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jval

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Everything posted by jval

  1. ENDEDIT is an easy to use ENDSCREEN editor. ENDEDIT is a B800 text screen editor. It is the end screen that is displayed in vanilla Doom when exiting the game (ENDOOM lump). Such screens were usually displayed as an end screen in DOS era. More information can be found at the doomwiki (https://doomwiki.org/wiki/ENDOOM). Many source ports are still supporting them, but usually they have an option to disable it. Downloads (ver. 1.0.1.9 - 20210306): Executable (win32): https://sourceforge.net/projects/endedit/files/ENDEDIT_1.0/ENDEDIT_1.0.1.9_bin.zip/download Source code (Pascal): https://sourceforge.net/projects/endedit/files/ENDEDIT_1.0/ENDEDIT_1.0.1.9_src.zip/download Repository: https://github.com/jval1972/ENDEDIT Features: Create and modify 80x25 text screens. Multiple Undo/Redo. Paste text and images from clipboard. Convert image to text screen. PNG, JPG and BMP image export. Easy to use drawing tools, like a simple paint program. How to use: Online help: https://endedit.sourceforge.io/ Why I did this? I wanted to add an ENDOOM screen in my Doom Snake mod a few days ago, but I didn't managed to find something easy to use or easy to run (DOSBOX etc). Main Application Window: Text art generated with a single paste command: Generated in a couple of minutes:
  2. DelphiDoom also renders the ENDOOM screen in the game window, with raster font, with a few dozen lines of code. (repo) Perhaps someone can convert it to C, and use it. Done:
  3. jval

