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Everything posted by sector666
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This thread makes me wish there was a Doom enemy/weapon mod for Minecraft. And if you could "blow up" blocks with either the super shotgun or rocket launcher that would be interesting.
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Kaiser, I can probably do some wiki editing if you can enable my sourceforge account to do that (sector666, same as here). How does Delay work in macros? I'm trying to make a platform with more than one sector (which have different heights). I want the sectors to lower (keeping relative heights), wait, and raise like a normal plat. I've got the lowering and raising set up just fine. But the Delay action is simply confusing me.
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Came across a switch editing bug. 1. If you have multiple lines selected and edit them (I changed their lower texture, I don't know if other kinds of edits cause this) 2. If one of them has Switch Setup options checked 3. After making edits the other lines will get those same Switch Setup options checked. I believe this happened when I had selected the switch line first, so I don't know if the order the lines are selected in affects it or not. This was using the previous Builder64 version (not the one you put up Sept. 25) because I just found out there's new a version, so if that has been fixed in the new version then nevermind.
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Those custom textures kick ass. I also get those errors, and I know that for certain that I did not install the new DB64 over an old version. I have the new Doom Builder 64 installed to "C:\Games\edit\Doom Builder 64", an old version of Doom Builder 64 installed at "C:\Games\edit\Builder64", and Doom Builder 2 installed at "C:\Games\edit\Doom Builder 2" so I don't see why there would be any conflicts. Maybe something in the installer unintentionally re-used some settings from one of the other existing Doom Builder installs, even though I installed to a new folder?
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QUIVER - A new TC for [Eternity?] [Still in Planning Stages, NOTHING is Official]
sector666 replied to Marnetmar's topic in WAD Releases & Development
In the end that name sounds generic. Almost like calling something the "Place." Putting another word with it could potentially work (like twilight zone or the phantom zone did). But maybe the best name would convey the wad theme in some way: "something that was the kind of 'weird' that messed with your head psychologically." The name of the wad/project itself might not even matter that much at this point actually, if not having one is what's holding the TC back from going any farther right now. The thing that's most important is deciding the theme/setting, and getting a clear goal of what the TC should be like when it's done. A name could easily be just a working title for now. A good name might be more easy to come up with later on in the project anyway, when there's monsters, textures, and gameplay to look at. -
I have a logitech dual action as well. For another option you can use Joy to Key to emulate the PC keys. As long as you emulate mouse for shooting instead of ctrl you won't run into any problems.
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QUIVER - A new TC for [Eternity?] [Still in Planning Stages, NOTHING is Official]
sector666 replied to Marnetmar's topic in WAD Releases & Development
Wouldn't it be better to figure out more of what should be going into the TC first, and then figure out which specific port can best accomplish that? Anyway I second everything Mithran Denizen said about figuring out some goals and specifications for the TC before going too far. Organization and having specific goals to move towards are key in any project. Without some good direction a project is just too likely to fail, and it will be slower to make even if it doesn't fail. Right now I'd suggest making some kind of plan of what order things need to be figured out. Just for an example: 1. decide on theme (probably void) and setting (when? where?) 2. figure out enemies/weapons/kinds of levels that could work with the theme & setting 3. figure out what ports can do that, then decide which one to use 4. etc The point is that it's much easier and more productive to have a backbone to the project driving everything that goes on. Having a specific focus makes it clear what to do next, and easier to tell if you're getting sidetracked from what you want to do. -
QUIVER - A new TC for [Eternity?] [Still in Planning Stages, NOTHING is Official]
sector666 replied to Marnetmar's topic in WAD Releases & Development
Psycho Nightmare: The Darkness Beyond Maybe that's overkill. I do like the idea of possibly having the one or two highest level weapons maybe being "contaminated" by the void. It could be fun if the weapons were interesting enough. -
