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On 6/12/2023 at 8:05 AM, Scuba Steve said:

Texture filtering

 

The literal creator of Doom was defaulted to texture filtering... can we please have this dogshit feature disabled by default now?

 

Um, it wasn't the default in his case. John must have had this disabled from before. It was disabled and he enabled it himself early on, even toggled between the modes to see the difference. It's in the stream.

I agree texture filtering is shit and should not be the default, but in this case it appears it was his own choice.

Edited by TasAcri

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17 minutes ago, Quandale said:

What dimension and artifact things are you guys talking about??? I can't find any of those, to me it just seems like a normal map.

Go through the backyard after getting the 3 keys

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48 minutes ago, TasAcri said:

 

Um, it wasn't the default in his case. John must have had this disabled from before. It was disabled and he enabled it himself early on, even toggled between the modes to see the difference. It's in the stream.

I agree texture filtering is shit and should not be the default, but in this case it appears it was his own choice.

No, John was running GZDoom in OpenGL with the software renderer enabled. As soon as he switched to the true-color hardware renderer, it defaulted to the normal GZDoom setting which is smeared Vaseline.

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59 minutes ago, Quandale said:

What dimension and artifact things are you guys talking about??? I can't find any of those, to me it just seems like a normal map.

also make sure you play the pk3 file. the wad really is just the normal map

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On 6/12/2023 at 1:05 AM, Scuba Steve said:

Texture filtering

 

The literal creator of Doom was defaulted to texture filtering... can we please have this dogshit feature disabled by default now?

 

It is absolutely, actually insane to me how so many people are against this being the default setting, how so many people utterly despise it and are thankful when they find out that they can disable it, how this topic comes up so goddamn often, for years, and we still have this problem. What the fuck.

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5 hours ago, segfault said:

 

It is absolutely, actually insane to me how so many people are against this being the default setting, how so many people utterly despise it and are thankful when they find out that they can disable it, how this topic comes up so goddamn often, for years, and we still have this problem. What the fuck.

Because Geaf Zahl it too damn lazy to copy a .cfg file  -_-

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damn I didn't know I needed this in my life, sometimes it feels like Yume Nikki and I really appreciate that, amazing map!

 

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This talk about texture filtering made me nervous. I've played with that thing on for as long as I've used GZdoom. Finding the setting and messing with it actually brought back memories of wondering which was "correct". Having so many settings is a pro and a con all at once. I didn't have an answer back then but I'm more confident in it now. I think it's fine either way. Both "None (trilinear)" and "Trilinear" are the best options depending on personal preference and what art style a mod is using. I know that when I play old pixel art games that smoothing can be awful, ugly, and the wrong choice depending on how the original work was intended to be viewed. For GZDoom, the use of shading in vanilla Doom and MyHouse leaves me thinking that it's designed to be played with it on. Even then the difference is minor. Just don't use plain "None" because that makes a static mess in the distance.

 

GZDoom in general is really weird. Does that bunny head come from somewhere or is it fan-made? *Was that bunny head ever used as a mouse cursor before GZDoom, or is it fan-made? Every single time I set up a new install of it I change it to the neutral simple arrow. When I was playing through MyHouse I had to contend with the weirdest GZDoom bug. It would lock up my mouse and make my clicks do nothing when I switch to another window. (I run W10 Pro version 22H2.) The reliable solution was to right click the taskbar twice whenever I alt+tabbed.

Edited by SquareEngine
I meant to ask about Daisy's head being used outside of that one scene.

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Wait what there's more in this pk3 ? I played this map last month and, well it's just a 3 minutes house map, after map1 finish it started Underhalls, but I keep seeing 2 hours videos on this map, what ?

 

Okay so I just loaded the pk3 in Slade and yes there's more, but for some reason it don't want to load map02 and others for some reason, I don't have any mods by the way. Weird as hell.

