axdoomer Posted May 20, 2017 Can you spot the difference? The first is Doom running at 6-bit precision per color channel (VGA card). The second is just Doom as it is supposed to appear in 8-bit precision per color channel (SVGA card). VGA cards were capable of reproducing less colors than graphics cards that used later standards. https://doomwiki.org/wiki/PLAYPAL#Technical_limitations https://www.vogons.org/viewtopic.php?f=32&t=38713 2 Share this post Link to post
Tormentor667 Posted May 20, 2017 Still working hard on Chapter 2 of Blade of Agony to improve the performance and gameplay, and to compensate the delayed release: 8 Share this post Link to post
printz Posted May 20, 2017 I'm working on my new map editor for macOS. The feature that motivates me to finish it? Map view rotation — which doesn't also rotate the grid. This means that you can draw structures without being aligned to the same old grid. This screenshot doesn't show the benefits of it, since the map has been built with already existing editors, and my work-in-progress editor can't edit much right now. But it's an opportunity to show my Doom map anyway. 15 Share this post Link to post
esselfortium Posted May 20, 2017 23 minutes ago, printz said: I'm working on my new map editor for macOS. The feature that motivates me to finish it? Map view rotation — which doesn't also rotate the grid. This means that you can draw structures without being aligned to the same old grid. This screenshot doesn't show the benefits of it, since the map has been built with already existing editors, and my work-in-progress editor can't edit much right now. But it's an opportunity to show my Doom map anyway. That's a great feature, and one I'm somewhat surprised hasn't turned up in other editors yet. I assume and/or hope you're supporting UDMF's higher vertex precision, as working on rotated scenes without a rotated grid would be very awkward without it. 1 Share this post Link to post
printz Posted May 20, 2017 2 hours ago, esselfortium said: I assume and/or hope you're supporting UDMF's higher vertex precision, as working on rotated scenes without a rotated grid would be very awkward without it. In the vanilla Doom format, it still picks the map point closest to the grid point. Hopefully the irregularities will only be noticed in Doom if you look carefully. 0 Share this post Link to post
Afterglow Posted May 20, 2017 3 hours ago, printz said: I'm working on my new map editor for macOS. The feature that motivates me to finish it? Map view rotation — which doesn't also rotate the grid. This means that you can draw structures without being aligned to the same old grid. One of the reasons I still use DoomBuilder 1 is the arbitrary degree rotate geometry feature before it was neutered. App name idea for your editor: Slimetrail. 1 Share this post Link to post
Soundblock Posted May 21, 2017 Ooh, nice! There's no way I'm not reposting this Plasmaplant concert hall after seeing that: Yours is more accurate though! 18 Share this post Link to post
RjY Posted May 21, 2017 (edited) Oh are we doing piano keyboards now? Deus Vult II map21: Community Chest 3 map14: Bonus WTF from same: @rdwpa (below) hahaha, that's hilarious, thank you :) Edited May 21, 2017 by RjY 14 Share this post Link to post
baja blast rd. Posted May 21, 2017 They have the right idea, but I think they took it too far. :) https://en.wikipedia.org/wiki/Holy_Prepuce Quote The Holy Prepuce, or Holy Foreskin (Latin præputium or prepucium) is one of several relics attributed to Jesus, a product of the circumcision of Jesus. At various points in history, a number of churches in Europe have claimed to possess Jesus' foreskin, sometimes at the same time. Various miraculous powers have been ascribed to it. 3 Share this post Link to post
printz Posted May 21, 2017 14 hours ago, Afterglow said: App name idea for your editor: Slimetrail. I'm wondering if you're just being nice and suggesting a name (don't worry, I've got that settled) or alluding to the multitude of slime trails caused by making lots of angled areas for vanilla Doom — especially when those angles aren't precise at the map-unit level. In that case, I just don't care… Let there be slime trails! Now I wonder if GZDoom rebuilds nodes to kill them off — usual stuff that GZDoom does is good here :P 0 Share this post Link to post
Roofi Posted May 21, 2017 I love 3d bridges on Vanilla. (screen from HR2 map 19) 10 Share this post Link to post
RjY Posted May 21, 2017 45 minutes ago, Roofi said: I love 3d bridges on Vanilla. (screen from HR2 map 19) This one is especially impressive for its high number of layers/levels. More than one above the ground is rare, two I'd never seen outside an Iikka Keränen* map, but here we have four. ________ * thanks to the Doom wiki for a source from which to copypaste the spelling. 1 Share this post Link to post