RIP AND TEAR! :P That's not the real inconvenience of having so many files. Here's the reasons why I hate have having loads of tiny files when something could have been done with one or a few: 1. Extracting so many files from an archive takes much longer than extracting one file of the same size. This is a minor annoyance however, though it is much more noticeable on slow computers. 2. This is where I really, really dislike having thousands of tiny files. When you're running a search on your computer and have no idea where a particular file is, all the tiny little files on the drives slow the search down so much. Thousands of little files would make quite a difference when running a search. Because of that I hate things that put a load of little files on the drive. You can get around that if you know the file you're looking for is above a certain size, but if that's not the case all the little files add extra minutes to a search. I don't want that. 3. I'm pretty sure it's much slower defragging a thousand little files than it would be to defrag one file or a few files of the same size. So it slows that down unnecessarily too. Here's two possible ways I can think of to get the number of compatibility files down while still doing things close to the way you'd like: 1. Instead of one file per wad having one file for ever letter of the alphabet, and all the wads that start with that letter (plus one for numbers). That would reduce the number of files to 27 without cramming everything into one file. 2. Having one file per wad, but leaving them in an archive that does not need to be extracted. If all the ports that would use the compatibility list can support checking the files in archive that may be one way to go. But it would be slower than if there were fewer files, I believe. Well here's the thing. With the 8 character limit in vanilla, some wads have filenames that make it hard to tell what it's even supposed to stand for. I have old wads sitting around that I renamed at some point years ago, so their names wouldn't match any name check. They would still have the same hash however. So due to the hash they could be recognized despite having a wrong name. After all these years, I'm sure there would be other people who have some renamed wads too, for whatever reason. Checking hash as well as filename allows to get the largest number of compatibility matches.
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That's why I mentioned that the same problem happens when emulating the buttons on a gamepad, because that means it isn't due to anything keyboard related. I can't recall encountering that problem on any other ports I've used either.
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One file per wad would mean that if you had a huge number of wads, you'd have a huge number of compatibility files. Just look at how prboom+ does the demo compatibility. There's a whole lot of wads covered there but it's all done in one file, not a file for each wad. If each of those wads had a separate file it would be unwieldy. As far as matching goes neither name only nor hash only covers all situations, so both should be used. Here's some examples. If there's more than one wad with the same name, the hash is what would decide what settings to use. If a filename is recognized but the hash doesn't match up, then it's less straightforward. Maybe it could be assumed to use the settings for the filename anyway (and possibly give a message to the user that settings maybe be wrong). If there's more than one wad with the same name and the hash isn't recognized, an option to ask which settings to use might be best. There'd be no real way to determine what to do.
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Very excited that EX 2.0 is out. Unfortunately I've come across a control bug in the current version (downloaded from the EX site today), using default bindings. If you're using the keyboard only (no mouse), and you're holding fire+run (ctrl+shift), pressing forward does not move you forward. If you're holding forward already before pressing both fire & run at the same time then you keep moving forward. But pressing forward while those keys are held does nothing. The same behavior happens when emulating those buttons on a gamepad as it does on the keyboard. The problem doesn't show up when using the mouse to fire, or when emulating the mouse as the fire button on a gamepad. So it would seem that the ctrl key is screwing it up for some reason. But only when shift is also held. On another note, I'm curious if there will be an option to have the music continue playing when the menu is up. I actually find it kind of jarring to have it stop whenever I have to bring the menu up.
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Carmack talks about Doom 4, the future, and many other things in this interview. id is focusing on Doom 4 in two months. "... as soon as Rage ships, the core tech team moves over to start making things happen on the Doom 4 project." Rage ships September 13th. Having more demons on screen at once is a priority this time around. They're halving the framerate of single player on the consoles to handle it. Single player "is going to go 30 frames per second on the consoles. So we can have 30 demons crawling all over you on there." Also, id won't be making an engine from scratch any time soon. Mostly because doing that for Rage took almost seven years. "We need to make sure that we don't wind up taking that long again. We're not going to tear up that much of the code base probably ever again."
