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SaladBadger

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Posts posted by SaladBadger


  1. I played them recently in my Quake fest, and I remember being relatively unimpressed. Scourge of Armagon has some good moments, but there's also signs the designers didn't understand Quake too well. Rocket launcher in the first level? Really? Speedrunner's wet dream, at least... (To be fair on this point, you do lose it a few levels down the line, the game incorporates some inventory resets) Megahealth secret right at the end of a level? I guess they didn't realize megahealth doesn't carry over across levels... The new monsters did their job and felt interesting enough, new weapons were kinda interesting, if not the most effective.

     

    Dissolution of Eternity... levels were okay I guess, but the weapons were kinda abysmal in my eyes, given that the majority of them were just tweaked versions of the base weapons. Quake itself had that problem (the super nailgun is exactly the same as the nailgun, but it uses 2x ammo and does 2x damage per shot), but now in addition to having the nailgun and super nailgun, we now have the super nailgun but it's lava themed and the super super nailgun. Very creative...


  2. I don't get this wording at all. Why was it even worth spending time adding that extra exception into the words of the text, when the rest of the text of rule 1 would presumably forbid it anyways? It's a genuinely bizarre decision, and on top of that it's super poorly defined. Where's the criteria for what constitutes a majority? Is it the United States, China, or where? Is it based on the user's post location? If so, how is it enforced?

     

    I'm reminded of that time github tried to do basically the same thing, rolled it back from the negative response, and then put up a revised code of conduct that does not have such language.


  3. In my quake adventures, I gave the mission packs a try again, but I'm not super fond of them. They have neat concepts, but I feel the developers just didn't understand quake particularly well, so they end up being a bit odd. I haven't looked much into Quake mapping, I should take a peek at fan made sets (in recent years I've only played Copper's UDOB, so I really need to fix that...)

     

    Also continuing the Project Diva grind. Trying out some of the easiest Extreme songs is going well, and they're more interesting than most of Hard at least. I can finally read multi notes after having the positioning logic for them explained, and yet I still sometimes fumble them...


  4. My post was more about the logic Doom using being "2D" that was crudely extended to "3D." My understanding is that a straightforward projectile in a newer game engine would solve every axis at once. Something like take the vector to the target in XYZ, normalize it, and use that to set the velocity by scaling it to the desired velocity. All of this is done at once and the projectile will move at an entirely constant speed no matter what angle it was fired at.

     

    Doom, on the other hand, only does this in 2D. Essentially it creates a vector facing the target in the XY plane, scales that to the desired speed, and sets that as the velocity. It then compares the Z distance from the start spot to the target's, and adds enough velocity to make it so that when the projectile would arrive at the XY plane, it will also have reached the desired Z distance. This means a projectile being fired with a greater pitch will move faster, and it can move at excessive speed if the Z distance is great, and they also can't be fired straight up and down.

     

    It doesn't really imply much about the game's 3Dness or 2Dness, since again, you can do this same exact thing in any modern engine, but it does suggest that within the game logic interactions on the Z axis were a bit of an afterthought.

     

     


  5. Neither function will return until it has completely finished, so the two won't directly interfere with each other's pellets. I believe the player's SSG will always win and go first because player-specific thinking is done before everything else gets a chance to think.


  6. 1 hour ago, magicsofa said:

    And now, the pinnacle of absolute trash map design:

    I need to double check the hint manual at some point, but I vaguely remember reading that one was made by Bobby Prince.

     

    The editor being fuck easy to use had the effect that everyone was getting in on the level game for the nocturnal missions, and the players would pay the price for it...


  7. I drink water usually while doing anything. I like soda, I'm not one of the ones who has completely sworn off of it, but I instead try to drink a reasonable amount.

     

    Don't snack as much either, since I am trying to get healthier, but I do like chips from time to time.


  8. the only released bit of Objective-C utilities is the DoomED source, which tbh is probably the most significant body of Objective-C written for Doom. Fuzzy Pumper Palette Shop probably was also Objective-C, but it has never been made public in any form. The command line utilities were all in C since it didn't make that much sense to bring in Objective-C for them.

     

    The dmutils modified dates being in the 1994s looks like it's just due to the way they were archived, since many of them have the same last modified dates. It's also entirely possible they were modified post-1993 because they still were working on Doom 2 and the console ports.

     

    The NeXT port of Doom used some Objective-C code, but the NeXT code was never released, and the majority of the game was still in C for portability reasons.

     

    edit: I forgot, the publicly released DoomBSP source is also Objective-C, since it was ran on the NeXT machines.


