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kgsws

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About kgsws

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  1. kgsws

    ACE Engine - DOS Doom II [vanilla++?]

    Actually that was something i considered doing year ago. But then i implemented mouse look anyway. Well, never mind. It's added as a menu option now! It's really strange to play like that. Kinda reminds me old arcade games where movement was predefined. Sure, i have added this option. I do not aim to support existing ZDoom WADs. There are just too many complications that. ACE Engine is intended for new (advanced) mods that will be compatible with ZDoom. Also, i do not support Heretic / Hexen. Though you can add these player classes and weapons using DECORATE if you wish. I really don't like the original behavior. Centering the weapon seems much better to me. Even if i use crosshair. Good news, i have implemented this feature a few weeks ago! Hmm, i might actually add this as another weapon option, it's pretty easy. So that would make weapon behavior modes: "original" "centered" and "bouncy". Or something like that. Here are two screenshots - you can see both mouse aim modes. Crosshair color and shape is customisable.
  2. kgsws

    ACE Engine - DOS Doom II [vanilla++?]

    Well, i bought it cheaper because it had broken screen. I will do with it something .. maybe even quite soon. I have LCD that could work well as a replacement. Anyways. Here's an update. Mouse look + mouse aim. Now it actually feels like playing source port.
  3. kgsws

    ACE Engine - DOS Doom II [vanilla++?]

    Yeah, i am gonna take a break when V2 is out. Indeed! Quite often actually.
  4. kgsws

    ACE Engine - DOS Doom II [vanilla++?]

    Seems like this emulator is not 100% accurate! It's a 86box bug. This exploit runs a self-modifying code in video memory. It's that "v1.9" part. This is how booting should look like:
  5. kgsws

    ACE Engine - DOS Doom II [vanilla++?]

    Actually, i would rather integrate those changes into existing source-port, like Crispy Doom. Well, not quite. If it was a source port, you could compile it separately as a stand-alone game for any platform. It is a series of (complex) patches to the original code. Most of the engine is still original assembly. I know, it blurs a line quite a bit. Yeah, actually too many :) My sleep was always a mess. But i just got 11 hours of sleep today (and yesterday almost too) .. because i had only a 7 hours basicaly every day in week. Well .. as i said .. a mess. That item is golden invulnerability. Currently it's a placeholder for custom inventory (that spawns a wave of flames on activation) but it will be invulnerability with (projectile) reflection in future. Today has been a busy day, and this is one of the new features. If you look closely, you might find a reference to another (already working) feature!
  6. kgsws

    ACE Engine - DOS Doom II [vanilla++?]

    It's inventory like in ZDoom. And it's working now! Keep in mind that i have not replaced original doom items. These are all new DECORATE definitions in my demo WAD - compatible with ZDoom!
  7. kgsws

    ACE Engine - DOS Doom II [vanilla++?]

    "Vanilla" in quotes, because i am adding new code using ACE. Definitely! :) Yes, there will be full documentation when v2 is out. Still working on completing new features for v2 ... but it's getting closer!
  8. kgsws

    ACE Engine - DOS Doom II [vanilla++?]

    There was an award for ACE already ... Biggest award for me would be people actually using this for cool mods.
  9. kgsws

    ACE Engine - DOS Doom II [vanilla++?]

    It is possible to add Boom features. However, since i am adding more advanced features (DECORATE) i have no plans for Boom support right now. There's DEHACKED support right now. It wont ever run in Chocolate Doom. Though, it would be possible to create a fork that would implement the code i added to ACE Engine. Anyway. Here's an update. I have added many new features, it's quite complete already. Release soon. DECORATE, SNDINFO, ANIMDEFS ... And save / load rewrite. With previews! I might be able to add MAPINFO support in v2 release but i do not know yet. I will also make a demo WAD with new release. Because otherwise nobody would know about new (cool) features.
  10. kgsws

    ACE Engine - DOS Doom II [vanilla++?]

