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Kaiser

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Everything posted by Kaiser

  1. This is really impressive. This was something that I've always wanted to see happen but never had the resources/knowledge to pull it off at the time. Hopefully, the code can be cleaned up and documented as the project advances, especially with things like the existence of Z_Alloc and why it needs to allocate at the end of the heap. Definitely looking forward to seeing further development on this.
  2. Kaiser

    Going to QuakeCon? Check in here.

    I will also be there from the 24th to 29th. I'll also be at BYOC Section C, Row 5 Seat 2 if anyone wants to yell at me for ruining Blood.
  3. Kaiser

    Early and unused DOOM 64 Level Designs

    It does seem like someone removed it at the last minute. When I decompiled the macro scripts for that level, there's evidence of a sequence that calls the dart spawning action, but there's no trace of actual dart spawners in the level itself. Would of been interesting to actually see it in action, as well as what the steps were suppose to be to activate it.
  4. Kaiser

    Early and unused DOOM 64 Level Designs

    I cannot unsee that now
  5. Kaiser

    Early and unused DOOM 64 Level Designs

    Greetings Tim! Awesome to see you around the community. In case you're wondering, I am the one responsible for that Doom64 'Total Conversion' back in the day (and was also the one that provided a bunch of technical questions for that 2003 interview). I am kinda curious to know, if you remember at all, what was the story behind this unused weapon seen in this issue of Gamepro? I am assuming it was suppose to be some sort of lightning gun (like Quake)?
  6. Its obvious that its a custom algorithm that Carmack wrote like with his custom LZSS one for JagDoom. This is something that I've been trying to figure out for years but couldn't really pinpoint what its based on (I am still convinced that it COULD BE based off of some form of Huffman). Do keep me in the loop if you plan to continue deciphering it.
  7. I've always referred it to the Laser Weapon. Also the sprite for the weapon is also called LASR and the pickup sprite is called LSGR which sounds a lot like 'Laser Gun' to me.
  8. Kaiser

