Sigvatr

Banned
  • Content count

    848
  • Joined

  • Last visited

Everything posted by Sigvatr

  1. Recently I found out that arachnotrons make a passive growling noise while walking around. It's one of the sounds that can be played when you press Y to confirm that you want to quit the game. I could never pick this out from their foot stomping. To me it would make more sense if they had no passive sound and this was their "injured" sound. Would it be difficult to modify this in ZDoom?
  2. ________________________________________________________________ EGA Doom Version 2.0 ________________________________________________________________ What is it? A rather silly experiment. It's basically a patch wad that runs Doom in 16 color EGA mode. ________________________________________________________________ For the love of humanity, why? Because it is fun! :D ________________________________________________________________ Give it to me Ok, here it is: http://www.braindamage.vg/doom/ega_pal_2.rar If you really want the awful looking version one, then it is here: http://www.braindamage.vg/doom/ega_pal.rar ________________________________________________________________ So are you going to post any screenshots? How could I forget! Don't let the screenshots convince you of anything in particular; it actually looks much better when it is in motion. And surprisingly, it doesn't make the game harder to play (it depends on how much Catacombs 3D and Commander Keen you have played). ________________________________________________________________ Wow! What do you want in return for this thoughtful gift? I would like everyone who uses this to take as many screenshots as possible from as many different Doom wads as they can think of and post them in this thread. No one wants to read a bunch of boring text, so please fill this thread with tons of awesome pictures. PLEASE TAKE THEM IN 320x200 or 320x240 RESOLUTION, OTHERWISE EVERYONE WILL THINK YOU ARE A POSER. ALSO DOUBLE THEM UP IF YOU CAN. Goodnight New York. Goodnight Chicago.
  3. The red cross entrance to E2M1 will damage you if you stand inside of it.
  4. We need a thread for musicians. And by musician thread, this most certainly does not mean begging for someone to write music for your wad. This is a musician thread for all musicians regardless of whether they give birth to their sound on a computer or otherwise. So even if all you have to show is MIDI music that you've written for a Doom project, that's fine. BUT NO BEGGING. I started playing cello when I was 8, but it was entirely due to pressure from my parents. I played until I was 15 and was in the Queensland Youth Symphony Orchestra for a while, but I hated nearly every minute of it, and was eventual able to persuade my parents to let me quit. Today I think it is a pity though because the cello is a really a beautiful instrument and I only recently discovered it. I've played a bit of bass and guitar since I quit playing the cello at 15. I never really got into it too much and only recorded short little songs if I could be bothered. Here's something I found from 2008, a melodic bass dirge that I recorded: http://www.braindamage.vg/doom/sigvatr_bass.mp3 These days though, I'm mostly interested in digital music, especially noise and deep, haunting synths. Most of my experiments so far have turned out sounding extremely... experimental, to say the least. Here's something I consider to sound quite haunting. It starts off in silence and gradually increases in intensity over 8 minutes until it hits a peak. My inspiration was, simply put, hell. My wife refuses to let me play it in the house. I really recommend that you let it play from start to finish. It is very ambient in nature, so I don't recommend you listen to it if you don't have a lot of patience. http://www.braindamage.vg/doom/sigvatr_monastery_of_null.mp3 I'm keen to see what other people have recorded or written!
  5. Hell Superior has been the name of my generic map set that I've had sitting around for years. It is mostly full of half-finished maps or even just single rooms. I have a tendency to make interesting looking things rather than trying to make actual maps to play on. I spend a few hours on something that looks nice, run around it in game and look at it for a while, then close Doom Builder. However, I've been chatting and collaborating on little things with local complainer and demo maker gggmork lately and in the process I've managed to finally figure me out a methodology that actually lets me make complete levels instead of just a few nice looking columns. I actually take this quite seriously, and I want to think gggmork for his advice. Making Doom maps is like a psychological battle with yourself. The first step is discovering something about mapping that you enjoy, which gives you the motivation to begin the process. The second step is to develop the willpower and stamina to work hard and continue mapping even when you are getting bored of it. This could be because you are doing the same thing, something about the map is nagging you, something is too hard, etc. The final step, coming about from experience, is being able to make compromises between your mapping style and the realities of Doom mapping. These include actually finishing a map instead of working on it forever, avoiding getting caught in traps such as endlessly detailing things no one will ever notice, focusing on gameplay above all and calling it a day when any further effort will have a negligible impact on the map. Doom mapping is, no pun intended, a battle with your inner demons. Through playing other people's maps, you don't just play Doom, you peer into their soul. A complete map comes about through the mapper's struggle to master himself, and the greatest maps come about through the greatest of struggles. Anyway, I started and finished a rather decent looking map today alone. Usually I only ever finish a map like, twice a year, and it's through sustained effort over time, so it makes me pretty happy that I can actually finish a map in a day. I think I am going to turn Hell Superior into a proper map set instead of my junk wad. So here's some shots of the first map. I still need to detail a few bare parts, but aside from that it is mostly finished. I don't know if it will be MAP01 or not, but whatever, here they are: Here's to a successful map set!
