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kb1

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About kb1

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    Ask me about my source port

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  1. kb1

    SIGIL - New Romero megawad for Feb 2019

    I'm trying to be completely respectful in my responses: Pirated version of Doom? What are you talking about? I guess you're referring to my statement about us enjoying the game for free for 25 years. I didn't mean that anyone failed to pay for Doom - I was referring to the 100k of free PWADs, that we've been enjoying for 25 years. Didn't realize that that was not clear. My "small bubble?" That's not being respectful about my opinion... Should we be critical about John's work before actually playing it? ('belligerent inquisitor.'? I'm being respected again, I guess...) You know, I'm sorry - I made some assumptions: I assume that, any regular visitor to this site must be here because of a love for Doom. If that's true, surely that feeling extends somewhat to the creators. I also assume that if the above were true, anyone here would be excited that a creator was building more levels and giving them back to the community, while also offering a deluxe package for sale, to fund new game ventures, I think. Apparently, I got something wrong. I guess I just don't understand why any Doomworld regular would not be ecstatic that Romero himself was using the community's best new tools to make a brand-new episode, that can truly be labeled "Doom, the way Id Did It". So, with all due respect, I must ask: Why are you not excited, stoked, or hyped? And, what type of Doom-related offering announcement would you be excited, stoked, or hyped about? Or, is it just a disappointment-avoidance, glass-half-empty thing for you? Just trying to understand.
  2. kb1

    Wanted: Sysadmin, inquire within

    I'm currently updating a SQL-heavy intranet app at work - it's at about 10,000 lines of compact, tight source. The db is about 40 tables, consuming about 3 Gb. The app serves about 40 employees, displaying sales statistics rollups about 8 levels deep, from regional level, down to invoice item. My time is very limited, but I'd be happy to take a look, and get familiar with the setup. Honestly, it's been about 20 years since I did anything Linux, so I would not only need remote access, but also a high level tutorial showing me how to get around. My expertise lies in the database/index structure, SQL query generation/stored procedures, and I'm pretty good at hacking on web app source. If needs become extreme, or issues are too complex, I might be able to duplicate some of your setup on my local server, and diagnose issues locally. But, most likely, remote administration can always provide a way to get the job done, time permitting. If you had some specific issue or question, that would provide me a good starting point. What specific issues are you having? Is it the forum software, the database setup, performance issues, interfacing with the WAD db, or idGames. Or all the above?
  3. kb1

    SIGIL - New Romero megawad for Feb 2019

    I appreciate this and the last post - they are worded well, and they ring true. The fact of the matter is: Most games fail. Wolf, Doom, and Quake were successful, in large part, because no one had ever seen anything like them. And everything since just expands on the concepts these guys pioneered. I don't fault John for DK. It was too ambitious, there was too much hype, and no more balanced dream team. I think the results were unavoidable, despite best efforts.
  4. kb1

    SIGIL - New Romero megawad for Feb 2019

    Bow down? Extra points? How about having some respect for the guys involved in making the thing that we've been enjoying, for free, for a quarter-century? How about some respect for the guys that made such a cool thing that people wanted to spawn a massively successful forum dedicated to said thing? What's wrong with having some appreciation for one of the guys that "made it"? No, let's make sure he doesn't get any extra cookies - that's what's most important here. This attitude is what makes people apprehensive of releasing new content. Good job.
  5. I haven't played with this yet, but I have to say that this is a brilliant, impressive, ambitious idea! One question about your implementation: Do you handle multiple simultaneous requests serially, or are you multithreading (running multiple copies of your port simultaneously?!!) Very, very cool idea!
  6. kb1

    SIGIL - New Romero megawad for Feb 2019

    Just pre-ordered the Megabox!
  7. kb1

    SIGIL - New Romero megawad for Feb 2019

    Port devs can always add some legitimacy with a new episode menu choice, support for E5Mx, if needed, built-in automap level names and the like. Or, it'll be fine as simply a PWAD. A MAPINFO lump, or DeHacked lump/file would suffice as well... perhaps this would be a slightly less "clean" approach, but it'd be better than nothing. I'd love to see a new intermission pic, maybe with a set of progression pics, like the Tower. The community maybe should contact John and ask about these subjects, to preempt a "sanctioned" setup. Maybe an artist could assist with some graphics, and a port dev, for the map name stuff. I rest my case.
  8. kb1

    SIGIL - New Romero megawad for Feb 2019

    Thank God my life doesn't suck this bad.That's some sad shit, right there. And, if you don't totally agree, you prove my point.
  9. kb1

    How should I contribute to the Doom community?

