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crazy source port features that will never get added


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Just for completion's sake because it no longer qualifies as a source port, Sonic Robo Blast 2 was the first to introduce 3D polyobjects to make moving platforms able to carry things.

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imo, built-in options for taking in-game screenshots. when the hotkey is 1st pressed, everything on screen freezes (including moving platforms, doors, etc) except the player. the "rule of thirds" guidelines are then displayed on screen and the player may move around (and even fly around) to get better photo composition. pressing the hotkey the 2nd time takes the actual screenshot. also the option to include/exclude the player sprite in screenshots. tq.

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  • 2 weeks later...
On 1/27/2023 at 7:56 PM, rita remton said:

imo, built-in options for taking in-game screenshots. when the hotkey is 1st pressed, everything on screen freezes (including moving platforms, doors, etc) except the player. the "rule of thirds" guidelines are then displayed on screen and the player may move around (and even fly around) to get better photo composition. pressing the hotkey the 2nd time takes the actual screenshot. also the option to include/exclude the player sprite in screenshots. tq.

This is already implemented by prboom+ (and derivatives) chasecam feature. Except flying and with different hotkeys, though such task can be nicely done with Pause & PrintScr keybinds. Activated via "camera mode" keybind during demo playback.

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1 hour ago, Hitherto said:

This is already implemented by prboom+ (and derivatives) chasecam feature. Except flying and with different hotkeys, though such task can be nicely done with Pause & PrintScr keybinds. Activated via "camera mode" keybind during demo playback.

thanks for the info :)

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I've always imagined some ingame level select menu that keeps track of Time, Kills, Secrets, Items, etc. It'd have cute little thumbnails and descriptions for each level of each official IWAD. Maybe some hardcoded exceptions for levels where percentages break (via Archviles or Icon of Sin, inaccessible items or secrets, etc.)

I always liked the idea of doing a 100% run of whichever Doom game, but the transient nature of Doom saves don't have the same impact to me as something like 2016/Eternal, or even something like SRB2's emblems. I wonder how possible this would be to do in Zscript, at the very least.

 

Maybe include something like Cutmanmike's Map Order Shuffle, or something like WadSmoosh being built into the port itself. (I've seen some ports support dual-loading 1 and 2's assets, plus NRFTL or SIGIL, but it'd be neat supporting Every official WAD at once)

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I want them to port the game to Unreal Engine 4 with stock assets and make it 1440p 4K 60FPS PC (Unofficial Fan Made REAL) epic awesome edition

image.png.32d40d990ec2f685504c3105abc54dc0.png

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I've always wanted a source port to have the automap up in a second window. often while streaming I'd bring up the map and end up playing through the automap, which isn't fun to watch for a viewer but sometimes I need to play through the automap.

 

overlay mode is a thing in many ports, but it doesn't feel right.

 

the closest you can really get to this is in chocolate doom (most other source ports removed it) if you launch 3 chocolate doom windows, one with the -left parameter and one with the -right parameter, and connect to LAN co-op. -left window will show the 90 degrees left of the main window and the -right will show the 90 degrees to the right of the main window.

 

I could open just one of these two extra windows and bring up the automap in there, but there are 2 problems. chocolate doesn't update the automap when it's still up and it's a multiplayer-only feature, so multiplayer thing placement.

 

having the automap up in a second window allows players to bring up the map on another monitor while the gameplay is still main screen. and if source ports have a pop-up information window, perhaps the window could be scripted for more things than the map like a motion tracker for a super dark horror map

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On 1/27/2023 at 5:56 PM, rita remton said:

"rule of thirds" guidelines are then displayed on screen

 

Pretty sure @Linguica made something to that effect once.

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21 hours ago, joshthenesnerd said:

I've always wanted a source port to have the automap up in a second window. often while streaming I'd bring up the map and end up playing through the automap, which isn't fun to watch for a viewer but sometimes I need to play through the automap.

 

overlay mode is a thing in many ports, but it doesn't feel right.