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Carmack talks about Doom 4, the future, and many other things in this interview. id is focusing on Doom 4 in two months. "... as soon as Rage ships, the core tech team moves over to start making things happen on the Doom 4 project." Rage ships September 13th. Having more demons on screen at once is a priority this time around. They're halving the framerate of single player on the consoles to handle it. Single player "is going to go 30 frames per second on the consoles. So we can have 30 demons crawling all over you on there." Also, id won't be making an engine from scratch any time soon. Mostly because doing that for Rage took almost seven years. "We need to make sure that we don't wind up taking that long again. We're not going to tear up that much of the code base probably ever again."
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The thing is, people are going to think the wad uses that palette rather than the original Doom palette. They are going to think that whatever is in your screenshots is in the wad. That is the point of screenshots, to show what's in the wad. And then someone doesn't check out a wad he otherwise would have because he thought some things were in it that he didn't like. Only they weren't really in it. Just in the screen shots. That's the resulting consequence. That's why people aren't liking that very much. If you still don't understand it, just know that it's not wanted by most people here and thus a bad idea to do in a review. The size for most Doom levels, especially vanilla levels, is very very small. You don't need a fast internet connection to download and play most Doom levels. You really shouldn't need it to view review screenshots either. For a newer game with much larger file sizes that would be fine. But in doom 1mb+ screenshots are a bit much. And I can tell you I know very well there are people here using dial-up. Hell I still was until very recently. Huge screenshots used to drive me crazy and reviews that used them weren't very helpful to me because I'd have to forgo the screenshots.
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Doom64 EX 2.0a (Feedback Build) - Updated 3-12-11
sector666 replied to Kaiser's topic in Source Ports
I saw this and was wondering whether it might be helpful for getting better quality output from an N64 which could be used to compare screens from EX. I don't know much about this sort of thing so I have no idea myself whether it would be useful for that. -
ScoreDoom 2.9 Full Release (updated to 2.9g)
sector666 replied to BilboHicks's topic in Source Ports
Maybe you should consider making a list somewhere of why you change something, so you can look back at it later and be like oh yeah that's why I did that :P I doubt there's going to be anything done with drop@kill in the fix tomorrow, but I just wanted to state I like the idea of an option to have drops on kill. I don't know if I'd like it if the drop on spawn option would be taken out. It could possibly even be interesting to be able to have some powerups appear at spawn and others appear on kill. Maybe with a variable to control what percentage appear by spawn vs kill (or an upper and lower threshold?) if SD ever gets anything like that put in. Anyway glad to see 3.0 is out and looking forward to the fix tomorrow. -
What do they really say? I know they're speaking German and one of them sounds like "Shueshuffeln" but I've never known what they're really saying or what it would mean in English. I wonder if anyone's ever had the misconception that Archviles can resurrect themselves, Cybers or Masterminds.
