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Everything posted by CodeImp
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Welcome to the Doom graphics. You have already given the answer yourself; If you don't want your WAD to become a (G)ZDoom only thing, you must adhere to the Doom palette. You could try and hue-shift your original picture slightly so that it better fits certain color ranges that the Doom palette uses. It is some work, because you'll have to keep shifting colors slightly and convert to see the result. Maybe the graphics tools that you use (Photoshop?) can help you do the conversion in a nicer manner if there is some way to get the Doom palette in the format your graphics program expects, but I don't know what you use and what is available for that.
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It is funny to see how people like to make stuff up. This thing is not in my kitchen, it is in my living room. There is no frigde or microwave oven there. I didn't expect this would turn into a small viral, but it is probably forgotten after the weekend anyway. Still though, I do get a lot of positive comments and requests to download or buy the software. So count Doom Builder out for the moment, I'm going to spend some time making this software more universal and expanding it with more features.
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Well spotted. Heineken is nice :) Why would I do that when it is much safer to keep everything in a computer casing? I'm sure it would look cooler if all the parts were exposed, but it is behind a panel anyway, it doesn't have to look cool in there :P Yea I've seen that. I'm not going that far though. Also, I like my interior design as it is. It is not hard to make some okudagrams yourself (he probably did, or he downloaded some from the net) there are a few rules to it, but I didn't comply to all these rules. For example, my coloring is more relaxed and gray-ish than the original, because I want it to fit my interior and not screaming for attention "look at me, I've got so many colors".
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Bonus points for those mentioning "Okudagrams" :) I remember reading about that when I searched for LCARS on the net. Some pics "behind the scenes"
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Thanks Nomad :) I like it too :) Heh no, this is not the computer I usually work or play games on. It is completely dedicated for my living room. My working/gaming computer has two 24" widescreen monitors :D
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No, it supports sloped 3D floors. I have tested it. Show me a case where it does this wrong.
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Doom Has Forever Been Imprinted on My Brain and Here Is Evidence Why.
CodeImp replied to Technician's topic in Doom General
Not so much Doom related, but I had such a moment when I was folding my clothes and did it wrong. For a split second I thought "Undo!", as in CTRL+Z but there was no keyboard, then I quickly realized my insanity. -
If you add your textures to the same WAD file that your map is in, opening that WAD file in Doom Builder will automatically load your textures as well. Then there is no need to add an additional WAD file as resource in Doom Builder. In the end this is also what you want when distributing your map anyway. You don't want to tell everyone to drag multiple files onto the sourceport executable or some crap like that, it will inevitably go wrong for many people. Keep it simple.
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You have gotten spoiled :P No, I doubt that will happen, because it is a more complex rendering technique that I'm just not willing to make in Doom Builder.
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I emailed the author of the tool about these bugs and provided a link to this topic. If it gets fixed depends on him, I don't know. Didn't you make a conversion tool as well, Graf?
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I'm not saying a sourceport (nor vanilla Doom) should like this. I'm saying it should be allowed in the file format, because it is possible and consistent with the back side (it is even possible in the binary format). If the sourceport doesn't like it, it should just poop out an error saying linedefs without front sides are not allowed (and I think this is what happens). I just checked and DB will still load the map, even when linedefs have no front side, it just shows a warning when loading the map, so that's fine. Still, this conversion tool is making some mistakes that need fixing for it to be useful.
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The tool wroterenderstyle = translucent; but it should berenderstyle = "translucent"; Also, a lot of linedefs are missing their front side, because the tool did not write a "sidefront" field for many linedefs (do you have linedefs in your map without front sides?) The UDMF specs say that this field is required and as such Doom Builder chokes on it. I find this requirement odd though, because technically it should be possible to have a linedef without front side, regardless if the sourceport likes this or not. I think it also inserted a stray "4" between the sidedefs structures and vertex structures, but that could also have been me pressing random keys while trying to fix your WAD during breakfast. But when I noticed the missing "sidefront" fields I gave up, so you're better off trying to convert this by hand. Open your map in DB, with its original configuration. Go to Linedefs mode and select all linedefs, then switch to Things mode and select all Things also. Press CTRL+C to copy it to the clipboard. Now create a new map, with a UDMF configuration, and paste everything. Make sure you align your map correctly when pasting. Then good luck fixing things :P
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Well it is dynamically allocated, so yea, if you have 20 GB memory you can reach the maximum number of linedefs in UDMF format :) But you probably need much more than 20 GB, because you need memory for the vertices, sidedefs and possible some sectors as well.
