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Khojan

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Everything posted by Khojan

  1. I posted this in the BGG forums a while ago. I thought some people here may be interested too: ----- This is something I've been working on in my spare time. Gameplay video: http://www.youtube.com/watch?v=ZufQ_wDX1Yk Screenshots: http://www.facebook.com/media/set/?set=a.10152148096260150.916485.723840149&type=1&l=1e87263686 I'm about 80% done now. I might never be allowed to release it, but I'm going to try to get permission. If I can it will be free.
  2. Khojan

    Doom W810i theme

    Hey, If anyone out there has a Sony Ericsson W810i phone I've created a Doom theme for it that you might (or might not) like. Here's a quick look: The full theme can be found here: http://myforum.lasyk.net/showthread.php?t=32482
  3. Khojan

    Doom W810i theme

    I couldn't upload it with from either of the two sites you supplied. This one appeared to work. If there's any problem I'll copy it somewhere else too. It *might* work with all these Sony Ericsson phones: - K550 - K610 - K750 - Z610 - W610 - W700 - W800 - W810 - W550
  4. Khojan

    Doom W810i theme

    Here it is: http://www.mediafire.com/?bzyyyjzizgv
  5. Khojan

    Doom W810i theme

    Can you recommend one that people would be able to download from without having to sign up?
  6. Khojan

    Doom W810i theme

    Yeah, I can send it to you when I get home from work. I don't think the fonts can be changed unfortunately...
  7. Khojan

    Wall clipping [was 3D floors]

    I haven't gotten to that part yet. But I'll be doing that completely in my own way too. Each of my sectors has a bounding box I'll use to immediately cull sectors that aren't in the view angle. I'll not draw sectors that are more than a certain distance away, and for other sectors in front of me I'll work on my own alrogithm to determine if they should be visible or not based on where I am. That will all come later. I have lots of other stuff that has to be done first.
  8. Khojan

    Wall clipping [was 3D floors]

    No problem. I'll email it to you soon.
  9. Khojan

    Wall clipping [was 3D floors]

    I don't know if it will help, but if you're only interested in creating the polygons for your floors and ceilings I can send you my code which does this. It builds a triangle list for an entire sector. With my rewrite I don't actually use the segs, ssectors, or nodes at all. So it might not be what you want. When I'm parsing the linedefs and sidedefs I build a collection of lines that make up the edges of the sector. From there my code can build the list of triangles necessary. It works on all the weird sector shapes I've tried so far.
  10. Khojan

    Complete Doom rewrite

    Hey all, I mentioned in another thread that I'm working on a full ground-up rewrite of Doom. This isn't a port as I'm using none of the original code. Here are some pics of what I have done so far: http://www.flickr.com/photos/31512620@N00/254569267/ http://www.flickr.com/photos/31512620@N00/254567761/ http://www.flickr.com/photos/31512620@N00/254567760/ http://www.flickr.com/photos/31512620@N00/254567759/ http://www.flickr.com/photos/31512620@N00/254567757/ http://www.flickr.com/photos/31512620@N00/254567756/ http://www.flickr.com/photos/31512620@N00/254567754/ The images are a little deceiving. It isn't nearly as done as it may look (I'm under 7000 lines of code). None of the monsters do anything yet except stand there and look pretty, I can't fire my weapon, and I can't interact with anything in the level. I am able to wander around the level with full collision detection working (wall and item collisions plus vertical positioning due to stairs and stuff) and I can pick up items and switch my weapons. I'm using DirectX for everything. Super high resolutions are supported (up to 1600x1200 right now but that will go higher) and the textures are nicely smoothed. My intention is to make it as close in functionality to the original Doom / Doom2 as possible. Just replace the exe from the original with mine. I'll also have some extra functionality in there too (I'm planning a 3rd person camera angle for example). It's going to be quite a while before I finish it since my regular job (also in game programming) takes up a lot of time. But I thought I'd let you all know about it. I don't have a name for the project yet. I'm open to suggestions. Cheers
  11. Khojan

    Complete Doom rewrite

    That's the same thing I had done at first. Then I realized I could add dummy segments between the closest vertices in the inner and outer loops. Then the entire thing forms one big loop that sort of curls inside itself. It took me a while to get it working right but I haven't seen a sector it fails on. The entire process is slow though so the maps don't load very fast for me. Some of them are up over 5 seconds :O
  12. Khojan

    Any Java source ports in the works?