    Yes it is! It's very simple ... with a small catch i mentioned on the top. So a special tool could be useful if you want to know if that happened. But you don't need that. Just copy two special lumps to the top of your WAD and it will most likely work (but still, make a backup!). Well, only ACE_LDR (or rather it's data) has to be on the top. And technically it is possible to have "black magic tool" that would hide it. OK ... it is possible to hide ACE_CODE too, with minor changes. I just thought this is a simplest way. Here's a small demo WAD. It's not an official release (v2) yet since there's broken stuff! But as a demo it works. Can you "solve" it? (It's not really a puzzle ...) Remember: You have to run the game using doom2 -config ademo.wad or it won't work! Oh. And by the way, this will work in ZDoom since .. well, all the features are based on ZDoom (documentation, not code). ademo.zip EDIT: Replaced screenshot with animation.
  11. kgsws

    ACE Engine - DOS Doom II [vanilla++?]

    Thanks. I hope there will be more. I am currently way ahead of my video series with actually implemented features. Subset of ANIMDEFS is working, subset of SNDINFO is working, subset of DECORATE is in-progress.
  12. kgsws

    ACE Engine - DOS Doom II [vanilla++?]

    Thanks! I will get to the fog effect in future episode ... when i implement it into ACE Engine (again). I hope people will decide to use ACE Engine for mods. Yeah, right now it can only parse DEHACKED. It's too early. In future there should be DECORATE, Hexen map format, ACS and more. Hopefully all compatible with ZDoom features. So mods for ACE Engine will work in ZDoom / GZDoom too. And i would not mind porting those features into another source port, if there is any willing to have such features. (Imagine having those features in official ports ...)
  13. kgsws

    ACE Engine - DOS Doom II [vanilla++?]

    Slowly working on features. Graphical loading screen is back again! Meanwhile, here's the code execution explained. Finally.
  14. I have resumed progress on my ACE Engine - a DOS Doom II modification using code execution exploit. The progress will be slower but i hope people will make a use of this. This engine is distributed as a WAD file and you can merge it into your own project. There are a few limitations, se below. You have to run your WAD file using command doom2 -config ace.wad. Yes this WAD file is actually a config file exploiting a stack overflow bug. It is possible to run more WAD files: doom2 -config ace.wad -file mohawks2.wad. Currently ace.wad will be loaded after doom2.wad and before mohawks2.wad. This works in SHAREWARE version! Version1: https://github.com/kgsws/doom_ace/releases/tag/v1 This is a first release. It adds full screen status bar and DEHACKED parser - no more EXE patching. Well, at least i hope my DEHACKED parser is not totally broken. I have tested it on "RAY MOHAWK 2" and "Rowdy Rudy II". (Cool mods!) WAD Merge: Just copy ACE_LDR and ACE_CODE into your WAD. Limitations: contents of ACE_LDR must be first in the WAD file - just place this as a first entry and it should work ACE_CODE can be anywhere in your WAD at no point WAD header can contain value 26 (0x1A) total number of WAD entries can't be 26, or in ranges 6656 to 6911 and 1703936 to 1769471 offset of WAD directory (that is, total size of your content) can't be in those ranges either if this happens ACE Engine just won't load, but upon exiting Doom II will overwrite your file with settings it is a small chance for this to happen but be aware, make backup or check in HEX editor I have tested this on mohawks2.wad and it totally works! EXTRA STUFF; I am making video series about ACE Engine modifications. Check out on YouTube.
  15. We are stretching a definition of 'vanilla' at this point. But sure. Thanks. As i mentioned, ACE Engine development is paused right now. I am considering my options now (i have other stuff and too little time for everything). I would really like to see some advanced doom mod built on this though. I was even thinking about stuff such as Half-Life 1 total conversion - remaking everything as close as possible with modified Doom engine. But again, it takes time. Anyway, here's my latest exploit that would be probably used for ACE Engine. It's a code execution even before memory and WAD files are initialized.
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