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AnotherGrunt

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About AnotherGrunt

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  1. AnotherGrunt

    BREAKING NEWS MICROSOFT BUYS ZENIMAX MEDIA FOR 7.5 BILLION

    Why? Different date, same company. Corporate shit is still the same. Only reason why internet isn't called Microsoft Internet is because it can't be bought.
  2. AnotherGrunt

    BREAKING NEWS MICROSOFT BUYS ZENIMAX MEDIA FOR 7.5 BILLION

    With Microsoft it's very simple. Either Bethesda / ZeniMax will be golden mine for them or it will be defunded and discontinued along with respective franchises. See this list. Embrace, extend, and extinguish. Never otherwise. I am surprised that such practices have not been banned by Federal antitrust laws long time ago. Well, good luck.
  3. AnotherGrunt

    Floppy (I)WAD

    Oh, now I get it. AASTINKY is name of texture and WALL00_3 is patch for texture. Thanks man. I had to add few things (STDISK, F_START, F_END) and it finaly works. It is 2698kB just to get main menu. Then 10 seconds and F_SKY1 missing because engine is trying to load first demo. Horror.
  4. AnotherGrunt

    Floppy (I)WAD

    Yes, you're right. But unfortunatley, these pacthes are virtual or what. I dont't see them (in SLADE). They are in WAD (can find them through Hexaedit) but I don't see them in editor. Do I need diferent editor?
  5. AnotherGrunt

    Floppy (I)WAD

    Ok, so I went through list and spliced Shareware WAD accordingly: I_WALLPATCH.WAD - between P_START → P_END, PLAYPAL, COLORMAP, other (necessary) stuff; 828 kB I_THINGS.WAD - between S_START → S_END; 816 kB I_SOUNDSFX.wad - sounds and D_INTRO; 548 kB I_HUD.wad - textures necessary for HUD initialisation; 136 kB M_MENU - Menu textures; 368 kB But I'm still missing something: Any idea?
  6. AnotherGrunt

    Combining iWads maps into a big one?

    iddqdidkfa: It's not new idea at all. I think it was Tom Hall originaly (or maybe Romero) who wanted to have one huge world map and simply transition between levels in pressure locks (idea was used later in Doom 3): That is where level end look (typical switch) came from. But idea was scrapped. First reason was memory burden. Doom engine doesn't load and frees resources with level beginning and end of level (half of IWAD is loaded into memory even before menu is shown). But instead resources not needed anyomore are marked and replaced on the fly. Doom engine was designed not to touch hard drive (at least not much) and utilize memory as much as possible. Even so, with big level or without level transition you're risking to run out of memory. So, world was spliced into relatively small levels. Problem solved with simple and elegant solution. It defies game logic. As you can see, keys, time (lives and score) were accounted from beginning. But when do you want to show statistics? Three color keys had to be there, but just three colors for entire world map? Again, simple solution: Level transition and intermission screen. It stuck with idSoft games for long time. Quake 3, Doom 3. As far as I know, first engine without traditional levels was idTech 5 (RAGE engine). You don't have to show intermission screen and simply call G_ExitLevel(), G_DoCompleted() and G_DoLoadLevel(). It will flick into new level very quickly. But it doesn't make sense. With linear level design and intermission screen you know where you're located. It is good. Rid of it? Why? Completing one big IWAD isn't good idea either. You would have to implement IWAD transition. This can't be done without loading so again: why?
  7. AnotherGrunt

