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About JadingTsunami

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  1. You might be thinking of this trick where you can create general-purpose displays in vanilla using 1-unit wide lines. It was originally seen in TRUCK.WAD.
  2. In that particular case? You can't (the room is constructed to not allow that), but if you could you would fall through. It isn't solid. It's possible to make it solid using other tricks, but I don't want to thread-jack so it probably should become another thread at this point.
  3. It's a trick based on Doom's original flat (ceiling/floor) rendering. Without getting too in-depth, in certain cases where textures are missing, Doom will "bleed" the floor/ceiling texture over the missing texture. That room is constructed to ensure the floor and ceiling bleed in such a way to give the impression of a room on top of another room. OpenGL renderers like PrBoom/GLBoom and GZDoom try to approximate this behavior to cover the most common "mapping tricks" that use this behavior, but it would be very hard to recreate the effect exactly just given the differences on how OpenGL graphical "worlds" are constructed.
  4. There's a rarely-used floor-over-floor vanilla trick that I always thought was kind of neat.
  5. JadingTsunami

    VULD never seems to work for me (DOS Doom)

    The issue appears to be in DeuSF, which is producing a corrupted WAD when processing 200lnm. There's nothing wrong with the sprites/flats placement in the final WAD. But the entries (edit: in particular, the flats) themselves are corrupted. My guess is either some entry in 200lnm is corrupt or malformed, or there's a DeuSF bug exposed by this WAD in particular.
  6. JadingTsunami

    How do I make a boom map GZDoom incompatible?

    This may not be exactly what you're looking for, but you can easily make a Vanilla or Boom compatible map practically unplayable in stock GZDoom by exploiting the fact that GZDoom uses more accurate floating point comparisons than the other ports (edit: by default, that is; there are compatibility settings for this). Take the example of the attached WAD. Play in GZDoom and the player is quickly killed. Play in Boom/Vanilla and the player is safe. teleport.zip
  7. JadingTsunami

    the use of AI art generator

    Drawing a line between AI assistance and other forms of computer-aided work is an artificial boundary that will exist only for a short time. Soon AI will be a normal part of the act of almost any computer-based creation work. There are AI generators already that can generate seamless tile-able images which can be used for textures, flats, etc. So it's likely to extend into Doom as well. This is progress and overall a good thing, in my view.
  8. JadingTsunami

    UMAPINFO "episode" Unspecified Behaviour Resolution

    The only real use of episodes is to create menu select screen options as we know. The single episode = no menu option allows a sort of side-way of selecting the start map. "episode = clear" marking the starting map would seem like a surprise to me and not intuitive. So I would avoid it personally. It will also break in today's implementations (e.g., in PrBoom-Plus one can move the cursor to invalid locations and crash the game) and for that reason would not be backward-compatible. Better could be to specify the episode as today and a new key "showepisodemenu = true/false" to provide explicit instructions on whether to show the episode menu or not for single-episode campaigns. Since unexpected key/value pairs are ignored this should be backward-compatible.
  9. JadingTsunami

    PrBoom+ 2.6.2 (Feb 11, 2022)

    Use the parameter "-nomusic" when launching the game.
  10. JadingTsunami

    PrBoom+ 2.6.2 (Feb 11, 2022)

    Set "Show ENDOOM Screen" to "Yes" in Options > General > (Page 2) > Miscellaneous (near the bottom).
  11. JadingTsunami

    PrBoom+ 2.6.2 (Feb 11, 2022)

    It's being maintained for bug fixes. If you are looking for a particular feature you may want to look into dsda-doom which is based on PrBoom+.
  12. JadingTsunami

    Struggling with Boom/ MBF format Property Transfer Linedefs

    The diagram below from the Boom reference document is the best illustration that I know of for how this works. The "[upper/normal/lower] texture" referred to are the textures of the linedef tagged 242. Note that "Texture" here is NOT a texture in the normal sense: it's the name of the COLORMAP you want to use. This is often the most confusing part, since this was a bit of a "programmer's hack" in Boom. "Real sector" is the sector the player will be inside. It is physical and the player will collide with its floor and ceiling as normal. "Control sector" creates the fake surfaces which are not solid, but appear that way inside the real sector. This lets you create a false floor which, if the player "falls through", can have a custom colormap and light level, which can be used to create a "deep water" effect. If it's still confusing, I suggest spending some time with the diagram below and trying it out in the editor. ---------------------------------- < real sector's ceiling height | real ceiling | < control sector's ceiling texture | | | | < control sector's lightlevel | A | | | < upper texture as colormap | | | | < control sector's floor texture ---------------------------------- < control sector's ceiling height | fake ceiling | < real sector's ceiling texture | | | | < real sector's lightlevel | B | | | < normal texture as colormap | | | fake floor | < real sector's floor texture ---------------------------------- < control sector's floor height | | < control sector's ceiling texture | | | | < control sector's lightlevel | C | | | < lower texture as colormap | | | real floor | < control sector's floor texture ---------------------------------- < real sector's floor height
  13. JadingTsunami

    Silly question about level names not being shown

    Correct. This is because as I mentioned, DeHackEd patches were not bundled inside the WAD for 90s WADs. In practicality this means: playing a 90s WAD without a DeHackEd patch will not have the correct names in the automap. The UMAPINFO appreciation thread I linked earlier has a DeHackEd patch which will help for Memento Mori.
  14. JadingTsunami

    Silly question about level names not being shown

    EDIT: Ahh, nevermind. I see you're using Final Doom. You need to load AV.DEH against original Doom 2, not Final Doom, in order for the DeHackEd patch to take effect. Perhaps someone can suggest a launcher which can do this for you. Otherwise your WADs will be playable but you will not get modified text for intermission screens or automap names.
  15. JadingTsunami

    Silly question about level names not being shown

    If you are loading both the DeHackEd patch (AV.DEH) and AV.WAD correctly, you will get the correct names in the automap. One thing to check: Make sure you use the "-deh" command-line parameter to load DeHackEd patches and not "-file".