    ENDEDIT - ENDSCREEN editor

    I've heard something about a viewer ..... https://sourceforge.net/projects/endedit/files/ENDVIEW_1.0/ENDVIEW_1.0.zip/download
  4. DelphiDoom 2.0 has been released. Notable new features Sloped floors and ceilings 3d Middle Floors (currently only one per sector) Advanced PascalScript to customize levels and actors UDMF map format (specs) UMAPINFO support MBF21 support DEHEXTRA support Ladder special Support for V5 glnodes Teleport zoom effect Per individual actor dropitems More accurate fake3d effect Long filename aliases inside WADs (using PK3ENTRY) Support for HI_START & HI_END namespace inside PWADs New Tools DelphiDoom Script IDE (DD_IDE.exe) PascalScript command line compiler (ddc.exe) Downloads Latest version 2.0.7: https://github.com/jval1972/DelphiDoom/releases/tag/2.0.7.735 DelphiDoom: https://github.com/jval1972/DelphiDoom/releases/download/2.0.7.735/delphi-doom-2.0.7.735-win32.zip DelphiHeretic: https://github.com/jval1972/DelphiDoom/releases/download/2.0.7.735/delphi-heretic-2.0.7.735-win32.zip DelphiHexen: https://github.com/jval1972/DelphiDoom/releases/download/2.0.7.735/delphi-hexen-2.0.7.735-win32.zip DelphiStrife: https://github.com/jval1972/DelphiDoom/releases/download/2.0.7.735/delphi-strife-2.0.7.735-win32.zip DD_IDE tool: https://github.com/jval1972/DelphiDoom/releases/download/2.0.7.735/dd-ide-2.0.7.735-win32.zip Launcher: https://github.com/jval1972/DelphiDoom/releases/download/2.0.7.735/dd-launcher-2.0.7.735-win32.zip Source code: https://github.com/jval1972/DelphiDoom/releases/download/2.0.7.735/delphi-doom-src-2.0.7.735.zip Work In Progress Builds https://sourceforge.net/projects/delphidoom/files/WIP_BUILDS/ Source code repository: https://github.com/jval1972/DelphiDoom Sourceforge mirror: https://sourceforge.net/projects/delphidoom/ Editing Examples Custom Actors using ACTORDEF scripting - download Simple 3d Floor - download Floating Sectors - download Mahjong game - download Custom dropitem - download DLL function call within PascalScript - download Slopes and ladder - download Script DLL inside WAD - donwload Procedural Models (Created with DD_MODEL tool) - download Sprites with 32 rotations (Created with DD_VOXEL tool) - download OpenGL model rendering using external DLL - download THINKER keyword - download Modify Actors/Actor Inheritance - download Using the PASSMOBJ flag - download Random tics in states and A_GlowLight ACTORDEF function - download Line specials 291 & 292 to set floor and ceiling texture offset - download Procedural Generated Tree Models (OpenGL) - download Dynamic Slopes - download Floor and ceiling angles - download Snake game - download Arkanoid game - download Simple dialogs - download Polyobjects - download ACS script - download Configuration files for DoomBuilder can be downloaded here. UDMF specifications can be found here. Acknowledgements/Thanks idSoftware for Doom Raven for Heretic & Hexen source code TeamTNT for BOOM Entryway for PrBoom-Plus (base for the OpenGL renderer) Andrew J. Apted for glbsp Randy Heit and Graf Zahl for zDoom (always inspiring) Fraggle, Quasar & Kaiser for Chocolate Strife RemObjects for PascalScript Angus Johnson for Bala Vatti's clipping algorithm Gertjan Schouten for image library Screenshots
  5. You can start doom32.exe (software renderer executable) with: "-fullscreen" command line option. This will open in fullscreen, but in shared fullscreen mode (i.e. it will not mess your desktop). Shared full screen is available only in software rendering mode and may cause performance drop (depending on you VGA card). "-nofullscreen" or "-windowed" command line options to start in windowed mode. DelphiDoom uses ACTORDEF scripting, which is quite similar to DECORATE. It will try to parse DECORATE lumps. There is a common base with ZDoom DECORATE, i.e. you can write DECORATE scripts compatible with both ports, but DelphiDoom is not 100% compatible with ZDoom features and vise versa. A lot of examples can be found at https://sourceforge.net/projects/delphidoom/files/Tools%2C maps and examples/ A good resource is the DD_MONSTERS pack, an old conversion of some of the monsters found in 667realm site. Other/newer examples use more complex ACTORDEF (also PascalScript & ACS) scripting.
  6. xGreed is a source port of the game "In Pursuit of Greed" General "In Pursuit of Greed" is a 1995 FPS game developed by Mind Shear Software and published by SoftDisk. The game engine is based on the "Raven Engine", a successor of Wolf3d engine, featuring floor and ceiling texture-mapping, variable heights and slopes. xGreed is based on the original DOS source code and an unfinished source port for Windows, that was released by the developers of the game. To run the game you will also need the game data, that can be downloaded at the above link the links found in this post. Downloads (latest version 1.1.12.55 - 20220319) Executable (win32): https://sourceforge.net/projects/xgreed/files/xGreed%201.1/xGreed_1.1.12.55_bin.zip/download Source code: https://sourceforge.net/projects/xgreed/files/xGreed%201.1/xGreed_1.1.12.55_src.zip/download Repository: https://github.com/jval1972/xGreed Current project status The current project status is alpha beta. A lot of things are not tested or not working. This first release intents to gather feedback for further development. Features: Software rendering. Double the original game resolution (640x400). Optionally can use the old 320x200 resolution. Mouse look and WASD move control. Launcher application. DirectDraw blit buffer. BASS.DLL for audio. Screenshots in png format. Cheats: Screenshots:
