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Dark Pulse

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About Dark Pulse

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  1. Dark Pulse

    if doom 64 had multi player?

    Among the Doom community, sure. I'm talking about the public at large.
  2. Dark Pulse

    if doom 64 had multi player?

    Not much would have changed, because 3D - true 3D - was the real hotness at the time. It would've still been quickly overshadowed by Goldeneye and that would have been that.
  3. Dark Pulse

    Haiku poetry

    Most haiku online Rarely gets the point of them. It makes me quite sad. Proper haiku has Seasonal references And observations. Leaves of brown and gold Flutter to and fro on winds Making room for life. Now you know the truth. Knowing is half the battle. G.I. Joe pwns j00.
  4. Dark Pulse

    Doom 64 coming to PC and modern consoles?

    By that, I meant more like chuck the old DB1-based version of Doom Builder 64, and re-base it in one of those more modern codebases. I know it's got its own map format, flags, etc. Sticking to the old DB1-based DB64 would be a very bad idea. More users now will be more familiar with DB2 and its derivatives than DB1, and DB1 also has a very nasty bug where the 3D view slows to a crawl the longer the system has been running. DB64, as a result of being derived from that codebase, shares that bug. This is bad news for people like me, who just rebooted his PC for the first time in over six weeks.
  5. Dark Pulse

    Doom 64 coming to PC and modern consoles?

    Doubtful, since that would mean allowing for custom WADs, and if it is a straight port for the most part, custom levels are unlikely to be a priority. That and really it should be moved to DB2/DBX/GZDBBF.
  6. Dark Pulse

    How to Get Good at Enemy Placement?

    Play some WADs. See what sorts of enemy encounters surprised you or put you in a pinch. Grow from there. Even a handful of lowly Zombiemen or Shotgun Guys can be ruthlessly deadly when paired with the perfect trap.
  7. In general, the same sorts of rules apply regardless of map - he does a lot of height-based stuff, so it's going to result in a difficult-to-impossible conversion for PSX Doom. Rooms over 256 high are simply not workable due to the renderer stretching textures past that; it can also very easily flip textures (in an undesired way) if pegging is done and textures are moved on the Y axis past that limit. Now, obviously you can still go over 256 high, but it must be done carefully - no single, individual sector will be over 256 high without some very clever trickery being done, and even those are kludges (stuff like making slivers of walls only 256 high, etc. but this would quickly blow up the sector count and geometrical complexity, which could crash the game). Essentially, the renderer would need to be rewritten to fix this, along with some other issues (for example, large floor surfaces tend to have some noise/breakup). To answer your question more directly: A quick look at both of those maps show height, height, and more height. Height is PSX Doom's enemy due to what I mentioned. Could they be done? Some of them, possibly, but not all, and even then they'd be very much compromised on stuff like monster variety and whatnot in all likelihood. If the map uses a Cyberdemon, you can basically kiss goodbye most of the other enemy types - you might be able to fit another type or two but that's all. There's simply not enough RAM, and the more complex a map is, the more you have to compromise on monster variety as well since the map takes more data - and memory is a very precious resource on the PSX. Something like this might be more workable on the Doom 64 Engine (which has considerably higher limits, due to the expanded RAM, better renderer, etc. compared to the PSX version), but it will be awhile before any sort of project is done on that version. Finishing PSX Master Edition comes first; work on hacking Doom 64 in that way really won't have any public versions until after that, I'd expect.
  8. Dark Pulse

    The worst doom joke

    If Doomguy is a vegetarian, and as he takes more damage his face begins to look like raw hamburger, will he be offended?
  9. Dark Pulse

    Doom 64 coming to PC and modern consoles?

    Guys... I'm pretty sure it's going to be a rather straight port with no real engine modifications in terms of additional functionality. Quit daydreaming that it'll be this Doom64+ or something. That's something the community might do; maybe GEC or something, but it almost certainly will never happen for a commercial product. The margins for something like this are already pretty small - arguably even futile, if it weren't packed in with something like Doom Eternal. There may well be extra content, but almost certainly there won't be anything that fundamentally changes the engine - and including functional co-op would most definitely be that, because of the tricks used to fake 3D and thus any map using it would need to be redesigned (or have some form of real 3D floors) to be workable.
  10. Yeah, it's basically a renderer flaw. You'll see it in pretty much every map if you look carefully enough at any texture like that. Essentially, without a rewritten renderer, nothing can really be done about it.
  11. He looks like he wants to kill it with hellfire.
  12. ...This is Jim Flynn we're talking about. In short: Good luck - because you'll need it.
  13. Both of those would be an absolute nightmare with how huge and high it is. The renderer's stretching issue would have to be fixed before it could even be remotely done justice on the PSX, I think. Maybe a Doom 64 version - if one of those comes to fruition.
  14. They've got to be put in at a fairly steady and consistent rhythm.
  15. Dark Pulse

    If i buy doom on steam. Will i have the .wad file?

    https://tcrf.net/Doom_II:_Hell_on_Earth_(PC)/Revisional_Differences#Graphics
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