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Posts posted by borogk

  1. 8 hours ago, borogk said:

    I can share the table later today (afk right now).


    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...


    5 hours ago, PBeGood4 said:

    I still think that the list is something important and, with your permission of course, I'd like to upload it to the idgames archive.

    It might end up helping someone in the future.


    ...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 :)


    8 hours ago, PBeGood4 said:

    Unfortunately I own a Mac. So no Whacked4 for me.


    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. 52 minutes ago, PBeGood4 said:

    Hey! Amazing video. At 4:40 you show a list with all the states correctly indexed. Could I have access to it? Im making a wad and it would be a huge help.

    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. 8 minutes ago, Omniarch said:

    1) coming from someone who is fairly familar with dehacked modding, the particular way you used visuals to reinforce the state system was very clever, and must have been a massive pain to put together. Also, your use of in-engine 'sets' is inventive, distinctive and effective in equal measure, making every concept you bring up much easier to understand for a casual viewer.

    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 :)



    2) I really appreciated the segment on actions, since, while I am familiar with the vanilla restrictions I did not know why this was the case. I think it is very cool that you chose to include a variety of information, making the video interesting for everyone, from laypeople to experts.


    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.

  4. 4 minutes ago, Omniarch said:

    Damn, the editing here really is top-notch! Your videos have a strong sense of slick professionalism about them, but without the soulless forced enthusiasm that often accompanies this style of smooth, high-quality presentation. Your scripts are matter-of-fact and entirely devoid of exaggeration, and yet covey a deep love for and appreciation of the art of mapping. As always, fantastic work borogk!

    I'm very flattered, thank you!

  5. 4 minutes ago, boris said:

    Very nice video, the editing is really great. I have a tiny nitpick, though. The reason why Doom doesn't have room over room isn't that it's sector based. The reason is the way Doom uses BSP to determine what to render, and the implementation doesn't work with overlapping geometry. Duke3D, for example, also uses sectors, but is a portal renderer, where such geometry isn't a problem. There was actually a port that could do room over room in Doom, appropriately named RORDoom.


    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.

  6. 1 minute ago, rzh said:

    Great video, but now I question why people never bring up the other Doom engine games into discussion when talking about 2D vs. 3D. Hexen is probably the most advanced, it has looking up and down, flying, jumping, finite height monsters and explosions, swinging doors and you can even make pseudo-room over room. I don't know much about programming, but I doubt you can take a 2D engine and insert 3D functions in it without rewriting the whole thing which Raven Software obviously didn't do.


    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...

  7. 5 minutes ago, 1Destro3456 said:

    Awesome video, very informative and the editing is so good. Also, even if I knew Doom was actually 3D I still learned something like the pixel columns, I still gotta hand it to you with how you used editing to visualize the effect. Awesome job.


    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.

  8. 11 minutes ago, Silhou3tte said:

    I really like seeing maps from this perspective. Very nice work. Out of interest, how long did this take?


    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.

  9. 51 minutes ago, rd. said:

    Hey this video was fun, and I liked your sense of humor. As a Sunlust fan, I enjoyed that it covered some underdiscussed aspects and fresh ideas. Those include the concept of "combat geometry," Sunlust's philosophy for difficulty settings (I really liked the statistical comparison), and its suitability for continuous play.


    Overall, the review felt backed up by thought and research. You didn't cover only surface-level observations like Sunlust's difficulty and style of combat or its beautiful visuals -- you surrounded those with fresh insights and analysis. That is not always common in reviews and I appreciated it. 


    Some constructive feedback:


    - The review structure could feel scattered. The chosen material suggests this rough structure:


    1: intro and premise
    2: background on ports and Doom history
    3: Sunlust's maps and gameplay/visuals and other content 
    4: "how should I play this?" (pistol start vs. continuous; difficulty settings)
    5: concluding thoughts.


    Notably, music would fit into 3, but the review covers it between 4 and 5 instead. 


    - Since the premise is "Why is [Sunlust] great?" a topic I was expecting to get more airtime is what makes Sunlust's encounters fun and well designed. The review says the maps play well and introduces the idea of "combat geometry" -- but neither idea is pursued in much detail.


    Instead, more time is spent on supporting content, like Doom history, and peripheral points like which monster is Sunlust's hallmark.


    Those sections are good though, and justify their existence through humor and presentation. But the overall proportions clash with the expectations created by the premise -- making that premise look tacked-on.


    - Occasionally, sections were introduced like "now we're going to talk about ___" instead of a more fluid transition, which could be jarring. 


    Anyway, fun video, and good for what is apparently a first time. Looking forward to whichever reviews you do next.


    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!