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Dark Pulse

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About Dark Pulse

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    ...and I thank them for drawing!

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  1. This all is basically "rewrite the renderer" since fog is not something one simply adds, and at this rate you're probably better off taking the approach the Quake II on PS1 did, minimizing the texture swim Carmack hated by essentially doing a level of detail system and subdividing closer walls/floors/ceilings into more and more triangles, while more distant ones could be less triangles. The swim is still there to a very minor extent, but for the most part it's no longer noticeable without really paying attention to looking for it. Don't need fog then, and you can generally keep the performance quite good.
  2. Dark Pulse

    What's your Halloween costume?

    Jason Voorhees victim?
  3. Dark Pulse

    What's your Halloween costume?

    I'm scary enough that I don't need no costume.
  4. Okay, at least this is a little clearer now. Since you're replacing duplicate tracks, the first thing to do is to note down all the levels that have the songs you consider duplicates and want replaced. In particular, note their localized strings (i.e; $MAPMUS_01). You can find this in MAPINFO. Next, decide on if you're going to do a patch so as to not alter the mod, or if you're going to alter the mod itself. Obviously if you edit the mod itself, any update will erase your changes, so you loading your own supplemental PK3 is recommended, but that's your call. If you do a patch, you will need to copy the LANGUAGE lump and the music folder structure to your PK3, in all likelihood. Edit the LANGUAGE lump. All the music tracks are listed here, so basically, find the $MAPMUS entry corresponding to the level you want to edit, and then edit what that value is here to whatever your new music is named. Naturally, ensure your new music is put inside the archive, with the correct filename, in the correct location. It should then work.
  5. Dark Pulse

    Help.

    Three possible causes: It's in your OneDrive folder. That could be some issues. PATH issue. Long paths = bad, and that's literally six folders deep. GZDoom is choking on it because of the space in "My Games" and that's making it panic. The short answer is to try to move it to another folder.
  6. Dark Pulse

    How long have you been enjoying Doom?

    30 years, started on SNES. Can't wait to revisit it with the Limited Run remaster. :)
  7. Again, adding new music to the levels is done in one of two ways: Have your new music named the same as the original lump that it's replacing, in which case, it will replace that song anytime it's used, or Alter the MAPINFO or LANGUAGE lump so that it plays a different song, in the process no longer playing its old one. This isn't a case where by default you can just "add" a song and GZDoom will play it after the assigned song; Doom's songs were meant to loop on the map endlessly, so that's the behavior GZDoom will do by default. If you're looking for functionality like that, that's where you'll have to bust out the ZScript, as essentially you'd have to tell the engine to play music in a different way.
  8. Looking at the MAPINFO, it shows music filenames like $MAPMUS_01. This means it's localized in the LANGUAGE lump, and if you open up language.def, you'll see there's a "music" section there. You don't need to (and indeed, shouldn't) replace anything here, nor rewrite the map definition, but basically as long as your music replacement matches the name of the originals, it'll replace it. Now if you're talking specifically adding new stuff without removing the old, that's a bit of a trickier thing. I'm not sure if LANGUAGE lumps "stack" or get overwritten, but my hunch is the latter, so you'd need to clone/edit the original and put it in your PWAD/PK3. You'd also have to set up some sort of way for it to pick a random song from an array or something along those lines, and that probably means some ZScript.
  9. Make a WAD/PK3 with the music lumps named identically to the lumps you want replaced, and then load it after the TC (either via a launcher, or dragging and dropping multiple files, but making sure the music WAD/PK3 is clicked last).
  10. Dark Pulse

