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Everything posted by borogk

  1. borogk

    Video about states and DeHackEd and stuff

    As promised, here's the list used in the video: https://docs.google.com/spreadsheets/d/1DUqfcUjz_zizOzCLSpc42VR8ItmwMtJ_r_fLE1MYO7c/edit?usp=sharing It has 2 sheets - one for relocation table action pointers and one for the states table records. Keep in mind, that it only contains offsets for DOOM2.EXE v1.9 (the same version is included in Doom II Steam release). Ultimate and Final Doom versions use other offsets. The list was only ever useful as a tool to create that one section in the video. Which brings me to... ...I don't see a point. The list doesn't have a practical value. If someone wants to edit states in MS-DOS Doom, they're better off just using DeHackEd utility. Offsets list only has a tiny bit of educational value (for learning DeHackEd and whatnot), but without context it isn't really helpful - there needs to be like an article about DHE or something like that. So yeah, in my opinion uploading the list is pointless. This very comment is probably the most context it will ever have :) Now, having a Whacked4 port for Mac - here is what would really be useful in situation like yours. Did you try running it using wine?
  2. borogk

    Video about states and DeHackEd and stuff

    I can share the table later today (afk right now). Though I don't see how it can help in making a WAD. The table contains byte offset values of states and relocation table in DOOM2.EXE and it is only really useful for editing the executable manually. It's not something one puts in a WAD, unlike a DeHackEd patch - which you can add :) If you want a reference table of all action pointers for making DeHackEd patches, a Doom wiki article would be best: https://doomwiki.org/wiki/DeHackEd Also, WhackEd4 editor has great built in reference of what all the states are doing exactly.
  3. borogk

    Video about states and DeHackEd and stuff

    Thanks! I registered on DW only since I started putting put videos 3.5 months ago, easy to miss :)
  4. borogk

    Video about states and DeHackEd and stuff

    Making frame indicator sprites and writing DECORATE definitions to sync them with states was probably the most mundane part. In hindsight, I could've automated this process, but instead most of it was made manually. Drawing "set" maps, on the other hand, was the most fun part, it's where I have to restrain myself from spending too much time :) Prior to researching for the video, I didn't know the exact reason why these vanilla DEH restrictions exist either. I reckon with some more work, it could've been possible to overcome these limitations even in DOS. If the source code would have never released and enough interest in DOOM community remained somehow - even more advanced DeHackEd program could've been created.
  5. borogk

    Video about states and DeHackEd and stuff

    I'm very flattered, thank you!
  6. borogk

    Video about states and DeHackEd and stuff

    Thank you all for the feedback :)
  7. Very good point. That's was an oversight on my part - I didn't mention that sectors cannot overlap, which is an important factor. It is sort of implied based on presented pictures, but wouldn't hurt to say it more explicitly.
  8. You are right, they didn't rewrite the whole thing. I kind of brought up this point on 03:34 when showing how easy it is to implement finite explosions in existing Doom engine. I'm sure Raven did a similar thing to remove other limitations. And I have to confess - I personally never played Hexen or Heretic. One day, one day...
  9. Can't take the full credit for the joke :) I've read it a while ago in YT comment section, although don't remember where exactly.
  10. I use ZDoom's MovingCamera actor to capture the footage. It's designed to make cutscenes - so you can put a bunch of waypoints, configure angles and so on.
  11. Thanks! It's actually same for me - column rendering is the only thing mentioned in the video, that I didn't know prior to making it.
  12. borogk

    I was playing with moving camera in GZDoom

    Thanks! I didn't count exactly, but it's about a week worth of evenings (~30 hours total). Most of it was laying the groundwork - writing some tools to generate camera paths with given parameters. Then it's the matter of playing with parameters, choosing the right camera angles and whatnot.
  13. borogk

    Made a short review video about Sunlust

    I'll try to not disappoint :)
  14. borogk

    React To The Profile Pic Above You

    Air hockey table
  15. borogk

    Made a short review video about Sunlust

    Oh wow, thanks for such thorough feedback! Certainly, the overall structure of my video could be better. I came up with ~50% of the script in the first few hours and it reflects how my train of though was going. That's where all the ramblings about Doom 2 / favorite monster came from. And then the other half was written as I started making it, so there's that. Regarding where the music section should have gone - I'm not sure myself. It was the most relaxing topic for me to cover. So naturally I put it right before the end :) Anyway, you're right - it is my first time. I hope to improve in the future and I'm glad you had fun watching!