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zokum

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About zokum

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  1. zokum

    Tips on making wads.

    This is obviously a bit tongue in cheek. There are however issues with the level of compatibility of various ports. In some cases wads will only run with specific older versions of a port. There are also wildly different ideas about what vanilla compatibility means. Changes / enhancements / fixes / tweaks can drastically alter gameplay and features in maps from what one experiences in doom2.exe / Chocolate Doom. A good example of this is a few ports that haven't reverted the problematic boom blockmap fix.
  2. Personally I don't like freelook in maps not designed explicitly for it. The design most likely doesn't take the new views possible into account. It also changes gameplay greatly and weapons like the rocket launcher become more powerful. The reduced need for autoaim makes long-range sniping easier. Jumping is often cheating on maps not designed for it. It also tends to look "wrong" to me, and freelook is only really found in hardware accelerated ports, which tend to look boring and un-doomish.
  3. zokum

    Help/tips for a disabled Doom player?

    To be honest, when he uses a right-handed mouse when he is left handed, buying controllers is probably not the best use of money. As a former student I know how shitty it can be to not have that much money to spend on computer stuff :)
  4. zokum

    ultimate doom E4M3

    With just a minor bit of playtesting, that would have been revealed. On my first playthough I got like 4% secrets. That is a good indicator something was off. One of the ciriterias for marking a map as of acceptable quality would be to finish it with 100% items, 100% secrets and 100% kills. Many of the IWAD maps fail this simple test. Another test would be to test it in 4 player coop and 4 player deathmatch. This would have caught several map bugs in Doom 2 1.666. Off the top of my head, here are a few problems in 1.666: Map15 hard to reach PE secret. Map18 two computer maps (less than 100% items). Map27 hard to reach secret that needs a linedef skip. Map29 missing coop starts. Map errors are found among all the mappers, I would guess QA wasn't prioritised as much back then. Quake had fewer map bugs despite being a more complex game to map for.
  5. zokum

    Help/tips for a disabled Doom player?

    There re still some configs you could try, it all depends on how dextrous your left foot is. Put them on edge, move the foot to the side to press the correct button? You never need to strafe both ways at once. A joystick could also work. A unidextrous mouse or a south paw one could be a nice investment. Keyboards can often be had for free though. I know I have at least 2 USB ones I don't use that I didn't pay for. I haven't paid for a keyboard since 2001. Doom requires so many buttons that putting all of them on a mouse would be tough to play with. You need shoot, forward, backwards, use, strafe left and right.6 functions and only 5 fingers :| It'll be hard to keep a grip and use all these functions.
  6. zokum

    Help/tips for a disabled Doom player?

    I don't think that was the most appropriate response, given the circumstances... We all know you didn't mean it literally though :)
  7. zokum

    Help/tips for a disabled Doom player?

    If you have good mobility with your feet you could put one-two keyboards or controllers on the floor and just use left and right foot for strafe left and right. Maybe two of these? One big toe on 0, one on Enter.
  8. zokum

    Things about Doom you just found out

    I think you have to specify the correct compatibility level. You're better off using choco though.
  9. zokum

    Things about Doom you just found out

    This shouldn't be happening during normal gameplay unless you do a linedef skip as far as I can tell from the map. I'd give Sandy a pass :)
  10. Even ff your map runs fine in Chocolate Doom and doom2.exe that does not mean it will run fine in other ports. I've seen GZDoom, PRBoom+, Zdaemon screw up the handling of maps that run fine in Choco. Compatibility is fine for very basic stuff, but once you go off the beaten path and do stuff not found in the IWADs you can quickly run into problems. Sometimes optimizations and bug fixes changes behaviour, breaking map effects. Your best bet would be to tell people to test it with the port/engine(s) you used for development and testing.
  11. zokum

    Any good uses for the ambush (deaf) flag?

    It should also be noted that sound will not be muted until it passes the second blocks sound line. This allows you to differentiate the map into regions where shots still will be heard in nearby areas but not areas far away. This is why @ViolentBeetle talks about two lines. These lines would potentially bulk up the blockmap and data structures in general.
  12. zokum

    Any good uses for the ambush (deaf) flag?

    That's not what it does. Ambush monsters will have the 180 degree view other monsters have. When they HEAR you they will change to a 360 degree view and wait until they see you. You can sneak up on ambush monsters if they haven't heard you. Reference to back up my claims: https://doomwiki.org/wiki/Monster_behavior
  13. The problem with using ZokumBSP in it's current state is that the best level of optimization takes a long time. A multitree rebuild with a width of 2 would take several days, even with a multi GHz cpu. The algorithms aren't very intelligent, it's mostly a proof of concept. The idea is that mappers need only do this once, so a long build time isn't a problem. I do think there is a lot of memory and speed to be saved by sidedef/segs compression. There is one thing that might speed up things a bit. I haven't checked but in most cases the REJECT map contains a lookup for sector A to B and for sector B to A. In most cases they will show the same result. You could reduce the memory needed by almost 50%. If you have a map with say 5 sectors, sector 0 would need lookup data for sector 1,2,3,4. Sector 1 would need for sector 2,3,4, etc. Sector 4 would not need a lookup table at all, since you can check the lower numbered sectors lookup tables. You would still need to have some checks done both ways if maps include special effects. There is no clean way of doing that efficiently without breaking things. I think the order of sectors matter :)
  14. zokum

    Weird collision with walls in large maps

    There's really only two formats of blockmap. The vanilla one and the unsigned one that some ports support. The more hitech ports do not need the blockmap. ZokumBSP will one day feature 32bit blockmap (the current format is 16bit).
  15. zokum

    Weird collision with walls in large maps

    A vanilla compatible blockmap can only cover map sizes up to a certain size. It looks like your map spanned a larger area than that. From the game engine's view, there is no area outside the blockmap that you can have linedef collissions with. I don't know which exact blockmap format you used, most likely a "larger" one than the vanilla one. I would guess you ran into problems with an unsigned blockmap, the limit of that one is about 128kib + overhang.
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