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Gez

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About Gez

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    Why don't I have a custom title by now?!
  1. Code Blocks type usage

    Different coding language (to be more generic than programming language -- stuff like HTML isn't programming) have differences in their syntax and vocabulary. So let's take an example (out of laziness, I'm gonna borrow from @Zulk RS) : #include<stdio.h> #include<conio.h> main() { int a,b; int sum=0; scanf("%d %d",&a,&b); sum=a+b; printf("%d",sum); getch(); } So this is C/C++. Notice what gets colored: the preprocessor directive (#include and other words beginning with #), the filenames (<stdio.h> and <conio.h>, identified by being between angled brackets), the variable type (int, in this case), and strings (between quote marks). In addition, the numeric constant (0 in sum=0) is also highlighted. I had a whole text about what happens when you get the wrong type selected, but it turns out that it's irrelevant. The WYSIWYG editor lies to you. Basically just choose "no syntax highlighting" if what you're posting in a monospace block isn't (recognized) code.
  2. PBR for Original Doom Textures

    With their current look, it seems like there's some transparent plastic panel protecting them (from Martian regoliths, no doubt).
  3. I'm not sure it's really represented "behind" the head. Imagine if it were a separate sprite rendered with additive translucency to make it look more like a bright flame than like an opaque yellow blob.
  4. PBR for Original Doom Textures

    Dunno if I'd play with that, but for sure I'd run at least once through the levels with it just to see how they look.
  5. What Romero and Sandy use to create levels

    Since you use the present tense, I am going to answer with nothing. They are not building levels anymore, unfortunately. Well, Romero did make a couple of levels with DB2 somewhat recently enough that it might still count, but hasn't indicated any intent to make more.
  6. Doom with PBR materials

    The model could look good, but the in-game animations would still look bad because sprites kind of hide how monsters instantly rotate and move always in the same eight directions. To make 3D monsters look good in-game, you'd also need to rewrite their movement and animation routines. Which means the changes have to go beyond the purely aesthetic.
  7. Post Your Doom Picture (Part 2)

    If your PNG looks like a palette (16x16 grid of squares), then you create a palette lump (Archive->New->PLAYPAL), and then you right-click it and select "Palette->import from" and then you select your PNG (click the drop-down to change type, there's "Raw palette (.pal)", PNG, CSV, Jasc (PaintShop Pro), and GIMP. Inversely, you can right-click a palette and export it to the same formats.
  8. VINESAUCE DOOM MAPPING CONTEST 2.

    Yeah, it'd be cool. Thanks!
  9. More than 6 Keys in a wad?

    More precisely: you can define up to 255 locks. However, you don't necessarily have a 1:1 relationship between locks and keys. And you can always use different methods to add what is functionally more locks. I wrote about that on the ZDoom forums.
  10. 512 is perfectly possible (it'll repeat twice). Plutonia's SKY3 is 512x128.
  11. Unless the fresh start also involves making me 20 years younger, no. Plus if I want to experience some Doom level for the first time, there are approximately eleventy hundred gazillion levels I have never played waiting for me on the idgames archive.
  12. ZDCMP2 is literally the thread title.
  13. Mapping for different engines

    I liked toying with UnrealEd to make Deus Ex maps. Unfortunately back then I didn't fully get how all the resource archive stuff was working, so while I did keep some backups of the maps I made, I can't open them anymore because I didn't keep the resources. It seems like if you couldn't open a map in the map editor if it contained an unknown texture. Meh.
  14. Why are doom maps so wet?

    The Doom engine wants surfaces to be perfectly flat, and liquids have the interesting property of creating perfectly flat surfaces when undisturbed, so they're a natural fit. Of course there's the issue that the water is solid and you can walk on it as if it were concrete, but as long as it's just backdrop scenery and you can't actually go there, who cares? It's easier to sell an endless horizon of water (or, if you're in hell, of lava, blood, etc.) than of any other type of surface.
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