    Really struggling to enjoy Doom

    Well that's probably one of the main problems: Depending on the mapper, Ultra-Violence tends to mean two different things. It is the "default" difficulty, and mappers assume it as the default. It is GENUINELY hard, and the map is more balanced for HMP. Unfortunately there's no real way to tell what the mapper's design ethos are unless they mention it in the readme or whatever. For me, I tend to lean towards the second personally, but others may not. The basic gist here is to just bump it down a notch if things are too hard and you're not having fun. Granted, as others have also said, some of the Master Levels are also really hit-and-miss in terms of quality. To be fair, it's not the only official product that has shaky quality (TNT has some maps that are generally considered quite lousy, but others that are great), and more recent stuff will really amp up the production quality. A lot of Doom's behavior is basically based on a state machine, with random chance thrown in. Monsters don't always make sounds; that's just how it is. There are some exceptions to this - you'll always hear Arachnotrons, Cyberdemons, Spider Masterminds walking around, but other monsters are purely off if they make a noise, fire, etc. Also, keep in mind Decino is a REALLY good Doom player who knows the game very well down to the technical level. He knows exactly how monsters work and how to deal with them. The first half of it can be pretty rough, but if you get past that initial part and out towards getting keys and stuff, it's not too bad. That start room area is pretty much always RNG even if you know the pattern to run in, and the bits after that is surviving an onslaught. Vanilla Doom has stuff like infinitely tall monsters, yes, and projectiles don't take Z-Height into account when moving, so they can actually fly down at nearly warp speed if thrown nearly vertically. That said, monster behavior is still fundamentally a state machine and calls to the RNG table in the engine. Simply put, you got unlucky there. Dodging the Mancubus' third shot is easy, because it actually shoots in a pattern where that happens: First shot has one directly aimed at you and one a little to the right, the second has one directly aimed at you and one a little to the left, and then the third shot has both angled to the left and right of you, so with enough distance and you being sure you're dead in front of it, it will miss you every time. If it didn't, you were either too close to it, or not far enough away that the hitbox didn't hit you - IIRC the hitboxes on them are a bit bigger than the sprites themselves. Hitscanners USUALLY don't shoot at you immediately on sight on anything less than Nightmare... but it is possible for them to. Technically, monsters have what is called a "reaction time" upon first being woken up, of 8 tics (time in Doom is measured in tics - with one tic being a single update of the game state. The engine runs at 35 tics/second, so 8 tics is roughly a quarter of a second) if they see you, and once they see you the counter begins counting down to zero. Until that reaches zero, they literally cannot attack. However, on Nightmare, if the monster is woken up by being attacked, or if the player approaches within 64 units of an unawakened monster that has their back to them, this gets set to 0 immediately, allowing them to attack immediately. Monsters, once they've done their first attack, must then move for at least one tic before being allowed to attack again, and from there it's purely down to calls in the RNG table if a monster attacks or not, and that includes if you woke it up and then reappeared in its sight later on. So in short, once a monster's been awakened and has moved for at least a quarter of a second, it can shoot at you damn near immediately if it rolls the number that makes it do an attack, and they can seem like they're immediate/back to back if the right numbers get rolled. (This admittedly rarely happens due to the distribution of Doom's random number table, but it is theoretically possible.) Enemies have what is called a "pain chance." It's basically a number between 0-255 (hence, 256 possible values) that determines how likely, when that enemy is damaged, it will enter its pain state, which stops their attack and makes them play some sort of sound indicating they've been hurt. Basically, a number gets checked from the game's RNG table, and if the number is equal to or less than the monster's pain chance, the monster goes to its Pain state upon being damaged; if it's higher than the number, the monster does not enter its pain state and continues doing whatever its current state is programmed to do (usually, attack the player or move). Doomguy, for example, has a pain chance of 255, so he will always enter his Pain state when he's hurt (but since he's not run by monster AI, his attacks obviously do not stop) since literally no number can be over 255. Weaker enemies, like Zombiemen, also have high pain chances (200/79.30%), while the Arch-Vile has the lowest (10/3.13% - essentially, if you point-blank blast an Arch-Vile with the Super Shotgun, and all the pellets hit, it's still only roughly a 50/50 chance it will enter pain state off those 21 pellets since each one rolls independently). In the case of Demons/Spectres, their pain chance is 180, or 70.7%. This is fairly high - it's more likely to enter its pain state than not - but it's still an almost one-in-three chance that it won't. The chainsaw does an attack every four tics, so it's effectively doing damage just under nine times a second. Demons' bites take 16 tics to actually cause damage - there's two frames of 8 tics each where it will face the target, then a third frame (coincidentally also of 8 tics) that will actually cause the target damage. So it takes about half a second to attempt a bite, and in that time, the chainsaw can get off exactly four attacks (assuming that you and it began your attack at the exact same tic, of course - three is a little more practical). You've got a 70.7% chance that it will take damage, get interrupted by the pain state, and be forced to restart its bite, but you've also got a 29.3% chance that it won't get put in its pain state and can continue the attack. If it rolls that 29.3% chance enough times in a row, chomp.
  11. Dark Pulse

    Doom CD32X Fusion

    This is the sort of madness that keeps me coming back to Doom. Epic work. Take your e-Points.
  12. Dark Pulse

    is there sfw Hdoom

    You can still see the Imp's asshole when they're dead, THIS DOESN'T COUNT.
  13. Depends highly on your system specs. If your PC is relatively recent (no parts more than four years old or so), you should be pretty good for almost anything. If it's lower-tier parts or an older system, you are going to struggle with some more advanced mods or highly detailed maps.
  14. Sure thing. Added. :)
  15. Nominally, still open, if there's enough interested people willing to make up maps for it. There's just not much point in putting out a release until there's at least nine or so maps worth of content, and right now there's only been two or so submissions. :P Rules haven't really changed; if you feel like you can do a better version of a map someone else did, go for it. The final winner of the slot will still be decided by vote, but to ensure nobody feels their efforts got wasted, there will be an outtakes WAD.
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