MissArgent Posted May 12, 2023 Actually hardware accelerated SGI_doom 0 Quote Share this post Link to post
bLUEbYTE Posted May 12, 2023 It's not even crazy but... multi-threaded simulation for the thinkers etc. It seems like the engine is decidedly single-threaded with nothing can be done about it without writing a new engine, essentially. 0 Quote Share this post Link to post
Wadmodder Shalton Posted May 12, 2023 Support for the remaining Raster Image Formats which are as follows: ANI ANIM APNG ART AVIF BMP BPG BSAVE CAL CIN CPC CPT DDS DPX ECW EXR FITS FLIC FLIF FPX GIF HDRi HEVC ICER ICNS ICO/CUR ICS ILBM JBIG JBIG2 JNG JPEG JPEG-LS JPEG 2000 JPEG XL JPEG XR JPEG XS JPEG XT JPEG-HDR KRA MNG MIFF NRRD PAM PBM/PGM/PPM/PNM PCX ORA PGF PICtor PNG PSD/PSB PSP QOI QTVR RAS RGBE Logluv TIFF SGI TGA TIFF TIFF/EP TIFF/IT UFO/UFP WBMP WebP XBM XCF XPM XWD As far as we know, only non-patented formats are allowed to be implemented in any open source project. 2 Quote Share this post Link to post
dasho Posted May 12, 2023 Didn't you post this in a previous page already? A lot of these are nonsensical to have in any video game, much less a Doom source port. 0 Quote Share this post Link to post
Redneckerz Posted May 12, 2023 1 minute ago, dasho said: Didn't you post this in a previous page already? A lot of these are nonsensical to have in any video game, much less a Doom source port. Ayup. Let me support this obscure format. 1 Quote Share this post Link to post
lucius Posted May 13, 2023 Generally, it isn't useful for a runtime to support a million different formats. Pick a few formats that provide everything you need and have tools do the conversion from the many formats that are out there. Otherwise, you are increasing the maintenance cost and code size for almost no benefit. 2 Quote Share this post Link to post
MFG38 Posted May 13, 2023 21 hours ago, Wadmodder Shalton said: Support for the remaining Raster Image Formats which are as follows: DDS JPEG PCX PNG TGA GZDoom supports the ones above. 2 Quote Share this post Link to post
Darkcrafter07 Posted May 14, 2023 I dream on having a jpg with alpha channel (maybe also JPG compressed) because it would squish the size of my "game" so much. 0 Quote Share this post Link to post
continuum.mid Posted May 14, 2023 Support for playing through any WAD in mirrored mode. If you play MyHouse, sllahrednU just becomes normal Underhalls but with the Backrooms. 1 Quote Share this post Link to post
TheSlipgateStudios Posted May 14, 2023 Adding extra wads/mods while ingame 0 Quote Share this post Link to post
Vermil Posted May 14, 2023 (edited) 39 minutes ago, TheSlipgateStudios said: Adding extra wads/mods while ingame Not that crazy. Doomsday has allowed that since at least 1.8.6. 1.8.6 had a basic 'load' console command. While more modern versions of Dday' had a GUI for it. https://manual.dengine.net/guide/game_library Edited May 14, 2023 by Vermil 0 Quote Share this post Link to post
Darkcrafter07 Posted May 14, 2023 2 hours ago, continuum.mid said: Support for playing through any WAD in mirrored mode. If you play MyHouse, sllahrednU just becomes normal Underhalls but with the Backrooms. Crispy Doom does this and So-Doom too (crispy fork). 1 Quote Share this post Link to post
Endless Posted May 14, 2023 A multiplayer crossplay (meaning between other source-ports) source-port. I don't think that will happen, probably ever, not only due to the compatibility issues and server infrastructure, but also due to internal ''dilemmas'' in the MP side of things. 0 Quote Share this post Link to post
Quill Posted May 14, 2023 Quake .bsp format suppo- *gets shot in the head* 0 Quote Share this post Link to post
Individualised Posted May 14, 2023 16 minutes ago, Quill said: Quake .bsp format suppo- *gets shot in the head* Qtest1 .bsp format support 0 Quote Share this post Link to post
Wadmodder Shalton Posted May 14, 2023 A source port that would use .ASI files instead of .DLL files similar to Ultimate ASI Loader, getting rid of the incompatible DLL file and DLL Hell problems. 0 Quote Share this post Link to post