    Floppy (I)WAD

    Ok, so I took a little more systematic approach and wrote small debugging hack directly into MBF's source code: My initial idea was to strip down shareware version just to one or two levels and fit it onto floppy but I was clearly wrong. Do you remember infamous Init DOOM refresh daemon?: That thing is responsible for graphical subsystem initialisation. And besides, loading every one damn graphical patch between S_START and S_END and rendering/compositing them into a proper texture in memory. Same goes for digital sounds: and last thing before screen mode switch I'm able to see loading data for text/menu and HUD. I don't see it but I assume entire menu textures has to be loaded before menu is shown. Then we have few second pause and loading first demo level with all textures for given map. Yikes! That is a lot of data. And we haven't even started our first map (don't even ask how it looks for Ultimate DOOM or DOOM2.WAD). So clear thing to do is to partition WAD and arrange things accordingly: One floppy just for binary, maybe miscellaneous things (MBF has lot of embedded things and these can be extracted to standalone WAD). It will barely fit. Second floppy for initialisation. And I'm afraid if one floppy won't be just enough. I don't know. Third floppy for one or two maps or demo maybe. Just for anything from Shareware version that remains and will fit. But get this: Just after initialisation is done, data (more specifically patched textures but anything can be retaged) are marked by PU_CACHE tag: memcpy((byte *) col + 3, source + col->topdelta, len); col = (column_t *)((byte *) col + len + 4); // next post } } free(source); // free temporary column free(marks); // free transparency marks // Now that the texture has been built in column cache, // it is purgable from zone memory. Z_ChangeTag(block, PU_CACHE); so data can be freed from memory if not needed (PU_CACHE block is freed by zone allocator if it runs out of memory) and then reloaded back again just as they are needed. Clever, really clever. But a bit of pain for me. If I will partition main wad and add a little pause for floppy swap I can't just stop somewhere and write on screen something like "Whoops, texture not cached anymore. Please insert disk #2 press ENTER and switch it back again". So, clear thing to do is just go through source code and delete any Z_ChangeTag to PU_CACHE and leave as much PU_STATIC resources in zone memory as possible. Hmm. But I don't like that either. Memory management is pride of DOOM engine. It's like little symphony between available resources. Between available memory, HDD and what is on the screen (yes, textures can be freed after they are rendered and not in view anymore). If you understand how virtual texturing (aka Megatexture in idTech5) works, it's almost the same thing. It is nothing new. And I don't want to destroy it with making it static because I have to swap floppies. So questions follow: How to solve this shit? Do you guys have any cleverer idea? I mean, how would John Carmack do it? I've been thinking about marking every resource by additional tag with resource location but as I said: I can't imagine how it would work in gameplay. Is booting process (meaning anything before resolution mode switch and displaying menu) somewhere described in detail and in plain english language? It is really interesting stuff I should know about and I don't want to scan entire source code. It is time consuming. As far as now, I'm going to partition and fit on floppies Shareware WAD because it is smallest. If you know any smaller but interesting WAD, please let me know. And no, Minimalist IWAD isn't interresting enough. Sorry.
  8. AnotherGrunt

    Is there any difference in terms of playing between GZDoom and 200X320 Doom?

    Hey, there is no point. Thing is that you can restrict virtual machine. It doesn't metter if it is on DOSBox or in any other VM (speed, IO speed, anything). As far as I'm aware, you can't do this thing in GZDoom or moder ports. They run always at full speed. Simply try, you'll like it. Or no. I myself do not like simple vanilla executable, but I usualy play enhanced ports like MBF or EE.
  9. AnotherGrunt

    Is there any difference in terms of playing between GZDoom and 200X320 Doom?

    You're emulating hardware (and it can be done through qemu, VirtualBox not just DOSBox) not the behaviour. Oh, come on…
  10. AnotherGrunt

    Is there any difference in terms of playing between GZDoom and 200X320 Doom?

    Honestly, never liked that type of maps. Doom 1 and 2 (and associated mappacks) is just perfect mix of spices. Or at least for me. Simply don't play it with 120fps, try something between 15-30fps. It's just fine.
  11. AnotherGrunt

    Is there any difference in terms of playing between GZDoom and 200X320 Doom?

    Hmm… C:\> CD DOOM2 C:\DOOM2> DOOM2.EXE <ENTER> I don't see reason to emulate anything.
  12. AnotherGrunt

    Is there any difference in terms of playing between GZDoom and 200X320 Doom?

    It is simple. Doom (Vanilla) itself isn't that difficult game. Even in UV. Enviroments are mostly big and empty spaces, monsters have reaction (unless in Nightmare difficulty) time in second, without any prediction for projectiles and are slowly crawling in these empty halls. If you're good Quake player, imagine how much fun would be to play Doom in Quake III engine, with crosshair, freelook, strafe jumping and so on. That would be just like target practice in shooting range. So same is it when you play Vanilla Doom in GZDoom. Difficulty is still same but let me count what is on top of that: HD resolution Free mouselook Wihout software render no diminishing lighting Crosshair Jumping Uncapped framerate No tearing, no loading, no nothing. Everything perfectly smooth. Yes. More or less it is just like playing Doom in Quake engine. If you know all secrets and position of Megaspheres and Blue Armor and you're not bad player, you can do entire WAD without one save and barely get under 100% health. Which is nice but not chalenging at all. It has simple solution: Constrain yourself. This is why I often recommend DOSBox. Just not on 100% speed but constrained so much that you have to switch between High and Low Detail mode. For me it is around 80386 and 80486 equivalent (28600 cycles). It is is easy to run into room, dodge everything and mow down anyone still standing, but much more challanging and funny when you have to enter the room with knowledge that in 10 another frames of still standing you're going to be toast. When you have to plan every step and ration every bullet. Vanilla DOOM MBF2.04 Eternity Engine Doom Legacy. Choose yourself. You can choose better resolution and things but I prefer to play it in 320x200 mode, without mouselook so I can see shit what I am shooting at. Try to play original Doom this way if it so easy. And if it is, simply find something you don't know that well. I can recommend Doom the Way Id Did 1 + 2. It is almost like Three Episodes of Doom and Doom 2 as bonus, but things and secrets reordered and maybe slightly harder. Good luck and have fun.
  13. AnotherGrunt

    Floppy (I)WAD

    Redneckerz: Thanks a lot. It looks like useful tool. I'll go through it.
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