unpleasantmarine Posted June 20, 2019 its probably really obvious but i didnt know the spider mastermind had arms lol 5 Quote Share this post Link to post
Magicana Posted June 20, 2019 I can't see the tutti-frutti (Might be my port) but that sky looks really weird when you point up like that. 2 Quote Share this post Link to post
HAK3180 Posted June 21, 2019 I just found out/realized that many of the PAN(EL) textures start with the same patch that is TANROCK3. 1 Quote Share this post Link to post
nicolas monti Posted June 21, 2019 Just found out that in zdoom the spider mastermind wakes up even if the player is behind it, no such thing happens in prboon, I don't know why is this difference but is not a minor issue when your sketching your gameplay. 1 Quote Share this post Link to post
Rathori Posted June 21, 2019 5 hours ago, Magicana said: I can't see the tutti-frutti (Might be my port) but that sky looks really weird when you point up like that. Well, it wasn't designed with looking up at it in mind. It's Doom engine we're talking about, you weren't supposed to be able to do that. 0 Quote Share this post Link to post
TheUltimateDoomer666 Posted June 21, 2019 7 minutes ago, Rathori said: Well, it wasn't designed with looking up at it in mind. It's Doom engine we're talking about, you weren't supposed to be able to do that. You can look up and down in vanilla Heretic, though. 2 Quote Share this post Link to post
kb1 Posted June 21, 2019 On 6/18/2019 at 10:46 AM, ETTiNGRiNDER said: It's old, but not as old as Doom. More Windows 9x era. They still sell it on GOG last I checked. I'm afraid of committing to another "time sink", as I'm so far behind in my work, but I am intrigued. And GOG is, of course awesome. Guess I'm going to have to check it out! 0 Quote Share this post Link to post
Rathori Posted June 21, 2019 (edited) 47 minutes ago, TheUltimateDoomer666 said: You can look up and down in vanilla Heretic, though. You're right, I though it was Hexen that added it. But still Heretic only allowed looking up at a much smaller angle, like 30 or 45 degrees I think, so you couldn't see the sky the way it is in Magicana's screenshot. Edited June 21, 2019 by Rathori 0 Quote Share this post Link to post
Magicana Posted June 21, 2019 3 hours ago, Rathori said: You're right, I though it was Hexen that added it. But still Heretic only allowed looking up at a much smaller angle, like 30 or 45 degrees I think, so you couldn't see the sky the way it is in Magicana's screenshot. Very true. I went and had a look at the various Doom skies, and they all had the same effect. E3 probably has it looking the worst, E1 and E2 the best. Even Sigil had the same effect. Probably because the Doom engine doesn't really like you looking in that direction. 1 Quote Share this post Link to post
Guest Unregistered account Posted June 21, 2019 @DynamiteKaitorn I believe that's the result of Raven using a hacky method to increase the sky texture heights. @Magicana This is an intended feature in OpenGL ports, where the sky fades to an average colour of the top row of pixels. The alternative is having the sky texture loop vertically, which is what happens in software renderers. And yes, it's because of the skies being designed without mouselook. 0 Quote Share this post Link to post
Magicana Posted June 21, 2019 20 minutes ago, Kapanyo said: @DynamiteKaitorn I believe that's the result of Raven using a hacky method to increase the sky texture heights. @Magicana This is an intended feature in OpenGL ports, where the sky fades to an average colour of the top row of pixels. The alternative is having the sky texture loop vertically, which is what happens in software renderers. And yes, it's because of the skies being designed without mouselook. I've learned something today. Not sure which I prefer... 0 Quote Share this post Link to post
elend Posted June 21, 2019 Of course the fade out. Imho quite an elegant solution to a problem, that you can't "just fix". So... I like it. 6 Quote Share this post Link to post
Koko Ricky Posted June 21, 2019 That, or using mods with long skies. Have long versions been made of the OG skies? 0 Quote Share this post Link to post
kb1 Posted June 22, 2019 (edited) 17 hours ago, Magicana said: Very true. I went and had a look at the various Doom skies, and they all had the same effect. E3 probably has it looking the worst, E1 and E2 the best. Even Sigil had the same effect. Probably because the Doom engine doesn't really like you looking in that direction. Oh this is very cool - I quite elegant solution to skies that are not tall enough. It looks like it is averaging the colors near the top, and projecting a blurred-out area to extend the top of the skies. EDIT: Oops, I should have read the next post - heh. What port is this? Edited June 22, 2019 by kb1 0 Quote Share this post Link to post