dasho Posted May 15, 2023 1 hour ago, Wadmodder Shalton said: A source port that would use .ASI files instead of .DLL files similar to Ultimate ASI Loader, getting rid of the incompatible DLL file and DLL Hell problems. Quote Ultimate ASI Loader DESCRIPTION This is a DLL file which adds ASI plugin loading functionality to any game, which uses any of the following libraries: d3d8.dll d3d9.dll (x86 and x64) d3d10.dll (x86 and x64) d3d11.dll (x86 and x64) d3d12.dll (x86 and x64) ddraw.dll dinput.dll dinput8.dll (x86 and x64) dsound.dll (x86 and x64) msacm32.dll msvfw32.dll version.dll (x86 and x64) wininet.dll (x86 and x64) winmm.dll (x86 and x64) xlive.dll bink2w64.dll (rename original to bink2w64Hooked.dll) vorbisFile.dll (rename original to vorbisHooked.dll, optional) binkw32.dll (rename original to binkw32Hooked.dll, optional) Uhh 0 Quote Share this post Link to post
kwc Posted May 15, 2023 A demo-based ghost you can race against. 7 Quote Share this post Link to post
JustAthel Posted May 15, 2023 It'd be really cool if there were a feature that allowed you to work on levels in semi-real time. As in, you'd make whatever changes to a sector/level/thing,etc., hit a button, and it would reload the level, adding in only the newly spawned things but keeping you where you were. Something that'd only really help for the dev side of things, but I'm sure would be a feature greatly appreciated by the mapping community. 0 Quote Share this post Link to post
Individualised Posted May 15, 2023 7 hours ago, kwc said: A demo-based ghost you can race against. Oh my god make this a thing 0 Quote Share this post Link to post
Individualised Posted May 15, 2023 On 5/13/2023 at 9:41 PM, MFG38 said: GZDoom supports the ones above. JPEG textures? Really? 0 Quote Share this post Link to post
Redneckerz Posted May 15, 2023 9 hours ago, Wadmodder Shalton said: A source port that would use .ASI files instead of .DLL files similar to Ultimate ASI Loader, getting rid of the incompatible DLL file and DLL Hell problems. Ultimate ASI Loader is a DLL file that adds an ASI Plugin loading functionality. If you are going to make wild ideas atleast elaborate why. FWIW, i once suggested a Doom port to run on WARP or LLVMPipe and go ham on software rendering. 0 Quote Share this post Link to post
MFG38 Posted May 15, 2023 5 hours ago, Individualised said: JPEG textures? Really? Ask the GZDoom devs, not me. :P 0 Quote Share this post Link to post
Andromeda Posted May 15, 2023 12 hours ago, kwc said: A demo-based ghost you can race against. Already exists in DSDA-Doom. 0 Quote Share this post Link to post
RataUnderground Posted May 15, 2023 I may be a little ignorant of what goes on behind the curtain, but I just think the future versions of GZDoom should ditch doom compatibility and became an streamlined engine for standalone games that doesn't have to struggle with Doom's obsolete idiosyncrasies, while maintaining the ease of creating maps under a new standard. 0 Quote Share this post Link to post
rouge_means_red Posted May 15, 2023 Non-square hitboxes Multiple hitboxes per actor Dynamic lights that are blocked by ceilings and floors Simple actors used just for decorations that use less CPU 1 Quote Share this post Link to post
kwc Posted May 15, 2023 2 hours ago, Andromeda said: Already exists in DSDA-Doom. Really?! That's awesome, forgive me! I'll have to check it out. 1 Quote Share this post Link to post
kevansevans Posted May 15, 2023 (edited) On 5/13/2023 at 1:41 PM, MFG38 said: GZDoom supports the ones above. Going back on this, PNG's can actually be more file size efficient than Doom's image format for maybe 9 out of 10 assets you may have in a project. Slade has a built in feature that can optimize PNG's (basically palatalizes them so each PNG has an internal "playpal" so to speak), and it massively reduces their size most of the time. I tested this feature on DOOM2.wad (converted *all* assets to PNG, then compressed), and it knocked off about 4.6mb. Since then, I've always used this feature for every PNG asset I use. Edited May 15, 2023 by Kevansevans spelling 1 Quote Share this post Link to post
MissArgent Posted May 15, 2023 We have a implementation of Doom on a FPGA, but when can I play it on a house-sized discrete logic monstrosity made mostly of 74LS chips? Bonus points for managing to encode all the sprites in hardware using diodes, Atari-style 0 Quote Share this post Link to post
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