    Brutal Doom wins mod of the year on Mod DB

    There's plenty of good reasons why, but lets not go there.
  9. Kaiser

    [Resolved] Doom 3: Sikkmod issues

    Pretty much what they said. OpenGL support on AMD drivers has always been bad and will remain that way unless they start giving two shits about it again. What sucks is that OpenGL is definitely faster than Direct X but it doesn't help that the shader compiler is absolute crap.
  10. Note that in order to develop custom levels for the high-quality renderer mode, you will need the latest version of GZDoom Builder, which can be found here: http://devbuilds.drdteam.org/doombuilder2-gzdb/GZDoom_Builder-r2154.7z Lastly, grab the tools and configuration files for GZDoom Builder found here: https://github.com/svkaiser/dlight/releases This contains the tools and some updates and tweaks to the strife config files in order to support Veteran Edition. DLight is a command-line tool only but for those who don't like command-line tools, I've supplied a frontend GUI which builds a wad file with both GLVIS and DLight. Source code is included in the docs below. Any contributions is highly appreciated as more likely I might not have time to maintain them. =========================================================================== Using DLight =========================================================================== Before building lightmaps, the wad file must first be pre-compiled with GL nodes using GLBSP (http://glbsp.sourceforge.net/). Optionally, PVS data can be built using GLVIS (http://www.vavoom-engine.com/glvis.php) which can help speed up compile time. The input for DLight is as follows: dlight -map ## [option1] [option2] ... [wad file] As of version 2.0, DLight can only compile one map at a time so the -map option is required. =========================================================================== Options =========================================================================== -map <1-99> Specify the map number to compile for -samples <2, 4, 8, 16> Specify how many samples to build. Samples are automatically rounded into powers of two. Higher sample count will result in faster compile times but results in poor quality lightmaps, while lower values will generate better quality lightmaps but results in longer compile times. Using 8 or 16 is recommended. -size <64, 128, 256> Specify the width and height of the lightmap textures. Size is automatically rounded into powers of two. Using 128 or 256 is recommended. -threads <##> Specify how many threads to utilize for building lightmaps. By default, the tool will try to utilize 2 threads. -help Displays list of options -config <file path> Specify a configuration file to use. By default it will try to find SVE.CFG -writetga Dumps generated lightmaps as targa image files -ambience <##> UNUSED =========================================================================== DLight Configuration File Specification =========================================================================== Format: /* multi-line comment */ // single line comment block name { <property> <value> } integer a single whole number float a number with decimals vector a quoted string with 3 floating point or integer numbers usually in the form of xyz boolean either 0 or 1 Blocks: mapdef lightdef surfaceLight Mapdef block: A mapdef defines the global sunlight behavior for a specified map. Mapdef properties: map <integer> The map number this mapdef block should be assigned to sun_direction <vector> A vector representing the direction in which the direction of the sun is coming from. Vector is normalized, meaning each component ranges from 0.0 to 1.0 and is measured in Doom axis coordinates (e.g. x = left, y = forward, z = up) Default vector: "0.45 0.3 0.9" sun_color <vector> A vector representing the RGB color of the sunlight. Values ranges from 0 to 255 Default vector: "255 255 255" sun_ignore_tag <integer> If specified, any sector with this tag will not be lit by sunlight and no lightmaps will be generated for it. Lightdef block: A lightdef block allows to define a thing to emit light during compile time. Lightdef properties: doomednum <integer> The doomednum of this thing in which will generate lightmaps. rgb <vector> A vector representing the RGB color of the light height <float> Sets an offset on the z-axis for the origin of the light source. radius <float> Specifies the radius of the light. A larger radius will result in more surfaces affected by this light. Setting radius to -1 will tell DLight to take the radius based on the thing's angle value. intensity <float> Specifies how strong the light source is. A value of 4.0 is recommended in Strife: Veteran Edition falloff <float> Sets the falloff for this light (expiremental) ceiling If specified, then the origin of the light will be relative to the ceiling instead of the floor SurfaceLight block: A surfacelight block specifies a surface (either a wall or a flat) to emit light during compile time. SurfaceLight properties: tag <integer> Tells Dlight to emit light from all sectors/lines that contains this tag value. rgb <vector> A vector representing the RGB color of the light cone_inner <float> Specifies the FOV (in degrees) of the main source of light. Value ranges between 0 to 180 degrees. Smaller values results in larger cone. cone_outer <float> Specifies the FOV (in degrees) of the light fading out from the inner cone. distance <float> Specifies how much area to cover intensity <float> Specifies how strong the light source is. A value of 4.0 is recommended in Strife: Veteran Edition bIgnoreFloor <boolean> If 1, then floors will be ignored. falloff <float> Sets the falloff for this light (expiremental) =========================================================================== Map Lump Specifications =========================================================================== LM_MAP## Level marker LM_CELLS Contains rgb information on how sprites interacts with lightmaps. LM_SUN Contains RGB and vector data for sunlight. LM_SURFS Contains information for every surface that is bounded to a lightmap. This includes texture mapping (UV) data and which lightmap block the surface is mapped to. LM_TXCRD Contains all UV texture coordinates for each surface. LM_LMAPS Contains raw RGB texture data that makes up the lightmaps. New Thing Types --------------------------------------------------------------------- Player Start - Blue Team DoomEdNum 5080 Width 16 Height 56 Desc Used for placing player starts belonging to the blue team (Capture the Chalice). At least 8 of these must exist in the map. Player Start - Red Team DoomEdNum 5081 Width 16 Height 56 Desc Used for placing player starts belonging to the red team (Capture the Chalice). At least 8 of these must exist in the map. Red Talisman DoomEdNum 7966 Width 16 Height 16 ConversationID 348 Desc Inventory item that the player can pick up. Does nothing by itself but when the player possesses all 3, he will have super berserk strength abilities Green Talisman DoomEdNum 7967 Width 16 Height 16 ConversationID 349 Desc Inventory item that the player can pick up. Does nothing by itself but when the player possesses all 3, he will have super berserk strength abilities Blue Talisman DoomEdNum 7968 Width 16 Height 16 ConversationID 350 Desc Inventory item that the player can pick up. Does nothing by itself but when the player possesses all 3, he will have super berserk strength abilities Blue Flag Spot DoomEdNum 5130 Width 16 Height 16 Desc Marker for spawning the blue chalice for Capture the Chalice game mode. Will spawn the blue chalice 16 units in front of the marker in the direction that the marker is facing at the beginning of the match. Required when setting up a Capture the Chalice game mode and only one of these must exist in any given map. Red Flag Spot DoomEdNum 5131 Width 16 Height 16 Desc Marker for spawning the red chalice for Capture the Chalice game mode. Will spawn the red chalice 16 units in front of the marker in the direction that the marker is facing at the beginning of the match. Required when setting up a Capture the Chalice game mode and only one of these must exist in any given map. Blue Chalice (Inventory Only) DoomEdNum 7970 Width 10 Height 16 ConversationID 345 Desc Inventory item that the player can pick up. Does nothing by itself. Sector Light Level Modifier DoomEdNum 7957 Width 16 Height 16 Desc When placed in a sector, it will set an alternate sector light level based on the thing's angle. This is only affected when lightmaps are enabled. These are not spawnable and will ignore difficulty flags and removed on level load Sector Bloom Controller DoomEdNum 7969 Width 4 Height 4 Desc When placed in a sector, it will override the renderer's bloom threshold whenever the player enters that sector. The override value is determined by the thing's angle divided by 255. For example, if the thing's angle is 180, then it will override the bloom threshold to 0.705 whenever the player enters that sector. Note that this is ignored if the user's threshold settings is greater than the override value. These things are not spawnable and will ignore difficulty flags and removed on level load Degnin Ore Spawner DoomEdNum 7975 Width 20 Height 16 Desc These non-visible things are used to spawn an infinite supply of degnin ores whenever there are less than 4 of them in the current level. They will only spawn when the player is within 2048 units of the spawner's origin. Any questions, please feel free to ask. Enjoy.
  11. Decided to make the source code to PowerslaveEX public since I barely have the time for it anymore. You can find the link here: https://github.com/svkaiser/PowerslaveEX So yeah... go nuts.
  12. Kaiser