Edited by cosma
Slade search

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1 hour ago, Biodegradable said:

 

Never finished Doom 1, eh? ;^P

 

o5AVMY1.png

I know where it comes from and I know who Daisy is. I'm asking if using that disembodied head is something ID ever did, a third-party that sold Doom products ever did, or if it's something a fan whipped up one day. Not the end of the world, but I think it's tacky.

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1 hour ago, cosma said:

Wait what there's more in this pk3 ? I played this map last month and, well it's just a 3 minutes house map, after map1 finish it started Underhalls, but I keep seeing 2 hours videos on this map, what ?

 

Okay so I just loaded the pk3 in Slade and yes there's more, but for some reason it don't want to load map02 and others for some reason, I don't have any mods by the way. Weird as hell.

Here's a hint to get you on the right track.

Spoiler

Go ahead and finish Underhalls if you have a convenient save file. Grab the super shotgun from that level and bring it into the next level. Since you're playing the .pk3 it'll wrap back around to MyHouse. If you end up on Map03 then you're playing the .wad instead and need to switch.

 

The thing you're missing is that after grabbing the blue key card you did not walk around the outside of the house once. Do a full 360 degree circle. You should be able to find the rest of the level after that.
 

 

Relatedly, I was reading chapter two of House of Leaves and noticed that

Spoiler

in the early Navidson tapes the cameraman walks through a window, around the back of the house, back through a different window, and then opens a closet door that is impossibly deep. The point of it was to show that there was absolutely no space for the long hallway. This suddenly reminds me of how MyHouse requires the player to walk around the house once* in order to progress.

*I like to go by the blue keycard door and then walk backwards to the right of it. You can actually see the decals switch from the blue door to the blue skull door if you look right at it while touching the house.

 

Edited by SquareEngine

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7 hours ago, SquareEngine said:

Does that bunny head come from somewhere or is it fan-made?

I know the burning city in the backround was used for the game over screen in the old 2011 "Sonic.exe" fangame by MY5TCrimson. That's where I first saw it (I will say they tried to hide Daisy's head behind a mountain). Then I beat DOOM 1, and was more mortified by Daisy's head than, like, three of Sonic's friends being dead lol.

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I love the idea of people seeing 2-hour essays on this map and then they play it and it's like, "Tha- that was it? THAT WAS JUST A GUY'S HOUSE. WHAT IS WRONG WITH YOU PEOPLE?!"

 

We're all just mass hallucinating, there was no Megasphere in the backyard. What's a Megasphere? What tf is Doom?! WHO ARE YOU PEOPLE?!!! WHY ARE YOU IN MY HOUSE!?!?!?!

Edited by Mr Masker

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25 minutes ago, Mr Masker said:

I love the idea of people seeing 2-hour essays on this map and then they play it and it's like, "Tha- that was it? THAT WAS JUST A GUY'S HOUSE. WHAT IS WRONG WITH YOU PEOPLE?!"

 

We're all just mass hallucinating, there was no Megasphere in the backyard. What's a Megasphere? What tf is Doom?! WHO ARE YOU PEOPLE?!!! WHY ARE YOU IN MY HOUSE!?!?!?!

 

100% intentional. I still lightly question Veddge's motives behind this, but they insisted it'd be this way, and I can't argue it's getting the exact results they wanted. I still wonder how much they've messed with me, and I was privy to the thing!

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I have some bad news guys. The whole myhouse.wad story is made up. It appears the doom wad's creator forged the photo "he" took with Tom. I have attached a GIF of my proof. The Obituary must be real, but the story surrounding Tom and the creator is made up.

9677142ee231c85e931a820c2d70032f.gif

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Appreciate the gif, but this is something that has been known for a while, with that exact evidence.

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On 6/14/2023 at 6:26 PM, SquareEngine said:

I know where it comes from and I know who Daisy is. I'm asking if using that disembodied head is something ID ever did, a third-party that sold Doom products ever did, or if it's something a fan whipped up one day.

