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Ferk

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  1. Ferk

    PrBoom+ 2.6.2 (Feb 11, 2022)

    There are many different ways to do it, what I was explaining is the reason why a change was needed. The fact you admit that a change "was needed" is just reafirming that it's true. I brought it up to show how depending on a static byte that you can just bump up is not always the best solution.
  2. Ferk

    PrBoom+ 2.6.2 (Feb 11, 2022)

    It's true. PrBoom+um bumped the number to indicate UMAPINFO suport, this made it match Eternity header too much, that's why the header was changed. Otherwise it's likely it would have remained that way. And of course the version number is not the only possible way to determine uniqueness, but I didn't mean it was. You can add up to the static list of bytes and the mess of nested wrappers to check for to figure out what to load, or another way is to design a more dynamic format that's more extensible. I feel the new header was a step in the right direction, but of course it's just my opinion.
  3. Ferk

    PrBoom+ 2.6.2 (Feb 11, 2022)

    But that would be a different topic. Even if it was the case that UMAPINFO doesn't need a complevel, a string of feature keywords is more flexible than a static set of integers. The reason a change in the header was needed in the first place was because bumping up the version number was causing conflicts with demos from Eternity that were already using the number.
  4. Ferk

    PrBoom+ 2.6.2 (Feb 11, 2022)

    I'm not sure I understand what you mean. Or whether I'm getting my point across. I edited it quick to try to clarify myself but you were quicker answering. "Wouldn't a complevel for UMAPINFO have the same result for a MIDI pack that adds a UMAPINFO lump and wants it to be loaded?" So.. I'm talking on a situuation where a new complevel to determine UMAPINFO (which would have also been integrated in the demo header) would have been used instead of a feature flag in the new header. I feel a complevel is not really what would have solved that particular case.
  5. Ferk

    PrBoom+ 2.6.2 (Feb 11, 2022)

    Wouldn't a complevel for UMAPINFO have the same result for a MIDI pack that adds a UMAPINFO lump and wants it to be loaded? I don't see why using a number instead of a more extensible string would help the case.
  6. Ferk

    PrBoom+ 2.6.2 (Feb 11, 2022)

    I feel PrBoom+ was in a good path with the new demo header that added a toggleable feature-based approach to new functionality, without submitting to an unstable standard that you'd end up having to track by yet another version number. In my humble opinion, if PrBoom+ is to keep adding features it would be best if they are discrete feature sets that are self-contained and stable or at least are more generic / de-hardcoded and that would be more future proof. Slowly but safely, all while making sure they wouldn't break wads that were working before. I'm not sure if MBF21 is a good candidate for that. Perhaps adding MBF21 would have made more sense if it had been split in sub-features that allowed stabilicing parts of it. Also, MBF21 has already a few decisions based on making it similar to other ports (ie. the Eternity-like flags) that are kind of duplicating part of what umapinfo (and other mapinfo-like formats) already solved with more flexibility. Who knows if those MBF21 flags will become just compatibility baggage in 10+ years in the same way many flags and features in GZDoom are just there due to its legacy.
  7. The author himself has also already answered this in the thread for the wad. It's definitely not intentional. https://www.doomworld.com/forum/post/2255527
  8. Ferk

    Let's name Freedoom's levels!

    Remember that this thread is outdated. All freedom levels are already named, and many are different from what this 2013 post states. For the up to date list see: https://github.com/freedoom/freedoom/blob/master/lumps/dehacked/dehacked.txt#L205 Imho, this should be mentioned in the OP message, or at least be unpinned.
  9. Ferk

    MBF21 Specification v1.2 Release

    Sounds exciting if it spreads to other ports! About these flags: All these were already introduced as things properties before: https://github.com/fabiangreffrath/crispy-doom/pull/636 Imho, extra flags can conflict with other ports and it's less flexible for things that might well be numbers. Things like "NORADIUSDMG" could be instead a "Splash Damage Multiplier" property. So you could have an enemy that takes much more damage from explosions or has certain level of resistance (up to 100% resistance), instead of either immune or normal. About the flags for map bosses, doesn't UMAPINFO cover that?
  10. Ferk

    Let's talk about mbf+ / a new complevel

    What about a cheatcode that uses a thing id number as parameter for what to spawn/summon? Then with a dehacked mod you could spawn custom helper dogs, or other type of objects. Kinda like this
  11. Ferk

    what about FreeQuake?

