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andrewj

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About andrewj

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  1. andrewj

    Doom map → image → Doom map

    The textures and flats are defined in a file called DOOM_TEX.CFG -- the converter looks them up by name, and the reconstruction program looks them up by number. This is used for all images, a common database you could say, otherwise each image is self-contained. The blue channel of the RGB image has the texturing info, the red channel encodes the floor heights, the green channel encodes the ceiling heights.
  2. This is possibly quite useless, but I have written some software which (a) converts a DOOM map into an RGB image, and (b) reconstructs a DOOM map from an RGB image. Why? The idea would be to train a neural net (or whatever) on the images and have it generate new images and hence new DOOM maps, a la StableDiffusion. I haven't done anything like that yet though. Example of E1M1 of Ultimate Doom converting into an image: And this animated GIF shows the before and after (original map and the map reconstructed by the above image) : Here is the WAD created for the above map, which I edited to replace a few Doom 2 flats and textures to make it playable in Doom 1: E1M1_wad.zip Hope somebody finds this interesting :-) Repository here: https://gitlab.com/andwj/levfusion
  3. andrewj

    DiffusionStein 3-D

    Not really, it's more like something that can learn to mimic an existing level, and produce infinite variations on it. It was inspired by StableDiffusion, a program which can generate images of almost anything based on a text prompt. I find it really mind-blowing what it can do. Though my computer is too old/slow and has too little VRAM to be able to run StableDiffusion on it. I think we will eventually see Doom levels (or any other game) being created using a similar process -- you could train the "AI" on some maps you really love playing and it will produce new levels in a similar style.
  4. andrewj

    DiffusionStein 3-D

    Repository here: https://gitlab.com/andwj/wolf-nn
  5. andrewj

    Dumb question regarding DeHackEd

    My program JeuTool is a command line tool which can do this: jeutool pipe filename.wad DEHACKED > output.deh See https://gitlab.com/andwj/jeutool
  6. So there is two issues here, the lesser one is that chocolate doom app has a space in the name, which doesn't work because of the way Eureka runs programs (a bug which could be fixed). The major issue is that Eureka tries to run a "xxx.app" which is really a directory, but in MacOS the real executable is inside that directory. I have no idea how to fix that (in Eureka), or if any workaround is possible on your end. Sorry I can't be of any more help.
  7. Using Tools -> View Logs after an attempt, there should be lines like this: Changing current dir to: /home/username/doomstuff Testing map using the following command: --> ./chocolate-doom -iwad /home/username/other/doom//doom2.wad -warp 1 --> result code: 0 If you open a terminal program, and type "cd /home/username/doomstuff" (what it says for you), press enter, then type the next command "./chocolate-doom etc........" and press enter, and see if that works, and if it doesn't then it might show an error message that tells you what is wrong.
  8. andrewj

    Inconsistency Parsing Doom2 Patches

    The original DOOM column drawing function wraps around at 128 pixels (e.g. a 256 high wall repeats the texture twice), so that is the limit of a post.
  9. The "id" parameter is a sound number, like sfx_pistol or sfx_doropn, and the lump names are defined in S_sfx array. See sounds.c and sounds.h code files. The soundserver was a program which linuxdoom spawned (i.e. ran it), and they communicated via pipes. I think it had wad loading code, so it could load sounds from a wad and play them.
  10. I think that merely enables OPL3 mode, it is DMXOPTION="-reverse" which swaps the channels.
  11. andrewj

    Eureka Keeps Corrupting My MAPs

    To be clear, if the map is hexen format then there should always be a BEHAVIOR lump. The default is to have it a small dummy lump which has no code in it but is otherwise valid. Also when you talk about compiling the SCRIPTS lump, what exactly do you mean? Is that a SLADE command or a different program? Well if the BEHAVIOR lump is removed somehow (without any conversion of the other lumps), then the format is considered to be Doom but the actual data is still in hexen mode inside the wad. That should result in Eureka showing the map as complete garbage. The nodes builder (BSP phase) has little do to with it. P.S. I'm not suggesting there is not a bug here somewhere, actually there is at least one known one (regarding not testing for BEHAVIOR well enough when some lumps are absent), but it seems a bit llike you are messing with the raw lumps of a level and then wondering why things break.
  12. andrewj

    Eureka News

    What is the miniwad iwad? I have not heard of it before. You can try using doom2 as the iwad and load the miniwad iwad as a resource wad (e.g. using -merge on the command line).
  13. andrewj

    Eureka Keeps Corrupting My MAPs

    Can you post a wad after the step of saving in SLADE? I will try to reproduce here. P.S. Eureka only supports the map-specific SCRIPTS lump in a hexen format map -- it does not consider SCRIPTS in a doom format map to be valid (and I tend to doubt that it should allow that case). As for your other post, if SLADE misidentifies a hexen map as Doom then that is SLADE's problem -- especially if the map works as hexen in ZDoom.
  14. andrewj

    Eureka News

    It might be a distro specific issue, I looked at their package for FLTK and they have modified the fltk-config script in their package, but I cannot say for sure if they "broke" the fltk-config script or not (there is no comments about why they modified the script). But my feeling is that they did break it, at least for third party software (stuff they don't package themselves).
  15. andrewj

    Eureka News

    When I run fltk-config here with --ldflags, it does have -lX11 at the end. What do you get when you run fltk-config --ldflags ? And what operating system are you on?
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