    PowerslaveEX Source Code Released

    It's complicated, but part of it was because people didn't seem to get the hint that this was a unofficial hobby/community project and instead believed it was something official. Word got around, toes got stepped on, etc, etc
  13. Kaiser

    PSX Final Doom music rip

    Fortunately I still have natt's original extraction tool. Its still very primitive but it should still serve as a good starting point for others to get into psxdoom music conversion. I also suggest looking at Doom64EX's setup for reference https://dl.dropboxusercontent.com/u/18609/psxdoom_sndTools.7z
  14. You're in luck. Rename the .n64 extension to .z64 and you should be good to go. Though I could of sworn that wadgen would of recognized that format.
  15. This might sound silly, but the only thing I can suggest is if you can PM me the rom and I'll try to verify if its the correct format or not. I have a feeling that this could be a unique format dumped only by Retrode as I am seeing no mention of this in the Project 64 source code.
  16. Kaiser

    Dissecting Sega Saturn Doom

    Special thanks to Quasar for uploading it. Here's the video demonstrating PSXDoom's rendering of wall segs and subsector leafs: That's A LOT of quads to draw, but seeing how poorly the PSX handles texture mapping, drawing the game via columns was probably the right thing to do.
  17. Kaiser

    2016 Goals

    Actually make an update to Doom64EX.
  18. Kaiser

    20 Years of PlayStation Doom.

    Oh nice! I am looking forward to that! By the way, did the final boss in Doom 64 ever had an official name during development? People always referred it as the 'Mother Demon' though the sprite name seems to go by 'RECT' which I am assuming it stands for Resurrector or something like that.
  19. Kaiser

    Doom 64: Lowered Targeting Threshold?

    I can confirm this. BASETHRESHOLD was lowered to 90 in which the original games was set to 100.
  20. Kaiser

    idgames Maintainer Ty Halderman Passes Away At 69

    He will be missed. He was a true inspiration during my early days in the doom community.
  21. Kaiser

    Nothing New On idgames Lately

    Ty has always been a huge influence in the community and he will be greatly missed. Sincerest condolences to his family and friends.
  22. Kaiser

    Doom 64 on Steam petition?

    I'd prefer if Zenimax/Bethesda not know of Doom64 EX's existence. I'd also appreciate if this won't be mentioned to Pete Hines either. Edit: Didn't realized this was an old thread... ugh.
  23. Kaiser

    Doomworld is dead, long live Doomworld

    Well this is depressing..
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