 

the closest you can really get to this is in chocolate doom (most other source ports removed it) if you launch 3 chocolate doom windows, one with the -left parameter and one with the -right parameter, and connect to LAN co-op. -left window will show the 90 degrees left of the main window and the -right will show the 90 degrees to the right of the main window.

 

I could open just one of these two extra windows and bring up the automap in there, but there are 2 problems. chocolate doesn't update the automap when it's still up and it's a multiplayer-only feature, so multiplayer thing placement.

 

having the automap up in a second window allows players to bring up the map on another monitor while the gameplay is still main screen. and if source ports have a pop-up information window, perhaps the window could be scripted for more things than the map like a motion tracker for a super dark horror map

 

Doesn't Doom Retro do that?

 

It does have an external automap.

 

Quote

The automap may be shown on an external display by enabling the am_external CVAR in the console.

 

 

Edited by dustarma

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21 hours ago, Lucius Wooding said:

How about Amiibo compatibility?

Will be very disappointed if this, alongside Skylanders support (and why not Mattel HyperScan while we're at it), won't be available in all source ports. That would clearly show that the Doom community has no interest in new, fun, innovative types of gameplay and only wants to stick to their old, dated ways.

Edited by Individualised

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4 minutes ago, Individualised said:

Will be very disappointed if this, alongside Skylanders support (and why not Mattel HyperScan while we're at it), won't be available in all source ports. That would clearly show that the Doom community has no interest in new, fun, innovative types of gameplay and only wants to stick to their old, dated ways.

I just think it'd be a funny meme if you could scan your Isabelle and get a helper dog equivalent to spawn in game. Frankly with the Switch port being a thing I hope it happens one day even if we have to wait for homebrew.

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On 2/5/2023 at 6:06 AM, Sixty-nine said:

ragdolls for advanced ragdoll sex technology

Doom sex update coming for 2023

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An ability to write notes for automap marks and a way to export those notes keeping them in context with the map locations.

 

A sound effect when you get 100% kills so you don't have to look at the stats.

Edited by pantheon

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  • 1 month later...
On 2/5/2023 at 8:39 PM, Mr Masker said:

I want them to port the game to Unreal Engine 4 with stock assets and make it 1440p 4K 60FPS PC (Unofficial Fan Made REAL) epic awesome edition

image.png.32d40d990ec2f685504c3105abc54dc0.png

id Tech 7 better.

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On 2/11/2023 at 5:46 AM, pantheon said:

An ability to write notes for automap marks and a way to export those notes keeping them in context with the map locations.

 

That would be great!

 

On 2/11/2023 at 5:46 AM, pantheon said:

A sound effect when you get 100% kills so you don't have to look at the stats.

 

I can do better than that. Check this out.

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  • 2 weeks later...

A source port that only shows the extended hud (kill/secret/item counts during the level) after you've already beaten the level once.

 

I'm not sure how it would be tracked separately from savegames, though. Config file, I guess?

 

You could probably make it a mod instead of a source port, with some advanced scripting. More easily still with custom levels. Progress from one level to the next normally at first, then after you complete the whole megawad, you unlock "challenge mode" - you end up in some sort of hub, and from then on, you can pistol-start any map you choose, and it shows which ones you got 100%, 200% or 300% in, which ones you beat the par time in, and so on. After completing a level like this, it sends you back to the hub instead of to the next level.

Edited by Scypek2

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For the source port to automatically have stuff bound to what I want them to be bound to when I boot it up for the first time.

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  • 1 month later...

A MIDI music system with a music mixer based on System Shock Random Song Generator. Superficially similar to Marshmallow Doom's Doom DJ (itself based on LucasArts' games with iMuse), but even more random, varied, and intense/chaotic, all while only depending on single tracks without any interference from other tracks (depending on the MIDI tracks, at least).

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An engine or a sourceport with sloped walls and brushes, collision and additional pre-calculated dynamic lighting, and working under dos and under 386 and and and.... lol

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