  7. Greed with search for FLIs in the following paths (in that specific order): The directory of xGreed.exe (executable - source port) The directory of GREED.BLO file (main data file) The .\Movies directory inside the #1 The .\Movies directory inside the #2 The CD drive path \GREED\MOVIES\ The CD drive path \GREED2\MOVIES\ The CD drive path \GREED3\MOVIES\ The CD drive path \MOVIES\
  8. RAD is a source port/recreation of the game "RADIX: Beyond the void" using the id-tech1 engine. General Information RADIX was a DOS game developed by Neural Storm Entertainment and published by Epic MegaGames back in 1995. RAD is not supported neither by Neural Storm Entertainment nor by Epic MegaGames. It's just an enthusiast's work. RAD needs the data file of the game (RADIX.DAT) and works with the v.2 remix version of RADIX (both shareware and registered). Older versions of RADIX.DAT currently are not supported and will probably trigger errors messages and/or crashes. You can find download links for the shareware game by just spending a few seconds in google. Alternatively, you can find the shareware game at https://www.classicdosgames.com/game/Radix%3A_Beyond_the_Void.html. Remember you'll need the v.2 remix edition. Downloads (latest version 1.2.20.753.r1230 - 20220410) Executable (win32): https://sourceforge.net/projects/rad-x/files/RAD%201.2/RAD_1.2.20.753.r1230_win32.zip/download Source code: https://sourceforge.net/projects/rad-x/files/RAD%201.2/RAD_1.2.20.753.r1230_src.zip/download Repository: https://github.com/jval1972/Rad-X Tools RAD2WAD - A tool to convert resources from RADIX.DAT into a WAD file: https://sourceforge.net/projects/rad-x/files/RAD%201.2/RAD2WAD_1.2.20.753.r1230_win32.zip/download DD_TERRAIN - Terrain generator: https://sourceforge.net/projects/dd-terrain/files/DD_Terrain_1.1.7.26/DD_Terrain_1.1.7.26_win32.zip/download Doombuilder 2 configuration file: https://sourceforge.net/projects/rad-x/files/Tools%2C%20maps%20and%20examples/RAD_DoomBuilder_Configuration_20210110.zip/download Examples EXAMPLE #1 (demo map): https://sourceforge.net/projects/rad-x/files/Tools%2C%20maps%20and%20examples/EXAMPLE_01.zip/download EXAMPLE #2 (terrain demos): https://sourceforge.net/projects/rad-x/files/Tools%2C%20maps%20and%20examples/EXAMPLE_02.zip/download EXAMPLE #3 (Floor & ceiling rotation): https://sourceforge.net/projects/rad-x/files/Tools%2C%20maps%20and%20examples/EXAMPLE_03.zip/download Features High screen resolutions True color software rendering OpenGL rendering Textured automap Screenshots Save/Load game High score table In game menu with key bindings In game menu to change screen resolution ...etc License: GPLv2 license. This apply to the source code and the executable only, not the actual game data. Current project status The current project status should be considered as an early beta. Many levels are fully playable, but many assets have not been thoroughly tested. Engine RAD is developed in Delphi and runs in Windows operating systems (XP or higher). Development started early this year using as base the DelphiDoom source port. The original game engine looks so close to the Doom engine, and that made this project possible. But beside the similarities there are also fundamental differences, such as: Extensive usage of sloped surfaces. Destructible sectors and shootable walls. Triggers/actions are not enabled by using/crossing/shooting lines, but by map coordinates, enemy kill or wall destruction. Lack of middle side textures, there are only floor textures and ceiling textures. Single sided lines are using floor texture as a mid texture. A side can not have both floor and ceiling texture visible at the same time. This limitation does not apply to RAD. Very long lines (thousand of px long) Huge levels There are no wall patches and flats, just textures that can be used as both wall and floor/ceiling textures ...and many more To summarize, RAD has (heavily) modified physics, and more enriched scripting/content definition mechanics. The software rendering subsystem has been significantly improved, while the OpenGL rendering is completely broken and does not work(!). Map actor/enemies 's logic was implemented using scripting (ACTORDEF scripting, a DECORATE - like content definition language). Future Plans: Other features: Make possible to create custom levels in PWAD format using classic Doom mapping tools Play existing levels (IWADs & PWADs) as a RADIX drone. Demo video (Episode 1 - Level 1) Screenshots:
  9. Ohh, sorry, I thought you couldn't enter the secret level. I'll try to see if all the map triggers work ok....
  10. Exporting the maps from RAD2WAD tool has been done, but.... unfortunately without the slopes part. For slopes RAD uses additional structures than can not be exported in Doom format, they work a bit different than DelphiDoom's slopes.
  11. You can try the "E" & "Q" keys (in WASD keyboard mode), or, any other keys you've assigned for up/down. Still this behavior is noticeable but at least you don't stuck "glued" in the slope surface. I've managed to enter secret level without problems, please make sure to kill all enemies. The walls don't count as enemies (but the mines do). There are 2 enemies behind the doors, kill them too (notice the 89/89 kill count in hud): Then return to the middle of the map and enter the secret exit: And for cheats.....
  12. jval

