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Jimmy Valavanis

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Everything posted by Jimmy Valavanis

  1. Jimmy Valavanis

    Doom to Delphi Total Conversion

    When I've first played DooM, about 12 years ago, I always wanted to look, study and understand it's source code. Well, since the original release of DooM source code by idsoftware there are a lot of source ports. Now I've made another one. It's a very early version of this project, many features are not implement. The difference in my source port is that it's written in Delphi, not in C. You can find both executable and source code here: http://www.geocities.com/jimmyvalavanis/applications/delphidoom.html NOTE: It 's a very early version of the project, cheating, music and networking not implement yet, there are some bugs, but the source code compiles and runs!! EDIT: Music and cheating now works...
  2. Jimmy Valavanis

    Doom to Delphi Total Conversion

    Currently windowed mode works correctly only if you 've set your desktop to 32bit color depth. That's why this ... wierd effect...
  3. Jimmy Valavanis

    Doom to Delphi Total Conversion

    Every mobj (Mmonster OBJect) has a target, or when it has not then it search for a target. The target to be found can be a player or another monster. This is the way the DOOM engine search for an enemy. When a monster attacks another monster, then the second's monster target will became the first monster, elegant indeed!!
  4. Jimmy Valavanis

    Doom to Delphi Total Conversion

    Saying infighting do you mean close attack? In file p_enemy.pas locate the procedure A_TroopAttack(). (AI function that handles Imp attack} if P_CheckMeleeRange(actor) then // <- If the target is close begin S_StartSound(actor, Ord(sfx_claw)); damage := (P_Random mod 8 + 1) * 3; P_DamageMobj(actor.target, actor, actor, damage); exit; end; ------------ CheckMeleeRange -> Check if the target of actor is close enough. If true then damage the player from close attack else // launch a missile P_SpawnMissile(actor, actor.target, MT_TROOPSHOT);
  5. Jimmy Valavanis

    Doom to Delphi Total Conversion

    I should make an *.inc file with the compiler options...
  6. Jimmy Valavanis

    Doom to Delphi Total Conversion

    To compile this correct try: Select from menu "Project" then "Options" and then the "Compiler" tab and then make sure that "Assignable typed constants" is checked! What version of Delphi do you have? Delphi 6 personal was provided free of charge from Borland.
  7. Jimmy Valavanis

    Doom to Delphi Total Conversion

    Now you don't have to make the conversion!! The source code is over there! I recoment to peek the new uploaded version that has a lot of bug fixes and music support!
  8. Jimmy Valavanis

    Favourite map

    Which map is your favourite? I vote Doom2/MAP24, spectacular!
  9. Jimmy Valavanis

    Doom 3D Viewer + Update + Memory Stats

    EDIT at 17/6/2004: ------------------ STATS: ------ Loading E1M1 now needs 18MB memory including animated enemies and things, 13MB memory without loading the emenies and things. That's improvement! Two days ago needed 90 MB. And just for the record about MAP01 of "reanmtd.wad" 2 days ago: Needed 185MB memory Yesterday: Needed 90MB memory TODAY: NEEDS 55MB MEMORY with animated enemies/things TODAY: NEEDS 36MB MEMORY without animated enemies/things and DOOM95.EXE: CRASHED......:-( ----------------------------------------------------------- Hi, I've created a 3D Viewer for Doom, Doom2, Hexen, Heretic and Strife. You can find that here: http://www.geocities.com/jimmyvalavanis/applications/doomviewer.html The graphics are very good (using Direct3D). I'll be glad to hear your comments and suggestions. Enjoy! EDIT at 16/6/2004: ----------------- ----------------------------------------------- I've made some fast changes due to reports for slow loading. Now loads twice as faster and use significant less memory. ----------------------------------------------- ----- Note: Documentation about things and enemies in STRIFE needed! (files info.c and info.h in Doom source)
  10. Jimmy Valavanis

    Favourite map

    Phobos Anomaly has a great music score!
  11. Jimmy Valavanis

    Doom 3D Viewer + Update + Memory Stats

    My mistake was to test this project only in machines with much memory. I keep in mind problems with memory and I 'll try to solve this problem. I made some tests without loading things and enemies and it was REALLY FAST. (nothing to do about with option to Show/Hide things). So, there is the problem! Sorry if I disappointed some of you, but I'll be back with a better version soon, real soon. Thanks for your comments and suggestions!
  12. Jimmy Valavanis

    Doom 3D Viewer + Update + Memory Stats

    Well, MAP01 of reanmtd.wad took 187 MB system memory and 45 seconds to load, and MAP02 took 178 MB system memory and about 40 seconds load time...
  13. Jimmy Valavanis

    Doom 3D Viewer + Update + Memory Stats

  14. Jimmy Valavanis

    Doom 3D Viewer + Update + Memory Stats

    I should look this WAD!! 414 MB memory?? Loading E1M1 of DOOM 1 takes about 45MB memory, that's much too, but it's because of the textures, especially textures for rendering the things and enemies (every thing/enemy needs 8 * 4 = 32 textures to animate, where 8 are the viewing angles and 4 are the animation frames, and for Direct3D optimization all textures are internally converted to 256x256 pixels; that does'n mean that if you have 10 imps in a level there are 32 * 10 textures, only the 32)
  15. Jimmy Valavanis

    Doom 3D Viewer + Update + Memory Stats

    Well, First: You can switch to noclip mode if you de-select from the menu "Options" the item "Check navigation". Second: You are able to walk throu some walls (as well thru doors) when the walls/doors have upper/lower textures (doors always have). That happens because clipping mode is based to a 3D Engine I coded some time ago (similar to Doom engine) but without support of upper/lower textures.
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