Misty Posted May 21, 2017 Delaweare based on zdoom engine. I love visuals so much here. 7 Share this post Link to post
scifista42 Posted May 21, 2017 2 hours ago, RjY said: This one is especially impressive for its high number of layers/levels. More than one above the ground is rare, two I'd never seen outside an Iikka Keränen* map, but here we have four. Since these bridges all lack "middle railings" and self-referencing linedefs can freely overlap each other, this kind of overlapping bridges could be made without a multitude of sectors, which probably made the feat not only possible, but relatively easy to make. 0 Share this post Link to post
Guest Unregistered account Posted May 21, 2017 (edited) I'm hoping (although given my age and programming experience, it's a pipe dream) to make a horror (kinda) game at some point in the near future. 320x200, capped framerate (optional), low colour, etc. SO ORIGINAL! It revolves around the concept of emotions (interacting with or even looking at certain things will alter the player's feelings, so getting pummelled by enemies will increase their anger, gradually upping a red glare at the corners of the screen and having some effect on attacking power, seeing dead things will increase unease and leave a green tinge to the screen temporarily, and so on.) The game will feature a polygonal art style with no animation interp (like Quake). It's much scarier to only see the jagged, sharp outline of a thing when it's jerking around at 5 frames per second. Also, monster teeth look terrifying when they're only made of four faces. Factor in the visibility of 320x200, and I could make this work... if I make it unique enough, and actually a good game. So, to test it out, and for fun, I made some 64x64 textures and loaded them up in Doom! And a shot with full brightness so you can actually see the textures. EDIT: flats are in the making. Edited May 21, 2017 by Unregistered account 0 Share this post Link to post
Da Werecat Posted May 21, 2017 The idea reminds me of Call of Cthulhu: Dark Corners of the Earth. You can freak out from looking at scary things, and even go insane if you stare for too long, AFAIK. 0 Share this post Link to post
Guest Unregistered account Posted May 21, 2017 Just like in real life, eh? The idea in my theoretical game is that the system can be helpful or hindering - so anger is makes your attacks wilder and less accurate, and you become more vulnerable, but your move faster and deal more damage. Unease (green) is just a hinderance. Haven't decided how. Happiness (yellow/white) basically acts as a power up and sadness (blue) is the only thing that can kill you. There'll probably be more, but this is all brainstorming. The game probably won't even get made. 0 Share this post Link to post
Ichor Posted May 21, 2017 4 hours ago, MysteriousHaruko said: Delaweare based on zdoom engine. I love visuals so much here. Getting Virtual Boy flashbacks here... 2 Share this post Link to post
Misty Posted May 21, 2017 4 minutes ago, Ichor said: Getting Virtual Boy flashbacks here... It looks cool,I quickly checked. This red effect didn't last long,like invulnerable sphere's effect. 0 Share this post Link to post
scalliano Posted May 22, 2017 (edited) Still at it: Edited May 22, 2017 by scalliano 12 Share this post Link to post
esselfortium Posted May 22, 2017 On 5/20/2017 at 6:41 PM, Afterglow said: One of the reasons I still use DoomBuilder 1 is the arbitrary degree rotate geometry feature before it was neutered. You can input arbitrary rotation values in the Edit Selection side tab. Is there something else missing? 0 Share this post Link to post
DoctorGenesis Posted May 22, 2017 On 5/21/2017 at 3:31 AM, RjY said: Oh are we doing piano keyboards now? Deus Vult II map21: Community Chest 3 map14: Bonus WTF from same: @rdwpa (below) hahaha, that's hilarious, thank you :) Holy Bible and Unholy Penis. Yeah... that was bad. 1 Share this post Link to post
AD_79 Posted May 23, 2017 (edited) some plutonia stuff: Edited May 23, 2017 by AD_79 17 Share this post Link to post
Jimmy Posted May 23, 2017 That green and white texture is disgusting. Please continue using it without a hint of irony. 12 Share this post Link to post
Dragonfly Posted May 23, 2017 Crossposting from Mayhem '17 thread. Almost done... 15 Share this post Link to post
Tristan Posted May 23, 2017 Also nearly finished, though Dragonfly is somewhat kicking my arse :P 15 Share this post Link to post
Recommended Posts