    Then it won't be really fully FOSS. At that point, "you might as well" also make it freeware, or commercial. And then it would be harder to stand out among the rest of modern retro-inspired single-player FPS games that already exist. Anyway, the bulk of the work is creating the assets and maps, so whether you want to use the Quake tools or Unreal/Unity boils down to a preference on what tools you're more comfortable with for the goal and your sense of fulfillment when you have your creation run in an engine that you love. I don't see why that feeling can't be valid for Quake. Maybe personally for you that's not the case, but there are people who think of Quake 1 as the biggest 3D game ever, it just comes down to personal experience. Of course this is a Doom community so most people feel more nostalgic about Doom but there are Quake communities as well. Also, you can make the same argument about Unity/Unreal for 2.5D games... if you know well how to use Unity/Unreal you'll find making an "Action Doom" in those more modern tools gives actually a lot more flexibility (and there are already a few retro FPS games done in those engines that are amazing). It'd be possible to make a template in Unity that can be reused to make it easy to create Doom-like games. But I wouldn't say that this would mean everyone should stop making IWADs, right?
  12. Ferk

    what about FreeQuake?

    Imho, a free IWAD for Doom does not necessarily need to be Doom, much how a Quake PAK can be its own game while remaining compatible with Quake mods. I do believe that a singleplayer-focused 3D game in a fully 3D engine is something that you don't see very often in the FOSS world... so it would be a welcome project in my view. Other than Freedoom, the only singleplayer FPS campaigns I've seen in any FOSS projects were actually based on multiplayer-centric games, without a real focus in singleplayer. The fact that Freedoom is almost alone in the FPS singleplayer category in the FOSS world makes me wonder if it would have ever been possible for it to have gotten this level of attention, contributions and maturity had it not been for its goal of being Doom compatible. Sure, it would be great if there was a very ambitious project that expanded and added extra stuff, but building up to match Quake-level of content is imho already a huge undertaking. And since the project is FOSS, expanding it could still happen in theory. I'm just happy enough that there's a team working on a foundation already, and using Quake-compatibility as a base makes already for a solid one.
  13. Ferk

    PrBoom+ 2.6.2 (Feb 11, 2022)

    The libretro Prboom port implements analog movement by emulating keypresses. It uses a synthetic PWM function to determine when and how long the movement keys are pressed on each tic to get the desired speed. The period is fixed and the amplitude of the wave varies with the analog stick position. Maybe that could be a way to add it without compromising compatibility.
  14. Ferk

    PrBoom+ 2.6.2 (Feb 11, 2022)

    Did you happen to have more than 1 episode? If you only add 1 episode after doing the clear, then the episode selection menu is skipped, since it's not much of a selection when there's only one option to select (also that's used for Doom 2, it counts as if it were just 1 episode so it skips the episode select screen). But the thing is that the other entries should be visible, without needing the "Episode = clear", unless the graphics for them are missing. EDIT: whoops, this was already mentioned, I did not realize there was another page of posts.
  15. Ferk

    Thoughts on the new Unity Port Update?

    How do you know that? Just because the game was not changed doesn't mean it didn't have worldwide effects in the decisions from the company owning Wolf3D rights. I wouldn't be surprised if one of the reasons Wolf 3D is not seeing a re-release is because there's very little interest in working on it if it's gonna be banned in several countries, they might as well work in some other game that's more universally appealing, like the Doom re-release.
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