    A friend of mine is starting on a Java version.
  13. Khojan

    Complete Doom rewrite

    Yeah. I've actually gotten that transparent surface stack thing done but it doesn't look very good. I don't think I'd be able to not do it outside and because my surfaces are always in front of my sky the sky ends up always being darker than it should. And it kind of makes things look grayer than they should. Plus having multiple full screen alpha-blends takes off about 35fps. So I think I'm just going to scrap it and try something different. It took me quite a while to get the floors working. I wrote an algorithm to create a trangle list based on all the segments making up the edges of the sectors. The donut sectors (like sectors 1 and 32 in E1M1) gave me problems for a bit. And the snakey sector 87 in E1M2 also broke it for a while. The end result is that I just have a bunch of polygons for the floor and ceiling, just like my walls. That and collision detection were the two things I've done so far that have caused me the most problems.
  14. Khojan

    Complete Doom rewrite

    Yeah. I actually started in on this two days ago. It's easy to make things look darker farther away but I'm not sure I will be able to make them look bright close up. To make then darker in the distance it's just a matter of using a stack of mostly transparent black surfaces that move around to always be in front of you. The further you look into the distance the more surface you look through to make it look darker. But that effect is only supposed to happen indoors I think... I'm actually using the exact same mechanism to handle item pick-up white flashes, red damage and berserk, and green radiation suit. It's just a different color surface with different transparency and always right in my face. I haven't thought of a way to make things bright up close yet.
  15. Khojan

    Complete Doom rewrite

    Yeah, the AI is going to be trouble but it will be far from impossible. I'm aiming for the casual Doomer to not know the difference between mine and the real thing. Hardcore people will be able to tell the difference though. But I'll be posting the game when I reach something of a beta state so I can get some feedback and I can tune it from there. What do you mean by the light diminishing effect? Jut how it kind of gets darker as you look into the distance?
  16. Khojan

    Doom's Artificial intelligence

    This is a good idea for a thread. Although I'm not nearly ready to start working on the AI in my game yet I've been going over in my head how I'm going to do it. Even Doom's simple AI is going to be complicated. I'm going to keep an eye on this thread to and keep track of all the weird player-monster and monster-monster interactions listed here so I can try to mimic it as best as I can in the AI I write.
  17. Khojan

    Would someone with an XBox 360...

    Yeah. I just checked out the leaderboards. They're grouped together by kills. After that I don't know what determines the order. It doesn't look like it's either deaths or time played. Maybe good old randomness.
  18. Khojan

    Would someone with an XBox 360...

    Nice little review. Two things: The deathmatch achievements are for 50 and 100 kills, not 10 and 100. Also I could be wrong but it looked to me like the deathmatch leaderboard and ranks were based on kills only and it didn't seem to account for deaths.
  19. Khojan

    Would someone with an XBox 360...

    You can see all the official reviews on the metacritic site: http://www.metacritic.com/games/platforms/xbox360/doom Here's a quote from a post I made about it in another thread: I've gone through all of it on hurt me plenty and I'm about a third of the way though now on ultravoilence. I'm a Doom fan so I think it's fantastic. The dual analog is no replacement for a mouse but it's pretty good when you get used to it (I normally don't play FPSs on consoles). If they bring out Doom2 later for XBLA I'll be getting that one too. I'm sure they will since this was very likely ported from the latest code which is compatibile with Doom and Doom2. I'd say the only reason why they didn't include both at once is so that they can release Doom2 later for more money. That's pure speculation though.
  20. Khojan

    Complete Doom rewrite

    Yeah. It's not going to be 100% compatible. The AI in particular is going to be very different since I'm doing it all myself. Unfortunately this means that it's not going to be compatible with the demos created with the original Doom. I'm hoping that will be the only incompatibility with the original though. Well, my network code will be very different too. I'm more or less trying to replicate the experience. But if you put mine side by side with the original there will be some behaviour differences for sure.
  21. Khojan

    Complete Doom rewrite

    Yeah, they're all a little squat right now because I haven't spent the time to work our a proper formula to create the right view perspective angle based on my screen resolution so that it's give me the equivalent to the original 1.6:1 ratio. It actually looks even more squat in widescreen (which I'm supporting) right now because I'm using that same angle for all resolutions. That will be changed later. There's still a LOT to do :)
  22. Khojan

    Complete Doom rewrite

    I actually started it as a way to improve my C++ skills before I came to my new job (I was all Java before). But it was fun to work on so I kept it up in my spare time. A friend and I have now turned it into a competition to see who can do the better job of completely rewriting it from scratch on our own. I don't really have any real reason to do what I'm doing other than just to prove to myself that I can. And to see some different aspects of game development that I normally don't touch in my day-to-day job. In the end the community will have two more versions of the game they can play with.
  23. Khojan

    Doom on XBLA

    I've been playing through it. It's good and bad. The good is that it's very true to the old-school doom. That's also the bad. It's too close to it. You don't get widescreen support and none of the textures have any filtering done (super blocky up close). I thought those were two things that would have been done to make it look a little nicer today. Oh well. Still a hell of a lot of fun. Online play is nice and quick to set up but it seems I often have to try a few times before it can find some people to play against. The leaderboards keep track of your friends' records (kills, deaths, and time played), your own record, and the top players. The few online games I've played so far seemed nice and smooth, not too much lag. VoIP is standard of course too. The four episodes of Doom 1 are included. Maybe they'll bring out Doom 2 later too.
  24. Khojan

    Audio format

    Hey, As a side project from my regular programming job I'm working on a complete rewrite of Doom. Ground up with none of the original source code at all. The UDS doesn't have any information about the format of the audio in the wad files. Does anyone know how the sounds are layed out? Thanks
  25. Khojan

    Audio format

    Cool. Thx.
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