    Do You Own a Device Capable of Playing Audio CDs?

    My home stereo has a cd/dvd/b-ray player. A 19 old pioneer DVR 620H-S dvd-recorder. A portable AIWA CD player. An external USB DVD recorder drive. My car has a cd player also. An old Sony CD/Cassete/Radio portable player. Finally, I've got more than 800 original CD music albums.
  13. Can't test it, but theoretically there is multiplayer support. You must run it from cmd line like this: rad -net PLAYER_NO [-deathmatch] Where: PLAYER_NO -> 1, 2, 3 or 4 Player #1 is the host Also some other options: -dup 2 -dup 3 ... -dup 9 Tick update every 2, 3, ... 9 ticks -port XXXXX Specify an extra port XXXXX
  14. jval

    Is it possible to remake Tek War in Doom?

    Ohh, no way! I don't touch Build.
  15. Mars3D is a source port of the game 終極戰士 (Mars - The Ultimate Fighter) General Information The game was developed by "Engine Technology CO. LTD" circa 1997. In 2019 a limited English translation of the game was released in physical media (CD-ROM) by "Community Releases". Mars3D is not supported neither by "Engine Technology CO. LTD" nor by "Community Releases". It's just an enthusiast's work. Downloads (latest version 1.0.12.753 - 20220410) Executable (win32): https://sourceforge.net/projects/mars3d/files/Mars3D_1.0/Mars3D_1.0.12.753_bin.zip/download Source code: https://sourceforge.net/projects/mars3d/files/Mars3D_1.0/Mars3D_1.0.12.753_src.zip/download DoomBuilder configuration file: https://sourceforge.net/projects/mars3d/files/Tools%2C%20maps%20and%20examples/Mars3D_DoomBuilder.zip/download Repository: https://github.com/jval1972/Mars3D MAD2WAD utility: https://sourceforge.net/projects/mars3d/files/Tools%2C%20maps%20and%20examples/MAD2WAD_1.0.1_bin.zip/download Playing Mars3D: Download and unpack the executable archive mentioned above. There are 2 executable files in the archive: Mars3D.exe (software rendering) & GLMars3D.exe (OpenGL hardware accelerated version). In order to play the game you need the game data. The first time you run Mars3D/GLMars3D asks for MARS.MAD file. This is the main data file of the game. Additional resources will be automatically detected if you run from a CD-ROM, or a valid DOS installation. If you don't have the game, you can download the English translation from the Community Release site at https://mars3d-game.wixsite.com/index Features: High screen resolutions. True color software rendering. OpenGL rendering. Uncapped framerate. Textured automap. Dynamic lights. Flac & ogg sound effects. MOD, S3M, IT & XM track music support. Screenshots. In game menu to configure gameplay, key bindings & screen resolution. Use Doom game editing utilities to create custom content. Advanced scripting (PascalScript). New enemies and pickups, using the original game resources. Engine: The game uses the Doom format for maps, sprites, textures and flats inside a file container named MARS.MAD, which is very similar to WAD. Sounds, music and palettes are located outside the container. In fact the original DOS executable can load WAD files as well as MAD files. The most line and sector specials are the same as Doom. There are a few additions to the engine, compared to Doom: Full motion video Underwater portals Simple dialogs (like Strife, but ... very simple) Briefing screens Fog sectors etc... Development: The project is in active development, that means there may be bugs, errors or inconsistencies. Community feedback will be highly valued. Screenshot: Gameplay video: More Screenshots in High Resolution:
  16. jval

    favorite track in doom? (classic games)

