writing a new editor mostly from scratch. there are many things about how doom builder was originally architected both internally and ui-wise that i think could be improved on with the hindsight we have 10 years later. i know it's not great but i know many people use windows xp running in a VM to run DBX on linux/mac.
  15. maybe you slipped up when you said the word "stress testing", but: nuts.wad is actually a good test case for stress testing doom software specifically because it is so strange. because it is an "edge case". you always test edge cases. who cares if it was a joke? that's completely irrelevant, some people play it seriously, and that's what matters. and even if they didn't, why shouldn't we let folks enjoy their joke in 60fps? however, testing it is different than what you do with the information. my earlier comment was that it is not the general case that should be optimized for if it sacrifices other maps. especially because all the ports mentioned in this thread already run it at 60+FPS, so who cares. though i suppose the people with 144hz monitors might want an improvement there. the thing is that testing it gives you a "canary in the coal mine" if something will be wrong in other situations. a serious performance problem handling nuts might lead you to investigate and find other issues elsewhere. there's a reason my set of test wads typically includes "atypical" works like nuts, planisf2 & choz
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