  9. staved off my addiction with project diva briefly (fuckingggg skeleton orchestra) to pick up Quake again, since I never tried the Copper mod. I am very impressed with it, and I still find quake's bare gameplay style to be extremely fun. I'm now moving onto the one episode that was built specifically for the mod, and am enjoying that too.


  10. Basic mirrors are one of the easier things to do, because in practice you can render the scene twice with some changes in parameters. Downside is it has the cost of having to render the scene twice. Reflections on arbitrary surfaces become a lot harder to do accurately without any sort of ray tracing, and with current rasterizing technology the only option is approximations, like you see here. There's technology like Screen-space reflections to make much more detailed approximations, but it still has a ton of associated limits (it can only reflect things that are visible in the current view)


  11. 45 minutes ago, Woolie Wool said:

    I briefly considered getting into Descent modding, but there's no way in hell I'm going to invest so much time and effort into its toolchain, a horrific mishmash of MS-DOS, Win16, and Win32 programs, many of which are poorly documented, most of which (aside from the level editor) stopped active development in the late '90s, and many of which don't run at all under Windows 10.

    Sorry for the OT, but I'm actually working on a new multi-tool that should allow the replacement of all of those crusty MS-DOS and 16 bit windows programs and potentially offer more flexibility than any of them have ever offered. I've tossed some devbuilds to modders in the past and they've been pretty pleased with it so far.


  12. There are some fundamental bits of game logic where 2D is a bit of an afterthought, like projectile firing, where the projectile is aimed as if it was a 2D game, and then enough vertical speed is added to make it so the projectile will get to the right Z position when it gets to the right XY position (in practice, as Ling has demonstrated before, the distance calculation is inaccurate so in certain cases the z position is aimed wrongly), but this doesn't really mean anything. You can implement this kind of logic in Quake or Descent or even modern engines like Unity or UE4 as easily as you could in Doom. You wouldn't, of course, since this causes problems if an object has low XY distance but extreme Z distance.

     

     


  13. I think if I have any problem with e4, it's that its nature as a low-priority project to quickly create a new bonus for the retail Doom release is pretty apparent.

     

    American poured quite a lot of love into E4M1, and Romero did their best with E4M2 and E4M6, but most of the other maps don't stand out to me at all. It would be nice if the rest of the levels could have kept up to those standards, as the rest are about normal id difficulty and aren't very interesting.


  14. to add a little to the given answers to far, Fabien Sanglard's excellent Game Engine Black Book on Doom has some details of the specific system being used, which involves a 140hz timer interrupt (140hz for sound reasons), which when run enough would increment a global ticcount, and the game loop would compare what tick it's last executed.

     

    All games of the time had the ability to do these things (and indeed there's even points in the Descent source code where it tries limiting the FPS, that aren't used in normal contexts...), but I guess they didn't because it's a bit annoying to set up.


  15. As I understand it, making the original Quake levels was only really a nightmare because id's own QuakeEd sucked pretty hard, as Romero's mentioned many times. It doesn't surprise me, since figuring out how to represent and edit geometry in 3D is a lot harder than doing it in 2D like with Doom, and they didn't quite get it right the first time. Later editors are extremely improved on this front.


  16. On 5/19/2020 at 12:21 PM, Gez said:

    I must be the only person on the Internet who didn't have too much trouble navigating the automaps in Descent and in Daggerfall.

    I actually really like Descent's automap, and one of the many things I disliked about Descent 3's automap was the use of flight controls in the automap. The "orbit around the player's position" thing worked quite well, I feel, and it doesn't feel all that different compared to the map view in modern games like Doom 2016.

     

    I think the only thing that makes Descent's map confusing is that sometimes the levels just mesh together too much and it's hard to make out, but this is probably more on the level design than the map itself.


  17. 6 hours ago, sponge said:

    The "you may use this" stuff in READMEs is arguably not a valid license, and there'd be nothing stopping that person from revoking it if they found it was being used in a way they don't like, which is why we don't just scrape idgames and upload stuff from there. It'd be cool if more stuff was released under Creative Commons as that would make that permission more explicit and CC is something that was built within legal frameworks to specifically grant those rights. (I have no idea if that would make things easier for us to release stuff, but I think it's a good thing in general)

    Just a minor thing, but I believe Ling was making a push for this, modifying the idgames frontend text generator to generate CC-licensed files rather than the old modification terms. I didn't think much of this at the time, but seeing this as a solid example is making me understand its value...

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