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ScoreDoom 2.9 Full Release (updated to 2.9g)
sector666 replied to BilboHicks's topic in Source Ports
Speed can be useful. I'd prefer to have it in, myself. I kind of like time freezer too. Maybe time slow-down, where everything goes to half or one quarter speed, would avoid the "dead monsters still blocking" problem that time freeze has. I'm guessing a slowdown powerup would be too much trouble to set up though. Or would something like that just be a matter of changing some kind of variable to affect the monsters/projectiles speed? The fact that time freezer gradually speeds back up when it ends might mean there's a simple way of affecting the monster/projectile speed? BTW I've been wondering why you can't just use the same addon pack for both SD and SDST? I'm sure there must be a good reason or you wouldn't be going to all the trouble to set up two separate packs. Oh and I like that monsters-drop-powerups idea gun_psycho had too. If there's ever another SD version after 3.0 that could be a nice option. -
ScoreDoom 2.9 Full Release (updated to 2.9g)
sector666 replied to BilboHicks's topic in Source Ports
Will there by any chance be a list of the powerups and monsters that aren't used anymore but are still included in the addon pack (and maybe what doom monster each "removed" addon monster most closely replaces)? I know having a list of unused but included stuff has been mentioned before but I don't think one was ever released. -
There's a few things that really bug me when they show up in reviews. 1. No screenshots. Why do reviews ever get approved when there's no screenshots at all (assuming it wasn't a rare case where screenshots wouldn't apply)? It does take away from being able to tell if I want to play a wad or not when there's no screens. And if I can't tell that, the review wasn't helpful. 2. Not getting across the essence of the wad. I want to know what to expect quality-wise, and how fun/interesting a wad is, plus whether there's any unique or memorable things. If your review doesn't tell me that, or buries that in too many other distractions to get a real gist of the wad, you didn't just write a review. You just wrote a monologue. I do think it would be a good idea for there to be some guidelines that reviewers are aimed toward. Reviews need to be able to successfully get to the core of the wad first, before other things like entertainment can go in. Otherwise the focus becomes on the entertainment, not the wad. And then the review likely becomes less useful for getting a sense of what a wad is like. It doesn't mean entertainment can't go in, but if you don't give a good sense what the wad is like (or go overboard with tangents) then it's like trying to build a house by only putting up the siding. You don't end up with a house (a useful review) in the end.
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what the most disgusting/weirdest boss you ever played.
sector666 replied to doom_marine666's topic in Everything Else
Or Kraid, who's about two screens tall in Super Metroid, and is in a room with a door his head wouldn't even fit through. I think they got rid of jumping in Jericho because it would have been too complicated for the bots computer controlled teammates to know where to go. It would have been nice have jumping though. What really bugs me is what they did with two of the characters right at the end, and the unsatisfying well-the-game-is-done-now "ending." Back on topic. One day I decided to check out this SNES came called Psycho Dream because hey that name sounds interesting. And then I came across a boss that looks like... this. -
What if Quake had been sprite based instead of 3D?
sector666 replied to hardcore_gamer's topic in Everything Else
That would be a bad combination. In true 3D levels you're looking up and down often. So then, what do you have the game engine do with the sprites when you're looking up or down? Do you keep them oriented straight-on to the screen, so they always appear the same as if you were looking forward? Then they start to look like they're lying on the ground or on the ceiling as the viewing angle changes. Do you instead keep the sprites always oriented the same way in relation to the ground? Then as you look farther up or down, the sprites become "thinner" and start to look like they're made of paper. Do you have a separate from-above and from-below image for each sprite, to try and minimize that paper effect? Well, then where do you draw the line at where it changes from the normal sprite to the above or below sprite? What viewing angle does it happen at? The switch over to above or below would probably look jerky though. Maybe you need a transition image between straight-on and above, and a transition image between straight-on and below. What range of viewing angles do you show those at? In short, trying to use 2D sprites in a truly 3D engine doesn't work well. Id probably would have been panned if they had done that. I don't think it's likely that there's a way it can really be done well. -
I know just about everything I want on a specific laptop except for one thing. There's two options for the screen that I could choose between and I don't really know how much a difference it would make. Either way it would be a 17.3" screen. I could have 1600x900 resolution and a more glossy screen than normal for a laptop (no anti-glare, wider viewing angle range, and higher contrast). Or I could have 1920x1080 but with a smaller viewing angle range, anti-glare, and lower contrast, for $100 more. It would be used mostly for games and internet. I really can't tell how much of a difference the resolution would make vs the contrast. I almost think the lower resolution might be better (higher contrast isn't available in the higher resolution unfortunately) but I could use some advice on which would likely be more important for gaming - the resolution difference or the contrast. Questions like this aren't minded here are they?
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That is truly bad. I suggest you contact Nvidia about it. I'm aware one person contacting them probably isn't going to do anything about it but people really should let companies know when things like that bother them. If enough people do it it may make a difference. If I were ever to encounter something like that I know there's no way in hell I'd be silent about it.