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Revenant100

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    Ask me about Lost Soul sprites

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  1. Revenant100

    100,000 Revenants - A Doom 2 Map

    Rendering the full widescreen status bar is indeed a positive, but GLBoom+ comes with several drawbacks: Sprite clipping - Having spent quite a bit of time scrutinizing the IWAD's graphics for the sprite fixes, I can say with utmost certainty that Doom's sprites are absolutely designed to be rendered partially below the floor line in order to provide the illusion of proper depth. However, an issue inherent to all Doom engine hardware renderers (except for Strife: Veteran Edition) is that sprites that are in contact with the ground are incapable of being rendered correctly in this manner. Most hardware renderers offer two options: allow the sprite to clip into the ground or raise it so that it's visibly floating. Neither is ideal. For the purposes of this map, the Revenant sprites clipping into the floor isn't too terrible in appearance since it makes it look like they're submerged in the water flat, but this should be up to the mapper's discretion, not left to the mercy of the renderer's shortcomings. Improper sprite mirroring - Discussed previously here, non-centered sprites are not properly mirrored in GLBoom+. This is especially obvious in this map on the Revenant sprites which happen to exhibit the problem to a severe degree. To be clear, PrBoom+ does correctly mirror non-centered sprites. Inability to render PLAYPAL/COLORMAP effects - Also common to most hardware renderers, custom PLAYPAL screen flashes, Invulnerability screen colors, fullbright effects, and light diminishing saturation are not supported (although GLBoom+ in particular can at least render custom Invulnerability screen colors). In this map, this means the Berserk's red screen is not rendered on top of the Invulnerability screen inversion. Not a huge deal here since there are no other weapon choices, but this is the expected indicator that one's fists have been supercharged which is fairly critical knowledge considering the enemy-to-player ratio. Incorrect lighting - Although it's not nearly as bad nowadays with the relatively recent introduction of shader-based lighting, all hardware renderers fail to accurately emulate the software renderer's sector lighting, resulting in great visual inconsistencies that mappers can't account for. Also, GLBoom+ defaults to the old and far less accurate "GLBoom" sector lighting option rather than the aforementioned and vastly superior "Shaders" option. This is probably for compatibility reasons, but the average player isn't going to mess with these options, so the default setting is detrimental to the majority's experience. In this map, it causes the level to look far too dark. Comparison: "GLBoom" lighting, "Shaders" lighting Performance - This point is not actually a negative as performance in GLBoom+ can vastly exceed PrBoom+, but this is entirely dependent on the nature of the WAD in question and the user's system specs. Simply put, GLBoom+ does not provide a guaranteed performance boost, so this should be regarded as a neutral point in its regard. And of course, any performance boost comes at the expense of all of these other visual drawbacks. Hence, most of GLBoom+'s issues stem from the OpenGL renderer itself, which is largely its entire purpose and shared with most other source ports using hardware renderers. It's still leaps and bounds ahead of other ports based on performance alone, but it is nonetheless a far distant second to PrBoom+.
  2. Revenant100

    100,000 Revenants - A Doom 2 Map

    A tool such as SLADE can extract the MIDI files from the WAD. Nonetheless, here's a quick collection of the songs used with download links: Title: Milli Vanilli - Girl You Know It's True MAP01: Chris de Burgh - Don't Pay the Ferryman MAP32: Milli Vanilli - Girl You Know It's True Intermission: The Jackson 5 - ABC
  3. Revenant100

    REKKR - V1.13

    I've just attempted to give this a whirl in Chocolate Doom, and I've stumbled into a game breaking issue in E1M3. I've only made it this far into the WAD, but this problem would similarly occur in any subsequent map that uses this same trigger activation method.
  4. Revenant100

    Things about Doom you just found out

    I just learned that during the development of WinDoom at Microsoft, the early Windows port helmed by Gabe Newell that ultimately led to Doom95, the engineer assigned to the project literally died at his desk while working on Doom. From the blog of Alex St. John: To my knowledge, this is the first and only confirmed casualty related to working with Doom's source code.
  5. Here's a preliminary test fix of the font that simply uses Doom's characters ported over: No big problems as far as I could see, and it even works in the vanilla DOS executable when merged into the IWAD with no side effects, although these characters of course still can't be written. I'll be tweaking the characters to fit the rest of the font and include them in the next release.
  6. I don't recall if there was a particular reason I hadn't centered the Dragon Claw as it's been a while since I looked at it. I might have simply overlooked it since the rest of the weapons are all appropriately centered. I'll add this to the list of things to check for the next release to see if there'd be any issues with applying the centering. To be clear, were you testing this in GZDoom, Zandronum, or some other ZDoom-related engine? The issue at hand here actually appears to be the result of an engine oddity dating back to the original DOS version. Regarding the original DOS Heretic, it seems it's actually impossible to even write most non-alphanumeric characters since the game doesn't recognize the shift key while using the talk command. For some reason, there are two sole exceptions: the exclamation point and question mark work. It's also not possible to use the brackets since the inventory switching function appears to override these characters while typing. Because of their omission, some of these characters were given duplicate dummy block sprites in Heretic's IWAD. This affects the following: &, <, and >. Similarly, the rest of the missing characters don't have a sprite at all. This includes: [, \, ], and ^. For reference, all of these characters exist in Doom's IWAD sprite font. As far as modern source ports goes, specifically GZDoom/Zandronum/etc. running Heretic, the shift key now works properly while typing. This means it's possible to see the characters that were never previously visible before, including those dummy block sprites. For characters that don't exist in the IWAD font, GZDoom et al. simply displays the underscore. All that said, this should actually be a fixable problem entirely on the sprite side. I'll have to create some new characters for the font, and this would have no benefit to the original DOS version (unless the missing characters were forced to be displayed, I presume), but it should all conceivably slide in without hassle. I'll do more testing later. This is an interesting inconsistency since the Tome is obviously a pre-rendered model that doesn't seem to have received too much in terms of manual art touch ups. It might just be that the rendered angles weren't perfectly perpendicular to the camera, thus the extrusions on the cover ended up being visible from one side but not the other. Hence, I'm not seeing an error here, rather the consequence of low precision angles and aliasing from very low resolution renders.
  7. Revenant100