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Yes, Doom Builder supports up to 2^31 linedefs. (That is 2.147.483.648 linedefs for those not accustomed to powers of 2.)
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Your next question is obviously going to be "How do I convert my map to UDMF format?". Don't use Doom Builder to change the map format, because you will break the actions/tags in your map. Use this tool to convert your map: http://www.atomicgamer.com/file.php?id=88060
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Haha, sorry guys I couldn't resist. It was a bad joke. As esselfortium correctly mentioned, the 65535 linedefs is the hard limit in the map format. There is nothing you can do about it except switching to UDMF and pray that the sourceport you're using doesn't impose the same limit on the number of linedefs.
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The 65535 linedefs limit is hardcoded for the free version. If you pay me well, I can raise the limit.
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UPDATED EDITING.WAD - Save time on texture rotations/scaling/panning
CodeImp replied to TheMisterCat's topic in Doom Editing
I stole your ideas! Just like I stole all Deepsea's unique ideas! Actually, this was planned already some time when I started working on DB2 (over 3 years ago). It has been on he list of planned features on my forum for all to see ever since I can remember having that forum. Sorry man, but it is bound to happen that editing features show up in my editor. Even if they already exist in someplace else. -
How you discovered the Doom series? / Your first time playing Doom?
CodeImp replied to DooMBoy's topic in Doom General
11 years old, my father gave Doom to me (I think the shareware first, later the full version). At the time I played games like Duke Nukem and Commander Keen so this was the first 3D game I saw (I didn't play Wolfenstein before Doom) and I was in total awe. Yea it scared me at some moments, but what touched me more was the whole eerie ambience in the game. Especially after going through episode 1 and arriving at E1M8 where the "Now everything is doomed"-type of music plays, together with the level itself (not only the gate to hell at the end) it gave me that wow feeling. But that was then. When I had a big imagination and what Doom lacked in detail (which wasn't lacking anything at that time) my brains made up for it. Nowadays this is nothing and games must wrestle with the hardware they get to make graphics by today's standards. -
Although essel has a good point, I would still like to point out that you (or any programmer) can easily make a plugin for DB2 that does these simple operations the way you want them to be done. There are numerous open-source, well-commented example plugins that show how to code such plugins. If you can't make such a plugin, ask someone else that can do programming (and not me, I'm way too busy with DB2 itself already). But this is a bit offtopic. To help the original poster better, here is a list of utilities that can edit different aspects of Doom: http://www.doomworld.com/classicdoom/utils/editors.php The bold ones are the more 'active' or 'modern' ones that are still being updated.
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That is scheduled for the Eternity Editing Plugin, which may be created later :P Or you may do it yourself, simply copy my code and remove the code related to 3D floors, light effects, etc, so you only have left what Eternity supports.
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This doesn't help. Couple of things that do help: - Notice in the changelog that a crash in the script editor has been fixed. You can at least try it out to see if your problem has been solved. - Use CTRL+S to save your map often. You don't have to lose your work when you find a bug. - If you find a bug, then write an accurate bug report that describes the problem with steps to reproduce. Make sure this bug report is in the right location (DB bug report forum). More accurate = higher chance of it getting fixed (and sooner).
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Thanks go to Boris, he made it work like that.
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It allows you to quickly adjust the brightness levels in sectors by selecting them and using the right mouse button to "drag" the levels up or down. You can see the results on the screen immediately because it is textured (unless you set the view mode to Wireframe).
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It has been tested and it works fine on Windows 7. Boris, who also works on Db sometimes, also uses it on Windows 7. I think something is wrong with your system. Some things you can try: - Uninstall Doom Builder. - Update windows! And make sure you get the .NET Framework 3.5 updates with that (I'm not sure if they are automatically issued). - If you have previously installed a different version of the SlimDX library, uninstall it! In fact, just uninstall any SlimDX version before you try installing Doom Builder again to make sure it installs the right version. You can find this among all other uninstallers at the control panel. - Reinstall Doom Builder when you did all of the above.