 

Right well, as far as I'm aware, it's simply been GZDoom's particular cursor for quite some time.

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On mercredi 14 juin 2023 at 8:03 AM, SquareEngine said:

Just don't use plain "None" because that makes a static mess in the distance.

As long as you keep the "Anisotropic filter" on (I use 16x, Doom textures are usually small enough), there should be no real problem in the distance. For Texture Filter mode I keep it on "None (linear mipmap)".

 

On mercredi 14 juin 2023 at 10:26 AM, SquareEngine said:

I'm asking if using that disembodied head is something ID ever did, a third-party that sold Doom products ever did, or if it's something a fan whipped up one day.

The Doom menus were not designed for mouse use and have no cursor. The bunny head cursor is, IIRC, a bit of whimsy from randi when implementing mouse support for the menus, as the idea was to take graphics from the game themselves (the "X" from the logo for Hexen, the wand for Heretic, the Sigil for Strife, and so Daisy's head for Doom) instead of just a boring generic arrow cursor, though there is one such anyway that you can use if you prefer. I haven't found the exact thread when they were first discussed, but I can tell they've been around at least since 2011.

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On 6/12/2023 at 1:05 AM, Scuba Steve said:

Texture filtering

 

The literal creator of Doom was defaulted to texture filtering... can we please have this dogshit feature disabled by default now?

 

I haven't finished the video did he say it upset him? 

There was literally a video years ago showing he plays on Doomsday with filtering. 

I have a feeling he's been working in games a long time and knows how to operate a video game menu if it bothers him.

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8 hours ago, Gez said:

As long as you keep the "Anisotropic filter" on (I use 16x, Doom textures are usually small enough), there should be no real problem in the distance. For Texture Filter mode I keep it on "None (linear mipmap)".

 

The Doom menus were not designed for mouse use and have no cursor. The bunny head cursor is, IIRC, a bit of whimsy from randi when implementing mouse support for the menus, as the idea was to take graphics from the game themselves (the "X" from the logo for Hexen, the wand for Heretic, the Sigil for Strife, and so Daisy's head for Doom) instead of just a boring generic arrow cursor, though there is one such anyway that you can use if you prefer. I haven't found the exact thread when they were first discussed, but I can tell they've been around at least since 2011.

Thanks for the history lesson. I really couldn't find that on my own. It puts the setting in context. I'm gonna drop this here as it's no hill worth dying over and I don't want to give any devs grief over great work.

 

You're right to point out anisotropic filtering because it definitely enhances the quality of distant textures when filtering is used. GZDoom defaults it to 8x and not 16x. Running my tests again both entrenches my preference and shows me why you like your setting. This is a tall can of worms! Bilinear can be ignored because it's inferior to trilinear but everything else is valid option because it's making specific compromises. That leaves 6 choices that in order to be simplified must first be technically understood. I got worried about this because I thought that MyHouse.wad might be better played with something other than the default options. While I do agree that using none or none(+) is a lossless improvement of the textures, the design of the textures used in vanilla Doom and MyHouse.wad are not made worse by blurring them because doing so increases at-a-glance readability. The awkward chunky edge smoothing isn't flattering but there is no greater detail to be gained regardless of which setting is used. If it's hard to read on one setting then it'll be hard to read in the other.

 

I'm spoilering this because this is getting too long.

Spoiler

The settings can be broken into three categories.

None - Texture filtering is off. The moire effect will come into play greatly with distant or oblique textures. I personally do not like the static effect this creates in the distance due to how MyHouse.wad uses granular noise on its floor textures to give them detail.

 

None (nearest mipmap), None (linear mipmap), None (trilinear) - While I cannot recall the technical difference between these, I can still summarize the practical difference. This option keeps the pixels looking like pixels up close but smooths out the details from afar. This eliminates the static effect caused by granular high-contrast pixel changes in the distance. "None (nearest mipmap)" will keep the pixel art more intact at a distance but can cause strangely clear patches on 3D objects with lots of polygons. That will not be an issue in vanilla Doom or MyHouse.wad because of the low-res art style used for 3D objects. "None (linear mipmap)" and "None (trilinear)" more uniformly blur objects in the distance which functions as a sort of aliasing. Between these two, linear will be slightly sharper and trilinear will have more anti-aliasing.