    Sign Of Evil!
  17. Thanks, fixed in the repository! No, this is totally wrong, and I get the same problem after deleting the flat cache. I work around it, thanks for reporting! EDIT: Work around: Every new track in GLSpeed uses a huge virtual flat (4096x4096 px) named E2MxFLAT (created at runtime). The flat is cached to disk the first time you run GLSpeed, so it doesn't have to be created each time you run the game. There is a problem with the E2M8 map, this track was originally designed to be the E1M9 (as a single bonus track to the original game), but later I decided to make a whole new championship (i.e. episode) and the track renamed to E2M8. Unfortunately I forgot to change the track flat, so that's why the problem appears. I couldn't notice the error since the flat was already cached in my PC as E1M9FLAT. I'll fix it ASAP.
  18. Welcome to GLSpeed, a remake of the 1995 DOS game "Speed Haste" using the id-tech1 General "Speed Haste" is a 1995 DOS racing game developed by NoriaWorks Entertainment and published by Friendware. It's source code (DOS, in non compiled form) is available on github. (Thanks Mr. Javier Arevalo Baeza!) GLSpeed is not supported neither by NoriaWorks Entertainment nor by Friendware. GLSpeed needs the main data file of the DOS game (speedh.jcl) in order to run. It works with both shareware and registered versions. You can find the shareware version in many sites with a simple google search. Downloads (v. 1.0.4.745 - 20220411) Executable (win32): https://sourceforge.net/projects/speed-game/files/GLSpeed_1.0/GLSpeed_1.0.4.745_bin.zip/download Source code: https://sourceforge.net/projects/speed-game/files/GLSpeed_1.0/GLSpeed_1.0.4.745_src.zip/download Repository: https://github.com/jval1972/Speed Features High screen resolutions. OpenGL rendering. Uncapped framerate. Textured automap. Console for executing commands. Flac & ogg sound effects. MOD, S3M, IT & XM track music support. Screenshots. In game menu to configure gameplay, key bindings & screen resolution. Use Doom game editing utilities to create custom content. Lap records database Developing GLSpeed development started last December. I choosed not to use the original game source code as a base, but instead utilize (for one more time) a snapshot of my DelphiDoom source port. So, GLSpeed is based on DelphiDoom 2.0.5.727. I used the original source code as a helper tool for the complex data structures that the game uses (mostly the i3d model format, which, even with the source code available, it seemed to me very complicated). The game logic was recreated from scratch, mostly by watching youtube videos (I had problems running the game under DOSBOX. I also tried a virtual machine with FreeDos but with no luck). Current project status: Stable, (but not optimized). Probably you will not be happy running the game with a build-in Intel GPU, a dedicated GPU will run the game smoother. Expansion pack The registered version of the game comes with 8 tracks (shareware version has 2 tracks). In order to extend the gaming experience, I decided to make an expansion pack to accompany the release. So GLSpeed comes with 8 additional tracks. The tracks are organized in 2 championships (original game and expansion). The main benefit of using an id-tech1 engine recreating the game is that custom content can be created using standard doom editing utilities. In addition, I've created some other helper tools (and utilized an old one). Tools for custom content: DoomBuilder configuration file (tested with Ultimate Doom Builder): https://sourceforge.net/projects/speed-game/files/TOOLS_AND_EXAMPLES/GLSpeed-DoomBuilder.zip/download