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# Chrispaks

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1. ## Is Hexen forgotten?

The switch hunts drove me mad. The concept was really cool though but after the first hub I just got quite bored. I mean, I like puzzles and all (big fan of puzzle games), though switch hunts just resulted in me saving and not wanting to continue. I tried playing it 5-6 times but kept getting bored with it. ... makes me want to re-create all of Hexen but add in insane effects that keep you thoroughly entertained while switch hunting.
2. ## How can 1 segment in SSECTORS be used to create a convex subsector?

I went through and wrote everything out for the nodes, and got this data printed out: (x = 160, y = 160, changex = 0, changey = -64, rightChild = 0 [subsector], leftChild = 1 [subsector]), (x = 96, y = 160, changex = 64, changey = 0, rightChild = 0, leftChild = 2 [subsector]), (x = 160, y = 96, changex = -64, changey = 0, rightChild = 1, leftChild = 3 [subsector]), (x = 96, y = 96, changex = 0, changey = 64, rightChild = 2, leftChild = 4 [subsector]) Nodes have brackets (0..n), subsectors are just the number (3) / \ 4 (2) / \ 3 (1) / \ 2 (0) / \ 1 0 VERTEXES: [(64,64), (64,192), (192,192), (192,64), (96,96), (96,160), (160,160), (160,96), (96,192), (96,64), (192,96), (192,160)] SEGS: [(startVertex = 4, endVertex = 5, angle = 64, linedefNum = 4, direction = 0, offset = 0, ), (startVertex = 5, endVertex = 6, angle = 0, linedefNum = 5, direction = 0, offset = 0, ), (startVertex = 6, endVertex = 7, angle = 192, linedefNum = 6, direction = 0, offset = 0, ), (startVertex = 7, endVertex = 4, angle = 128, linedefNum = 7, direction = 0, offset = 0, ), (startVertex = 11, endVertex = 10, angle = 192, linedefNum = 2, direction = 0, offset = 32, ), (startVertex = 7, endVertex = 6, angle = 64, linedefNum = 6, direction = 1, offset = 0, ), (startVertex = 8, endVertex = 2, angle = 0, linedefNum = 1, direction = 0, offset = 32, ), (startVertex = 2, endVertex = 11, angle = 192, linedefNum = 2, direction = 0, offset = 0, ), (startVertex = 6, endVertex = 5, angle = 128, linedefNum = 5, direction = 1, offset = 0, ), (startVertex = 10, endVertex = 3, angle = 192, linedefNum = 2, direction = 0, offset = 96, ), (startVertex = 3, endVertex = 9, angle = 128, linedefNum = 3, direction = 0, offset = 0, ), (startVertex = 4, endVertex = 7, angle = 0, linedefNum = 7, direction = 1, offset = 0, ), (startVertex = 0, endVertex = 1, angle = 64, linedefNum = 0, direction = 0, offset = 0, ), (startVertex = 1, endVertex = 8, angle = 0, linedefNum = 1, direction = 0, offset = 0, ), (startVertex = 9, endVertex = 0, angle = 128, linedefNum = 3, direction = 0, offset = 96, ), (startVertex = 5, endVertex = 4, angle = 192, linedefNum = 4, direction = 1, offset = 0, )] SUBSECTORS: [(4,0), (2,4), (3,6), (3,9), (4,12)] NODES (raw signed data, see top of post for unsigned children nodes): [(x = 160, y = 160, changex = 0, changey = -64, rightChild = -32768, leftChild = -32767), (x = 96, y = 160, changex = 64, changey = 0, rightChild = 0, leftChild = -32766), (x = 160, y = 96, changex = -64, changey = 0, rightChild = 1, leftChild = -32765), (x = 96, y = 96, changex = 0, changey = 64, rightChild = 2, leftChild = -32764)]Rendered, it shows up how I expect it to show up: The above image shows the whole map (blue lines = linedefs connected by the white vertices, the yellow lines show all the lines for the specific segment, in this case... subsector 4's four line segments How do I used the dx and dy again? For example, the root node is 3, and its x/y is (96,96). The changey = 64, so that means I go up 64 units to (96,160). Does that just mean the line that was used to split up the level for the left/right bounding boxes? Or can I use it as an actual line in calculating a polygon? I'm probably missing something, can you clarify for me what to do to get the sector polygons I need again? Sorry if it's an inconvenience; something isn't clicking with me BTW: The data values should be right, but if somethings wrong then maybe I messed something up (like if something should be unsigned, then I messed up...); though I was able to render doom2 map29 lines and vertices properly so thus far everything should be working right...
3. ## How can 1 segment in SSECTORS be used to create a convex subsector?

