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SaladBadger

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Everything posted by SaladBadger

  1. SaladBadger

    What "Lost Media" are you interested in?

    interestingly enough cp_cloak was included with the Source Filmmaker a year or two before the steampipe update added it to TF2 proper. In the SFM side of things its joined by another map named just "Cloak" that's a simple 1 flag CTF map. There's also a dev-textured version of 2fort with the same layout as the TFC version of 2fort strangely.
  2. SaladBadger

    PsyDoom 0.7.4 - PSX Doom port (reverse engineered) for PC

    all of these things are "easily" doable, but that's for a different project. Not this one.
  3. re: room over room: I really need to stop being lazy with my map convertor (or just try to fiddle with some ancient version of yadex...) but I get the impression that some of the older portal based Doom alphas (someone get me off this doom alpha wild ride, please) can do room-over-room. They're "portal" based renderers, which consider which sectors to draw by a recursive algorithm looking into two-sided lines, and regions drawn are clipped to the bounds of the specific line you're looking into. If you have a sector over another sector, since the portals looking into both sectors cannot exist in the same region of the screen, there should be no interference from the overlapping sectors. There's still problems with no z-clipping on things, and it'll be like the limitations you get in the earlier build games like Duke3D where you can't see both the upper and lower part of the stacked sectors at the same time, but the renderer should support it.
  4. SaladBadger

    Monster pop-in on Illuminatus

    This is deliberate. The monsters are actually hiding in invisible holes (illusio-pits, if you will), and when you approach them, a certain trick is used to cause the floor to immediately raise to the surrounding level, revealing the monster.
  5. SaladBadger

    Modern gaming isn't fun

    some of the games I've played the most this year were published this year (though one is a port of a game originally published a few years ago), so I can't say I agree. Yes, AAA is pretty fucked, when games get this big and involved they become huge financial risks, and CP2077 can show how that investment can backfire... But there's still plenty of good shit, even some from big development studios.
  6. I really have no idea what you're trying to prove anymore, all these connections are waaaaaaaay too vague to be interesting. Shiny metal isn't exactly a rare thing in a sci-fi setting, and the gradients on all the metal textures are uniform enough to strongly suggest they've been drawn. There's very little reason to photosource it, and if it was photosourced, they would have photosourced it from an actual metal source rather than a toy painted a shiny silver paint
  7. the "texture" of all these toys is way too basic. There's basically nothing you get from scanning it, it's just noise which isn't hard to create manually. The comp textures are also an extremely poor match. Their simple detail makes it 100% obvious they're pixeled.
  8. I still love Descent's cloaking device, and it's probably my invisibility powerup, and alongside Blood's is one of the few times in a game where I'm actually happy if I see an invisibility powerup. There's smoke and mirrors to it, it is really hard to make AI respond to invisibility entirely convincingly, so there's oddities like the AI knowing exactly when you uncloaked even if they can't see it, but while the cloaking device is running, enemies will only respond to sound and will try to fire at the point where you last made a sound. It also cancels out the effects of homing missiles, which alone would be worth the price of admission, but being able to carefully herd monsters accelerates it to my favorite invisibility powerup
  9. SaladBadger

    2021 Goals & Intentions

    only thing i really want to do is actually finish Evil Unleashed in 2021. The work rate for finishing up the demo was promising, but my interests shift between subjects pretty rapidly, so I guess we'll see. I suppose my other main goal is to work on better time scheduling to avoid these issues.
  10. Oh yeah, I was going through this thread again and I found a post talking about the source code and how the z-axis was a convenience notation added later down the line: This has been thoroughly debunked for every release version of Doom, but after spending a couple of weeks of my life working on reverse engineering and then reimplementing the 0.5 alpha, I can confirm that this wasn't true even as far back as the alphas, and I have the symbol tables to back me up. All things have a z coordinate, this Z coordinate is absolute instead of relative to a sector's floor or something like that, players have Z momentum, and so on. The Z coordinate for things is meaningful and is used to control where they render. The one downside is that since it's alpha unfinished code, there is no Z movement at all, the movement code just glues your thing to the floor of a particular sector (though platforms in 0.5 do have to explicitly move things). But Z positioning and movement was a consideration as early as 0.3.
  11. Out of all the large and confusing maps in Unreal, Chizra is probably the only one I haven't come to like given time. The sunspire is huge and easy to get lost in, but eventually the real path becomes clear and I can do the level pretty good now, but Chizra is just annoying no matter how many times I've tried it. Ah well, I still love Unreal nonetheless.
  12. SaladBadger

    Sandy Petersen giving a Doom 2 level 16 house tour

    I read many years ago about Sandy sticking his house and his parent's/his childhood houses into the game, and I correctly speculated on the identities of both of them, but it's actually really cool seeing how Sandy adapted them into the Doom world. Though I'm sad we can't see what the triangle thing looked like in real life.
  13. I mean, I did point that out in my post, but having the actual code links is helpful.
  14. Okay, sure, at a conceptual level, we can argue that the projectile has no Z velocity. it's not relevant for gameplay purposes how it's implemented, but that it exists somehow. (even then, though, an implementation not considering Z velocity would require a lot more work to simulate) But at an implementation level, this simply isn't true. The same code that makes an imp fireball soar through the air is the same code that makes the player (or dead monster) fall off a cliff, or a player or monster blasted by an archvile soar into the air. All of these interactions involve proper Z velocity, and the projectile indeed has Z velocity, just calculated differently than how, say, Quake would calculate it.
  15. SaladBadger

    Is Doom All id Software Makes Now?