Tile Editor (win32): https://sourceforge.net/projects/speed-game/files/TOOLS_AND_EXAMPLES/SpeedEd_1.0.1.13_bin.zip/download I3DViewer (Speed Haste model viewer): https://sourceforge.net/projects/i3dviewer/files/I3DViewer_1.0/I3DViewer_1.0.1.11_win32.zip/download I've also make extended usage of DD_MODEL (DelphiDoom Procedural Modeler) for creating dozens new models for the expansion pack (latest version is https://sourceforge.net/projects/delphidoom-procedural-modeler/files/DD_MODEL_1.1.4/DD_MODEL_1.1.4_bin.zip/download) Screenshots: Original tracks: Custom content screenshots: Enjoy!
  19. Terrain Generator is a simple terrain/elevation editor. Generated terrains can be saved as: Doom levels (UDMF format) for advanced source ports as GZDoom, K8Vavoom etc RAD levels in Doom format DelphiDoom levels (Needs at least WIP_20201227 version) Doom levels in Hexen format (ZDoom/Vavoom) Voxels (DelphiDOOM ddvox and Slab6 vox file formats) Current version 1.1.7.26 (20220103) Executable (win32): https://sourceforge.net/projects/dd-terrain/files/DD_Terrain_1.1.7.26/DD_Terrain_1.1.7.26_win32.zip/download Source code: https://sourceforge.net/projects/dd-terrain/files/DD_Terrain_1.1.7.26/DD_Terrain_1.1.7.26_src.zip/download Repository: https://github.com/jval1972/DD_TERRAIN Additional Tools: TER2WAD: A stand-alone command line tool that converts terrain files generated by DD_TERRAIN (*.terrain) to maps (RAD/UDMF/HEXEN) Download link: https://sourceforge.net/projects/dd-terrain/files/TER2WAD/TER2WAD_1.1_win32.zip/download Notes on TER2WAD utility: Example terrains: Example #1 (Texture blending): https://sourceforge.net/projects/dd-terrain/files/Examples/Example01.zip/download Green Mountains: https://sourceforge.net/projects/dd-terrain/files/Examples/Terrain_Example_Green_Mountains.zip/download Tropical Island: https://sourceforge.net/projects/dd-terrain/files/Examples/Terrain_Example_Tropical_Island.zip/download Sandy Mountain: https://sourceforge.net/projects/dd-terrain/files/Examples/Terrain_Example_Sandy_Mountain.zip/download Everest: https://sourceforge.net/projects/dd-terrain/files/Examples/Terrain_Example_Everest.zip/download Volcanos: https://sourceforge.net/projects/dd-terrain/files/Examples/Terrain_Example_Volcanos.zip/download Online documentation: https://dd-terrain.sourceforge.io/ A few hints on how to use it: https://www.doomworld.com/forum/topic/118563-terrain-generator-dd_terrain-for-gzdoomk8vavoomrad/?do=findComment&comment=2229291 Editor Screenshots (old version): In game Screenshots:
  20. That's not normal, what's your PC specs?
  21. Yes, it's coded in Delphi. Should compile with FPC/Lazarus with minor changes.
  22. jval

    ENDEDIT - ENDSCREEN editor

    ENDEDIT does not use any fancy libraries and should be able to compile under Linux with Lazarus with minor changes. Unfortunately I do not have neither any Linux development environment, nor any Linux experience in GUI apps to try it myself. What errors? Can you post a screenshot ?
  23. I have no problems disabling bobing, as I had answered in PM. I can not think what is wrong and it does not work in your system...
  24. Voxel handling it's a bit different than GZDoom. DelphiDoom uses voxels as a sprite replacement (multiple voxels can be assigned to a single sprite). eg voxeldef "PMAPA.kvx" { droppedspin = 25 placedspin = 25 replaces sprite "PMAPA" } Sprite string can be 4 or 5 chars long. A 4 character declaration replaces all the frames of the sprite. Z axis Offset is not supported for voxels in software rendering, only in OpenGL mode ("offset" keyword).
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