    Things about Doom you just found out

    Our very own @Linguica has made a groundbreaking observation and discovery that will change the way you'll view Doom forever! When we all did our very first playthrough of E1M1, I'm sure we all had the same burning question running through our mind: What are these things in the penultimate room supposed to be? As it turns out, we'd receive our definitively conclusive canonical answer directly from id many years later as told in the early storyboards for Doom 3. That's right! For the past quarter of a century, the BRN textures have been meant to represent monkey cages! Demonized possessed monkey cages, to be exact. And E1M1 features not just one but two monkey cages! Better rev up that wiki article. We're gonna have to rewrite the history books for this one! Ling's original groundbreaking tweet: So slowly, but ever so surely, the everlasting mysteries of Doom's lore begin to unfold before our eyes.
  8. Revenant100

    Post Your Doom Picture (Part 2)

    In ePSXe, the framerate actually doesn't drop to horrifically unplayable levels, although ePSXe isn't the most accurate emulator of the hardware's performance. The ISO won't work in other emulators at the moment, however. It's also worth pointing out that the number of monsters had to be dropped significantly due to a Z_MALLOC engine error on map load, which doesn't sound unreasonable considering just how high the enemy count is in NUTS, but the original PC executable could at least load the untouched WAD without error. The biggest roadblock to this map port is the console's limited VRAM cache. As it turns out, even just one demon type is enough to hit the cache limit if every single angle of every single walking frame is being rendered at once. Add in firing frames and pain frames at all angles and the death frames on top of that, and you're guaranteed an overflow crash. I managed to avoid the crash by reducing the demon variety to just one type, but I made sure to pick a good demon type.
  9. Revenant100

    Post Your Doom Picture (Part 2)

    Now that we have the ability to create maps for the PSX port, I thought it was appropriate to start the ball rolling in terms of porting over the series' most iconic and historically momentous level.
  10. Revenant100

    Another DOOM movie being made?

    The Mancubus in Doom 3 is female. Judging by the conspicuous bra, apparently she's still a female in Doom 2016.
  11. Revenant100

    Post Your Doom Picture (Part 2)

    This image was created in 2015 based on that year's E3 trailer for the game, essentially the first and only actual gameplay media available at the time. Looking at it again, the collage seems pretty fair and even generous to me. There's actually some yellow in addition to the orange and teal. It should be noted that this was the time of brown Cacodemons, gray Imps, and off-white Barons. The game was gearing up to look like this. "Orange and teal" is an understatement. id Software wisely changed the game's general art direction pretty heavily after this point in response to the negative reception. There was even a discussion on this matter on this very forum. Here's an old post I found on the subject from some guy complaining about Doom 2016's lack of diverse color palette.
  12. Revenant100

    Things about Doom you just found out

    Upon careful review and scrutiny, I've determined that, outside of Adrian's concept art and the Doom 2 sprite itself, the Reaper Miniature figurine of the Arch-vile is seemingly the only other officially sanctioned depiction of the Arch-vile to accurately represent the character's signature face tubes.
  13. Revenant100

    Similar Games to Halo on Steam

    You're thinking of Toxikk: https://store.steampowered.com/app/324810/TOXIKK/
  14. Revenant100

    Another DOOM movie being made?

    This just in: the director has confirmed Barrels o' Fun for the movie! What other Sandy maps can we expect? And look, it says Phobos! Bruiser Brothers 100% confirmed! And look, a cave! That's, uh... Slough of Despair confirmed!
  15. The scope of this project aims solely at the sprites. There are other non-sprite fixes that could be slotted in a PWAD (the broken D_DDTBL2 and D_DDTBL3 music lumps come to mind), but these start introducing additional compatibility issues and complexities. A modified COLORMAP probably wouldn't cause too much trouble, but it's outside the purview here. Nonetheless, I don't think I've seen fix for this COLORMAP issue before, and I believe many would appreciate someone making it and releasing it separately. Can't say I know how to go about making such a fix myself.
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