  6. The engine only draws vertical scanlike like thingies. They go from the bottom of the screen up. They cannot rotate. It's kind of complicated but transformations are applied to 3d renders by matrices, which are usually 4x4 arrays. There are multiple kinds of transformations you can apply while 3d rendering, including scaling, rotation, displacement (transformation), skewing and other advanced stuff if you know how to fuck with matrices. All of these matrices are multipled together before being applied to, say, a model, or a triangle, whatever. It determines how they are displayed (if at all) on the screen. Doom has almost nothing in common with modern 3d engines. To determine if it needs to render a wall, it will see if the pixel on the floor it begins at is within your field of view, and if it is, draw a column of pixels there. Then it gets kind of complicated juggling around all the other shit that display on screen too, like sprites, floors and other walls. The Doom engine is basically a highly optimized way of drawing columns of pixels and it was a triumph of computing performance at the time it was released. True 3d engines like quake, before the rasterization crap begins, interpret the game, data and world completely differently. As a true 3d engine, it uses matrices and fancy mathematical shit. It is approximately 26345 times more complicated than rendering a column of pixels. Basically if you got in a time machine with a copy of quake and went to someone's house that can run Doom just fine, you will get quake to run at about 2 frames per second on their computer. Doom and Quake didn't so much come out at the times they did because John Carmack is a smarty man, but because the timing was just right. Or, John Carmack jumped on it at just the right time. The up and down looking you see in Doom source ports works within the realm of Doom's weird column rendering engine. There's nothing 3d about it, it just sort of distorts the columns of pixels, their projections and positions.
  7. Has Doomworld been really slow to load for anyone else lately? I think someone mentioned it in #zdoom too.
  8. Took me about an hour to make it.
  9. I think we need a thread where people can pitch their community project ideas instead of making a new thread every time.
  10. I have a Doom shirt for every monster, and also a BFG shirt.
  11. I would have noticed this, but I wouldn't put it past certain foes.
  12. Chrome 100%. It's like what Firefox was like when it first started doing the rounds. Now Firefox is slow as shit and has eight billion extensions to slow it down even more.
  13. FUNNY BONES A ZDoom compatible patch wad the replaces all monster attacks with the lost soul charging attack. The effect is complete and utter insanity. You get two choices of flavors; No Gravy (monsters can't fly) or With Gravy (monsters can fly). NO GRAVY: http://www.braindamage.vg/doom/funnybones.wad WITH GRAVY: http://www.braindamage.vg/doom/funnybones_with_gravy.wad I will record a video when I get home, screenshots won't do it justice. In the meantime it would be great if someone else could make a video! Enjoy.
  14. I think the dog gets broken and they try to put him back together and fuck it up really badly because they are retarded.
  15. I have never, ever made a chaingun/plasma rifle comparison before. Now that thinking about it, my brain is about to explode.
  16. If there was better documentation for Slade's source code, then I think we could branch it off to make an XWE 2. I'm interested in that.
  17. STATUS REPORT Graphical Resources: 98% Music: 5% MAP01: 100% MAP02: 75%
  18. This is my favorite movie of all time.
  19. Now we have to get used to it all over again!
  20. Yeah, wading through tides of monsters while blasting out 600 cells of BFG is cool, like, the first time you play Doom. After that there is nothing novel about it. And it's pretty unfortunate that people continue to make wads that are ENTIRELY BASED AROUND THIS GAMEPLAY MECHANIC.
  21. Throw in Cyber Subzero just for shits and giggles.
  22. Pretty much everything my parents forbid me from became my favorite everything. They never let me get a Nintendo and now I have wasted thousands of dollars on an intricate collection of NES consoles, games and accessories. There was no soda allowed at our house except for like, a little bit on birthday parties, now I drink several red bulls a day and so forth. There is a long list I could write.
  23. RIP. Why do people here have to die :( If I ever die I want my title changed to "Good Riddance".
  24. I like it how he slams an entire bottle of whiskey and doesn't even get tipsy. Is it the Doom guy? Because that would make sense.
  25. The Source engine was not written completely from scratch. Anyone who has dabbled in computer game engine programming will tell you that a lot of cut and paste is involved. Inevitably, there are going to be a few lines of code that have carried over the years, even if we as users of the engine don't notice it.