 

Linear, Bilinear, and Trilinear - These blur everything everywhere. The most immediate difference is that contrast is reduced because the bright pixels that stand out are smoothed into their dark outlines. Linear keeps things a little sharper at a distance than trilinear but trilinear has more anti-aliasing at a distance. Bilinear is a worse trilinear that lacks the advantages of linear. Doom was made in the era of CRT TVs and those TVs had some inherent pixel blurring. Using these do make the edges of sprites look strange and your own hands/weapons are the easiest example. The "size" of pixels in doom are very large because of the low resolution of every texture. MyHouse.wad does use varying amounts of higher resolution textures but not in a way that blurring them makes them lose detail. Lots of shrunk high resolution textures akin to someone who needs glasses so trilinear's blurring does not cause any information to become lost or hidden.

 

For any lurkers or other confused folk, the one objective improvement is changing the default "Anisotropic filter" option from 8x to 16x. Setting it to off only makes the "Texture Filter mode" give worse looking results and isn't what anyone is suggesting. In my opinion, the default trilinear filtering option is okay except if a particular mod uses a high resolution image with tiny pixel art. MyHouse.wad does not. That was why I was worried and now I am at ease.

Edited by SquareEngine

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15 hours ago, bobbyfischer said:

I have some bad news guys. The whole myhouse.wad story is made up. It appears the doom wad's creator forged the photo "he" took with Tom. I have attached a GIF of my proof. The Obituary must be real, but the story surrounding Tom and the creator is made up.

9677142ee231c85e931a820c2d70032f.gif

What if these photos were made by an AI?

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8 hours ago, SPCell said:

What if these photos were made by an AI?

 

I just assumed these are thispersondoesnotexist.com generated faces and accepted it

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Played this again last night for about 2 hours at a friends.

Absolutely mind blowing, found loads of what we had not seen the first time and from reading the wiki, we still havn't seen it all. 
just incredible the way it works. 
This will be talked about for years to come. 
 

I read that it has a loose connection to a book called ‘House of Leaves? Is it worth a read? 
 

Edited by Eurisko

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23 hours ago, DuckReconMajor said:

 

I haven't finished the video did he say it upset him? 

There was literally a video years ago showing he plays on Doomsday with filtering. 

I have a feeling he's been working in games a long time and knows how to operate a video game menu if it bothers him.

He originally had configured Gzdoom to use the software renderer until he realized MyHouse needed the hardware renderer.

He got pretty lost in the options menus while trying to change mouselook to on and then again when changing the renderer, so I would not assume him to be familiar here.

 

When I originally used Gzdoom, for years while playing and mapping I thought software renderer = classic pixel style, hardware renderer = blurry mess. It's a very prominent option and this is the most obvious difference when toggling it so I fully thought it was the option for it. I didn't know that the combination of hardware renderer and texture filtering set to "None (something mipmaps)" also got the classic pixel style. I'm kind of convinced Romero may have thought the same thing because there's relatively little other benefit to the software renderer.

Regardless of the default setting, I wish Gzdoom copied the Quake 2021 rerelease and vkQuake and had a prominent setting labeled "Texture smoothing" that was a simple on/off. The more specific texture filtering options could go in the advanced section.

Edited by Macil

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58 minutes ago, SMUFED said:

Turns out ipods don't like this mod very well. This screen is as far as it gets

What port are you running on the ipod? If it's the old Doom Classic for iOS, then there's no big surprise here. The map is in a format it literally cannot read. Though MyHouse.wad (the actual dot wad file, not the .pk3) should work fine, and also will just be a regular map without any of the shenanigans of the .pk3 map.

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