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Everything posted by esselfortium
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Dehacked: Arachnotrons that shoot same plasmaballs as player? (PRBoom+)
esselfortium replied to Darch's question in Editing Questions
Monsters can't use the player's attack codepointers, and vice versa. Some ports might support this, but with standard Doom behavior it'll likely either do nothing or crash. The closest thing to an exception is that A_FireMissile and A_CyberAttack both use rockets, but those are still two separate codepointers. -
Thanks for the FDAs! Z1M7 indeed got some major changes to its layout flow, to eliminate the back-and-forth-across-the-map backtracking treks from the KDiZD version. I rearranged the order that you visit the areas in, turned the silver/comp maze into a dropdown fight, expanded a small cave area into the big lava arena near the green key as an additional connection between the two halves of the map, added a shortcut bridge between the forcefield switch and the forcefield itself, and probably some other things I'm forgetting.
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Ah, fair enough :)
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It's unfortunately a bit more complicated than just removing an artificial cap, since (to my understanding) Doom's game loop is directly tied to its renderer, so if you render more than 35 frames per second, in order to keep the actual gameplay from happening on fast-forward, you not only need to unlatch the gamesim from the renderer speed, but also add visual-only interpolation between the 35 tics per second that are happening in the gamesim. Still, it could be done, just explaining why there probably isn't a simple Choco fork that does this.
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Not reflective, but translucent. It’s tropical fruit beverage!
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That's very close! There are no self-referencing sectors (which are completely invisible) or fake floors (which are a Boom feature) used. The midtextures are lowered below the actual floor and bleed on top of it. In addition to the textures being mirrored and masked with a checkerboard of transparent pixels, the textures are also recolored to blend with the floor for a translucent look. There are also upside-down sprites drawn similarly beneath the floor for the torches. Then, rather than using sector lighting, some red fullbright flats were used for light sources on the ceiling, and custom pre-lit textures were used on some of the walls, because the reflection effect breaks if the affected area has any changes in sector brightness or any other variation that touches the floor. The translucent glass floor and ceiling effects that appear in several places in other KDiKDiZD maps are done very similarly to the reflections.
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It would be really good to see sprite/texture clipping fixed in more hardware-rendered Doom ports someday...
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Dammit! I fixed it in the standalone texture wad but didn’t port it over to the compiled one. edit: Actually, wait, what? I'm looking at the compiled wads and not seeing a duplicated INTERPIC lump. If you mean the Doom 1 intermission stuff, they're an artifact from when this was briefly a Doom 1 project around 2020. I know I could remove those, but it works as-is so I don't want to start deleting graphics and run the risk of accidentally deleting a graphic that's actually used...
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Following up on eevee's post above, the main piece of the puzzle in working around the Hell Warrior shield's blockmap corruption crash was to set the shield's speed in DEH9000 to exactly 1, rather than 1*FRACUNIT like I originally had it. With this, the half-tic movement in P_CheckMissileSpawn only pushes them forwards by a minuscule 0.0000076 of a unit, so there is vastly less possibility for them to leave their original blockmap block.
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Some vanilla-compatible special effects from KDiKDiZD.
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