I'm working on a program that's helping me learn how doom works. I started with making a 2d automap renderer to see if I could dissect the engine and grab the data that I want. Thus far it was a success and I was able to map out all the things, lines, segs...etc But I was interested in how the subsectors are formed. Sometimes I get segs that are separated, I assumed you just connect the dots... but you can't in a certain amount of them. Whats even more confusing is how you go about drawing a subsector when you only have one line. I've been reading the doom wiki for days and I'm stuck on how to render a 2D birds eye view of a subsector. Therefore: How (using Doom in Hexen lumps and the latest ZDBSP on zdoom.org) can I figure out the edges of the polygon from the wad files given to me from the lumps inside a map file? Quick ninja question: For segs, what is the point of 8-9 Signed short Direction 10-11 Signed short Offset Direction is the angle between the first and second vertex? Offset has to do with the texture that's on it? EDIT: Please bear with me, first time I've took on a project like this.
4. ## favorite secrets

Damnit I always used to heal up to 100% and then blast my way backwards into it, I'd always start with ~10% health thanks to the rocket :( BUT NOW I KNOW.
5. ## Boss monsters: What Doom brought to the table -- can it be recaptured?

I've been thinking of ideas and one of the issues that plagues me is my inability to do art. I've looked on various zdoom threads and anatomy books to draw an epic monster, but damn it's tough. Even with photoshop and the cool tricks it has, making the art is-- for me at least-- infinitely harder than making the decorate and room[s] for it :( In fact it's not even that its hard, I made a great model with some smudging but the doom palette makes it look like I barfed on my screen... and I don't want to limit myself to GZDoom [not that I have a problem with it] All the ideas in this thread I've manifested into a vision, but the sprites itself are a roadblock not even Jesus H Walford Christ himself could break.

7. ## Unloved II [BETA1 released]

If you want I can send it your way once I get to the half way point and you can tell me what you like/don't like? :)
8. ## Any Good wads with kickass Music?

There was this really great one from a wad in the late 1990's, but I can't find it anymore. It was for vanilla doom, great detail but I have no idea what the name wad :(
9. ## Dante's Inferno

IIRC pcorf's project has one of the 9 sub-levels in his easy going community project that has been completed AFAIK, and it's really well done.

11. ## Transferring textures.

I use SLumpEd to copy stuff between wads, just open both and once and drag. If I misread your post I apologize. If they're a mix of patches I don't know if you can do that. If its a list of textures then it's possible w/ above.
12. ## Greatest Victory [bump]

E2M8 for sure :)
13. ## Unloved II [BETA1 released]

Basically, my imagination is too powerful. Read it over again if it's a bit hard to comprehend. I'm one of those people who immerse themselves in what it is. If I'm making music, I need to be in the mood. Likewise with a horror wad, I need to be in the mood. I'll listen to clinical ambient and stuff like that to get me in the zone. If you've never done this or never experienced it (I'm sure most people have though), you won't be able to comprehend the notion. I'll work on my wad late at night. I add clinical ambient on in the background, I make sure I'm alone. When I make the map, I put random generators in it so no one can predict anything, not even myself. The sounds I used were really real, and even to this day when I play the first parts of the wad, I still get chills down my spine. This is ONLY if I play it at night, all alone, dark/quiet...etc. If I play it through the day it has no real effect when the sun is shining in my eyes. I'd rather go for a walk and hang out with friends. The reason I do this is because releasing a wad in your name stays forever. If I'm going to release a wad, it had better be 5 star quality in my eyes or forget it. It's all or nothing. If I'm not happy with it and I don't feel others will get out of it what I want them to, then I'm just wasting my time and everyone else's time. Make sense? Since I can't get in the mood during the day, I always do it at night. Because I do it right before bed, logically those emotions carry over with you to sleep unless you're some kind of hardened veteran. Since I'm not, I decided it wasn't worth continuing. I'll let someone else do it and I'll enjoy the horror wads on my own ;) I don't think I can dumb it down any more for you. If you're still lost, then just forget it.
14. ## Unloved II [BETA1 released]

Great job, I really enjoyed Unloved. I even made my own horror wad of the sorts. I was adding in all the elements that freak the crap out of me. I ended up giving up on the project because I started to lose sleep and health over the project. Maybe one day I'll return to it but I had to abandon it for now. All the thoughts I had would actually keep me up at night, and we all know what that does to our immune system :( -- I blame the floorboards of my house ;) The clinical ambient music I listened to get in the mood for it probably didn't help :( Therefore I will be just as glad to see a new version of this map released! Horror wads that don't rely on shock are exactly what I want (Ghouls forest is an example of how I would never do a horror map, despite it being quite effective for what Cutman wanted to do, and I think he succeeded there).
15. ## TNT 2: Devilution (Texture Pack in OP)

If you want another MIDI composer for a song or two I can assist. If you decide upon this, I'd need to get a feel for the single map you desire and then I'd make the MIDI and send it to you (assuming you don't want something general). If you don't like the creation, you can reject it outright. I assume that's the standard though? I know you've got 3 composers, but I figure it's never harmful to ask -- worst is a 'no' :) Or if you want someone to add detail to maps or brush up some stuff I've been using DB/DB2 for many many years.
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