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About Edward850
- Currently Viewing Topic: Things about Doom you just found out
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Nightdive Studios Software & Netcode Engineer
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I think spark on a doom editor is useless
Edward850 replied to Anti-Mousetrap's topic in Doom Editing
You need to call Thing_Activate on it, once for every time it should spark. -
You can add wads that get automatically added for every project under the game configuration settings. Traditionally under the Tools menu.
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The ticks mean they are locally on your PC. A cloud icon means they are remote. I think this thread has gone in rather the wrong direction. One drive has no effect on other programs accessing files, as it's designed to handle files transparently. This looks more like you are potentially accessing files that are inside a zip file, which UDB cannot manage properly. You'll need to extract all files before they are usable.
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I don't know how you've done it but your URL isn't parasable. You have zero width characters in it that have caused it to become malformed, and you either need to investigate the text editor you're using or the input method. It's also a giveaway as to why the video didn't embed or even become a link. If your text is correct it will do that by default.
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No they didn't. If you really think they did you have to provide evidence.
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Are Doom graphics based on Projective geometry?
Edward850 replied to doomlayman's topic in Doom General
That's from Doom 3, and it's a Depth Fail algorithm used for calculating shadow volumes. https://en.wikipedia.org/wiki/Shadow_volume#Depth_fail It's called a reverse because it's the reverse of an existing Depth Pass algorithm, which had limitations. -
Are Doom graphics based on Projective geometry?
Edward850 replied to doomlayman's topic in Doom General
This question seems to be based entirely on buzzwords. I don't know about anyone else but from my position I feel as though I don't even understand the question, and I know how the renderer works. I get the impression you are trying to come up with any reason to call Doom flat (which it isn't) and have picked a bunch of fancy words to try and reason that description. If you want a technical insight as to what's going on, this pretty much covers it: https://fabiensanglard.net/doomIphone/doomClassicRenderer.php -
You're not entirely wrong, but you're preaching to the choir.
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Steam and GOG are the only two platforms with alternate launching functionality (GOG Galaxy mimics a lot of Steam functions), and thus are the only two platforms that can reasonably have the DOS executables provided without them being buried files.
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https://store.steampowered.com/app/2300/DOOM_II/ Comes with the DOS 1.9 version which is what demos traditionally use.
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You'll need to state what your target port standard is, because there's like 5 answers to this, one of which is "you don't".
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Actually I believe they were recordings on the initial release too, and the wording on the wiki page confirms my suspicion. Only BFG edition had them as midi, at least on PC. The original Xbox release had them as WMAs which had the original tempo glitch.
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It uses SC-55 recorded tracks, not midi playback, and to say the SC-55 isn't authentic is quite false. Unless you're talking mods where a MIDI synthesizer has to be used, but your context talking about the slower tracks does not fit that at all.
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Eternity has MUSINFO, I've explicitly used it before. Even the MUSINFO page says it's in Eternity.
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How do I make the demo preview not appear in my wad?
Edward850 replied to Betelgeuse's topic in Doom Editing
You cannot.