Arno

Members
  • Content count

    585
  • Joined

  • Last visited

About Arno

  • Rank
    Member
  1. Nice to see the world of Shadowcaster coming alive bit by bit. With a crispier image than ever before, due to the higher screen resolution.
  2. Great, thanks! I fully understand that in this early stage window resizing is not a must-have among the dozens and dozens of other functionality/features that could be added. It's just that on my laptop screen the game window has roughly the size of a postcard, which triggered the question. I'm looking forward to seeing more of this source port in the future. Good luck!
  3. Thanks for offering an eary peek at your source port. I just gave it a try and walked around the two maps for a while. Without sprites and sounds, there is obviously hardly any gameplay going on. Nevertheless, I think it is still quite an accomplishment to be able to render these maps natively under Windows without having any access to the original source code. I didn't find an option to resize the window or to go full screen. Is such a feature in the plans?
  4. Very nice! Apparently you decided to take your documentation efforts one step further, to what seems to be a first working build of an engine recreation. So are there any specific features you are planning to work on next?
  5. I also bought a physical copy years ago. The many spectacular full color images are indeed a big plus. Text wise you shouldn't expect something on the level of "Masters of Doom", but it is still interesting to read.
  6. According to their Facebook page, the art of the game is stored in a 4 bit palette (yes, 16 colors), which is then rendered on screen into 32 bit colors with the visual effects of the Unity 3D engine. I think it's an interesting design choice and I'm looking forward to seeing more of this game.
  7. Interesting! Thanks, I now have a much better understanding of how you're trying to implement the scripting system with both flexibility and performance in mind. Another advantage of such an approach is that you could easily implement it gradually. A first release could start with only a small subset of the modifiable function pointers. Later on more functions can be exposed without any backward compatibility issues.
  8. So your end goal would be to have the game logic clearly separated from the game engine, while still running as fast as native code. Have you considered the approach as seen in the Quake II engine, where the game logic is written in plain C, compiled by the mod developer into a separate gamex86.dll, which is then loaded runtime by the quake2.exe?
  9. Find out what the dev team of Doom 3: Phobos meant with "2018 will be a big year". Unveil my secret little project. Preferably in some playable form.
  10. I really appreciate the photos of your pilgrimage to the lake house and the early Id Software offices. I've read "Masters of Doom" twice, and only now I actually have an impression of how the locations from the book look like. Very interesting!
  11. This feature is exploited even better half way the Catacomb Abyss, in the Ancient Aqueduct level. This level is covered in water and there are surprise attacks from enemies who hide under the surface. The enemies can be spotted when tiny bubbles are closing in on the player. It's a nice gameplay element for a game with such limited technology. Although it would have worked more effectively if the enemies would do more damage.
  12. Same here. To be honest, the other games in the 1979 overview didn't even ring a bell. I was already a teenager by the time I got interested in video games.
  13. Absoluut! It's like going on a holiday: even at remote or unusual destinations, there are always other Dutch people to run into.
  14. I've never heard of the "Hollow Earth" concept before, until I saw this trailer. It intrigued me, so I did some reading on Wikipedia. The idea of a vast, open space in the interior of the Earth is both awesome and ridiculous, so it should fit very well with the first Iron Sky movie.
  15. The programmer of the game could probably have easily reserved more space for doors. But apparently this limit of 23 doors fitted the needs of the level designers at that time. By comparison, Wolfenstein 3D has a maximum of 64 doors per level. The Catacomb Abyss has the maximum set to 5 doors.