Spectre01 Posted June 22, 2019 Regarding the skies: They are simply a 256x128 texture and not a skybox like in more modern games. Once you see past the 128 vertical units of the texture, it either repeats or fades out like in OpenGL mode. Some wads use HD skies which cover a lot more area, like Hell Ground or Epic 2 in GL mode. 1 Quote Share this post Link to post
Guest Unregistered account Posted June 22, 2019 17 hours ago, kb1 said: What port is this? I'm not sure but this effect can be seen in GZDoom, Zandronum's OpenGL renderer, and presumably tons of other hardware rendered port. 0 Quote Share this post Link to post
Magicana Posted June 22, 2019 19 hours ago, kb1 said: Oh this is very cool - I quite elegant solution to skies that are not tall enough. It looks like it is averaging the colors near the top, and projecting a blurred-out area to extend the top of the skies. EDIT: Oops, I should have read the next post - heh. What port is this? 1 hour ago, Kapanyo said: I'm not sure but this effect can be seen in GZDoom, Zandronum's OpenGL renderer, and presumably tons of other hardware rendered port. It was in GZDoom. The repeating skies was in a software rendered version of Zandronum. 0 Quote Share this post Link to post
dr_st Posted June 23, 2019 On 6/22/2019 at 6:27 AM, Spectre01 said: Regarding the skies: They are simply a 256x128 texture and not a skybox like in more modern games. Once you see past the 128 vertical units of the texture, it either repeats or fades out like in OpenGL mode. Some wads use HD skies which cover a lot more area, like Hell Ground or Epic 2 in GL mode. Yep. Doomsday has skybox support, and there are skybox packs, which I recall looked quite nice. 0 Quote Share this post Link to post
Empyre Posted June 23, 2019 GZDoom (and Zandronum's GL mode, but not software mode) also has skybox support.. 0 Quote Share this post Link to post
ketmar Posted June 23, 2019 while we're here, k8vavoom also has skybox support. ;-) 2 Quote Share this post Link to post
unerxai Posted June 23, 2019 Just noticed this little rising sector in E1M7. Crazy that it took me over 20 years. 2 Quote Share this post Link to post
DELUXE Posted June 23, 2019 An Anon on 4chan posted this close-up picture of the Shambler's behind from Quake, and another Anon responded by posting the Cyberdemon's behind as a comparison. Noting that they looked nice, plump, and similar, a third Anon made the joke that it was a "reused ASSet." I decided to look deeper. I resized and flipped CYBRD5, slapped it next to the Shambler, and lo and behold. Spoiler 26 Quote Share this post Link to post
Space Marinara Posted June 23, 2019 (edited) Does this mean that the Cyberdemon is a Strogg? And the Shambler is an indigenous creature used as part of it's genetic makeup (:o And that must be how they have a natural power source- Cyberdemon throw lightning bolts when?! Edited June 23, 2019 by Space Marinara 2 Quote Share this post Link to post
unpleasantmarine Posted June 24, 2019 The super shotgun's flash frame lasts a tiny bit longer than it should Video 1 Quote Share this post Link to post
DELUXE Posted June 27, 2019 Important update on monster anatomy. I apologize for the misinfo, and regret to inform that the Shambler does not share the same textures that the Cyberdemon does. In fact, there is no rump on the poor creature whatsoever! This friendly Shambler from Scourge of Armagon turned his back on me to take care of some Vores, and that's when I noticed my error. Given that I said the original picture was from 4chan, the uploader of the image may have given his Shambler a personal buttock lift to satiate his own Lovecraftian fantasies. 21 Quote Share this post Link to post
Space Marinara Posted June 27, 2019 Aw, that's a shame :( I've always loved that light brick texture and it's overbrights btw. Sinister and beautiful at the same time... 1 Quote Share this post Link to post
ketmar Posted June 27, 2019 heh, i wondered how long it will take. no, it wasn't me who posted this, but i knew that shambler has no juicy butt. 1 Quote Share this post Link to post
ReaperAA Posted June 27, 2019 4 hours ago, DELUXE said: Important update on monster anatomy. I apologize for the misinfo, and regret to inform that the Shambler does not share the same textures that the Cyberdemon does. In fact, there is no rump on the poor creature whatsoever! This friendly Shambler from Scourge of Armagon turned his back on me to take care of some Vores, and that's when I noticed my error. Given that I said the original picture was from 4chan, the uploader of the image may have given his Shambler a personal buttock lift to satiate his own Lovecraftian fantasies. @Maes will not be pleased. 1 Quote Share this post Link to post
Maes Posted June 27, 2019 8 minutes ago, ReaperAA said: @Maes will not be pleased. Indeed. That rump looks more like a bear's or a tapir's. 4 Quote Share this post Link to post
Maximum Matt Posted June 27, 2019 That huge furry ass brings back memories.... 0 Quote Share this post Link to post
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