    I think it's entirely too early to tell (and you're not going to get company secrets by pinging a id software staffer, btw). Doom is currently their priority, and they've been on it for about a decade in terms of development time, but id was making games called "Quake" at one point for a long period too. It's also been mentioned the Ancient Gods duology is going to be "the end of the Doom Slayer's arc", but anything on that is currently baseless speculation. It's worth noting that making the same game over and over is part of what resulted in the corporate infighting and eventual departure of many old id employees.
  16. my way of looking at it is, any game is going to have approximations. In a game where motion is typically constrained to the XY plane, with much less control over the Z axis, approximations favoring the XY plane are going to be more common. We have things like Quake's reality bending steps, in a game with otherwise very rigorous 3D physics. I am fully aware you mentioned that this doesn't make the game not a 3D engine, but I also don't really understand the intention here, at least why it's important enough to bump a 2 year old thread over it I mean it's important to understand from a gameplay perspective at least
  17. the imp projectile calculates a speed in the x/y plane and then adds enough z velocity to make it reach the correct Z height once it reaches the correct XY position. It has a full 3D position and velocity vector. You can literally do this in any 3D game engine. I could go do it in UE4 right now, and no one questions that UE4 is a 3D engine? Likewise, steps are also a bit of a bad example. In games like Quake, where we're not questioning their 3D engine status, stairs also instantly change your Z height. Ramps don't, since the physics are more involved, but stairs have absolutely no effect on your XY plane velocity and you traverse them instantly. I'm less familiar with what more modern game engines tend to do here.
  18. While replaying scythe 2 I kept on seeing jumps and other skips while playing, and I'm noticing them enough now that I'm starting to consider giving some speedrunning a try.

     

    Granted half my experience with things like straferun jumps and grabs is that I attempt them 20 times, all fail, then as a last resort I just casually bump myself against the surface and snag it immediately. Lots of practice still needed...

  19. SaladBadger

    Chocolaate Doom crashed on Chex Quest

    There are a fair amount of visplane overflows possible in the last level boss arena. All I can recommend is not looking into the main area when too many doors are open at one moment.
  20. SaladBadger

    Which game currently destroys you?

    I think I've played Descent long enough that I'm completely used to it's bullshit. Even the sluggish turning isn't too bad for me (though maybe I should finally get a good flight stick for constant turning...) A zero life loss run on even Hotshot is out of my grasp, but I can beat the game pretty effectively on Ace at this point. The later skills are odd because while you're much more likely to die, you're almost always getting at least one extra life every level simply due to the skill level based modifier applied at the end of each level. It kinda reminds me of an early arcade game, though much more generous with the 1-ups.
  21. SaladBadger

    Differing id Tech 3 consoles

    Licensees of the engine have full reign over the engine and can transform it how they want. All id ever did with the console officially was create the simple one. I wouldn't be surprised if the developers of MOH:AA spent time creating a new UI library and they decided to make the console use it for convenience. It was in style, Unreal Tournament did it, the steam versions of HL did it.
  22. SaladBadger

    Doom 0.5 reverse engineering project

    I made a replica of romero's map a while back, so I could probably convert it to alpha format and look at it. Sadly a lot of the maps shown in screenshots are somewhere in between the various alpha releases we have (which is annoying, since the screenshot set that shows one of the first ever maps made with the sector iteration algorithm has a lot of flats that are not present anywhere in any released data set) From looking at the images though, it's possible to see where the problems lie. The ring structure would be stepped into by either 2 or 3 portals based on how you're looking at it. Based on your view angle, the portals within the rings would be stepped into multiple times (IE, if you were staring into the ring dead on from a cardinal direction, I could see there being five iterations into the second step depending on perspective). Stepping into a sector multiple times isn't always too bad, since lines that weren't clipped by the left/right bounds should be cached, but any that were rejected in a previous step will have to be reprojected again. EDIT: Just looking at E1M8 in the Alpha confirms some of the things I was thinking. Indeed, the innermost steps are entered 5 times each.
  23. SaladBadger

    Doom 0.5 reverse engineering project

    Trying some ways to visualize the recursive rendering for the Article I Want to Write On The Alpha Doom Renderer. I think this works out quite nicely, and indicates some of the fun aspects of the recursive stepping problems John Romero brought up, like how sector 10 is stepped into twice and sector 1 is stepped into 4 times in this view. The lines that appear before each iteration are the clipping bounds for that pass.
  24. SaladBadger

    Shooting Down Revenant Missiles

    it was mentioned the last time this came up, but giving the projectile enough health to survive a hit doesn't work because whatever shoots the projectile first will claim ownership of the projectile because of the reused target field. Maybe you can implement maes idea of capturing revenant projectiles as "shields", but that's probably not the intended idea here. It's generally safest to just give them 1 HP so they die instantly.
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