    In the grand scheme of things, the truth is that no one *really* cares if your map is not the best map ever, or even close. Being embarrassed is largely in your own head. Actually, there are so many Doom fans that, if you gave it half an effort, someone will most likely appreciate your style. I understand the desire to contribute. There are tons of things you can do. Make maps, review maps, draw and build resources like textures/flats/monsters. You could make songs. Even helping newcomers with installing and running Doom, or providing info on mapping techniques is contributing. Leaving constructive criticism on others' maps is contributing.
  10. kb1

    SIGIL - New Romero megawad for Feb 2019

    No, no. Romero is who made the game fun. 3D engine - big woop, without the awesome game being hosted behind it. You can't pick it apart and judge each component, because it's nothing without the engine, the sound effects, the music, the art, and the gameplay. The whole thing crumbles without every piece of it. Romero earned his stripes, as did all of the key members of id. How quickly we forget. What I want to know is: Will the universe let Romero do what he does best?
  11. kb1

    Chocolate Doom

    Ok, well this sounds like it might be possible to, at least, make the behavior predictable, and done in a clean, consistent, sensible manner. As is often the case, identifying *what* the desired behavior is is at least half the battle :)
  12. kb1

    Level Progress Diagrams – PDF POSTER READY

    This is really something special! I have difficulties with spatial navigation, in general, so, for me, this is a very cool way to understand map flow in a Doom goal-related sense, without needing the actual map itself. Essentially, that's what this is, for me: A way to visualize level progression, highly distilled. I wish there was some way to import one of these diagrams into Doom's automap, and show a pointer where DoomGuy currently is in the diagram, and maybe even grey-out areas that have already been visited. Do you think it's possible? (Just an idea) I'm going to have to play through the IWADs again, while checking out the diagrams. I *do* think seeing the diagram on the automap, or via a different keystroke would be awesome. Great job - this was a lot of work, I can tell. Thanks for this.
  13. kb1

    EXE hacking

    @xttl: Thanks! For some reason, your last post really explains it in a way I can more easily understand. I know writing that post (and the posts before it) was a lot of work, and I appreciate it. This is a really neat system. I really want to write a program that breaks down the structure of these types of EXEs, in a way that easily explains all of the runtime relocations, and maybe provides a way to streamline hacks like the work that you're doing. Your process provides a method to bypass the need for most of that, but, as you said, the EXE format is over-complicated, and I'd really want a better understanding of it. Speaking of which, I am going to need to study what you've written and done a lot more, before I can claim to really understand it on a deep level, but, from what I've read so far, this is very slick, man. Who says you aren't a Hacking Wizard? :) @xttl and @Quasar : Your posts are always interesting, and you're doing very cool stuff! Quasar deserves some credit here too. The beta is a really neat piece of history, and the work you guys have done are really turning it into a new, fully playable game, which is fascinating! Thank you both.
  14. kb1

    EXE hacking

    @xttl Let me see if I can understand your difficulties and your system: Pre-patching the exe if difficult, except for tiny patches: Since you don't know where the OS will relocate the code, you cannot use long jumps - all jumps must be relative, and therefore, nearby, making it impossible to add large functions, or subroutines called absolutely. Patching at runtime via Stage2.bin give you absolute addresses, but you still must figure out where the loader put the Doom code. If you can get the Doom code to call your patch, you can pop the return address off the stack, and determine where the caller is, but, to get the caller to call your patch, you need to know where the caller is. Catch-22! You said that when stage2.bin starts, it has the location of the Doom code - how do you accomplish this? You also said that upon stage2.bin running, EDX contains the relocation offset for game code EBX contains it for game data Can all game code be directly referenced as an offset of EDX? I thought there were lots of relocation entries, perhaps one for every Doom module. Can EDX be used to find all game code? If so, that's beautiful, and it makes much more sense to patch post-relocation. So, basically, you patched the exe to get it to load stage2.bin, then you pop (and then re-push) the return address off the stack and place the address in EDX, and, finally you call stage2.bin which returns to the Doom code you patched. Is this what you're doing? If so, sounds like a nice system, indeed!
  15. kb1

    Chocolate Doom

    If DOSBox + Vanilla behavior is different than pure vanilla behavior, that almost has to be due to a timing difference, and it means that there is no reliable way to get the two to match. I would bet that you'd get different results with vanilla on a 486 vs. vanilla on a much faster CPU as well. There's a tiny chance that the difference is due to a difference in a native mouse driver, vs. the speed at which DOSBox polls Window's mouse and forwards the info into a pseudo DOS interrupt. What I mean is, the whole purpose of DOSBox is to emulate DOS as best as possible. If you can't even get Doom in DOSBox to match Doom in DOS, what chance is there for a source port? You might get the source port to match vanilla running on a certain CPU, but not in every case. So if you cannot get a source port to match vanilla, you'd probably be better off getting the source port to, at least, work the most favorable way. So, what do the speed runners want, exactly?
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