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Everything posted by DavidN
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Can someone tell me how he does not get harmed by fires?
DavidN replied to Technicolor's topic in Doom General
Recording a song in a studio is much like doing a TAS of playing it live :) Parts are performed separately, enhanced with audio processing (pitch, doubling, equalization, etc) and compiled together in ways that a live performance can’t reproduce. It still takes musical skill but a lot of the end result is dependent on production skills as well. When people don’t understand TASes, I describe them as more like programming contests - you might be playing the game to a greater or lesser extent, but the end result is a timed set of inputs that will play a game extremely efficiently. To beat someone’s TAS, you write a better program. -
Questions About Cameras and the Plausibility of an aRPG Mod?
DavidN replied to Slayer's topic in Doom Editing
Thanks for thinking of me :) My server wasn't working last night, Phobian Odyssey should be downloadable again now and you're welcome to take anything from it! Using ZScript it's possible to write custom things for handling player input and mouse movements to create UIs, so you can make completely custom games in them - my movement script in Odyssey is a weird hybrid because I was just learning what ZScript could do for me at the time, but you might be able to get some ideas from that side of it as well. The idea you have for the camera is certainly possible, it would just be making sure that its position and angle were updated with the player movement - the tricky thing would be to accommodate obstacles where the camera can't be directly behind the player. I imagine that you'd be able to somehow translate the coordinates of an onscreen mouse cursor to a point in the game world as well, though I'm not completely sure how this could best be done - the scripting channels on the ZDoom Discord are always very helpful for this sort of thing. Like all coding, it will just be a matter of finding the individual pieces you have to work with and putting them together :) I'd be really interested to see where this goes. -
You're giving me a workout here! That entrance/exit sounds good to me, I think it should be fairly easy to incorporate it, and fortunately this change comes at a time when I'm about to try to finalize the general map layout. Part 5! I'll also take some time to look at combining the TEXTURES/patches from Doom 1 and OTEX this week - should be some fun byte-level reading stuff :)
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For some community project or other, I wanted to try to make a map that starts off looking very simple, but as you progress, walls gradually lower away to transform it into a bigger and more complex environment. I never got far because it turns out that when you start off pretending to be a bad map, what the player sees is a bad map.
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Hi there! Posting a couple of screenshots will help with people’s interest - also, is this a WAD for Vanilla doom or a source port? Have a look at this post for some ideas on what to include
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Most of us didn’t even have scroll wheels until about 1997! It’s strange to think back on it, it seems such an obvious thing to have on a mouse that I can’t imagine it not being there
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That's right, A_VileAttack includes a call to P_RadiusAttack. It's called on the last line of A_VileAttack in the source code here: https://github.com/id-Software/DOOM/blob/77735c3ff0772609e9c8d29e3ce2ab42ff54d20b/linuxdoom-1.10/p_enemy.c#L1310
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A_VileAttack has no horizontal component, but P_RadiusAttack does! https://github.com/id-Software/DOOM/blob/master/linuxdoom-1.10/p_map.c#L1206 After the player is launched upwards in A_VileAttack, a call to this causes the explosion damage with the Archvile fire as the origin point. https://github.com/id-Software/DOOM/blob/77735c3ff0772609e9c8d29e3ce2ab42ff54d20b/linuxdoom-1.10/p_enemy.c#L1310
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Why are you talking about giving the 10 year old San Andreas or Doom 2016 D: If my mum had seen me playing those at that age she’d have had an aneurysm. (Once I asked her if she could buy Quake 4 on my behalf because someone at her work was selling their games second-hand, and she was massively hesitant at its violence. I was living in my own flat and was 22 years old!)
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A mod should be vanilla compatible when the author wants it to be vanilla compatible! I love the features made possible by extended ports like GZDoom, but if you want to stay within the bounds of vanilla and it works for you, nobody can tell you not to. (I’m eternally impressed by how much people can squeeze out of it)
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Absolutely exceptional work - it's uncanny playing Doom with this, it's easy to forget you're playing with it because the monsters look absolutely perfect to the original sprites, until you step towards them and they suddenly have a third dimension! You've really done something momentous here :)
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Personally I’ve always wondered why megagenius John Carmack never parameterized linedef actions from the beginning - I know Doom was made in a huge hurry, but after the 127th time Sandy asked if he could have a new action that raises a sector’s floor by 80 units if you shoot a linedef and this one should be repeatable, you would think he’d have realized they’d benefit from being more customizable. Maybe they really were just going so headlong into it that there wasn’t time to alter how the actions were defined!
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It’s due to a difference in how they’re stored! Wall textures in the original Doom format are actually made up of smaller images called patches, and if I recall correctly, these are stored as lists of columns of pixels because it’s faster to paste them on to walls that way. Floors and ceilings are drawn using a flood fill-type algorithm, and the flats for them are always stored with the assumption that they’re 64x64 pixels. There’s no reason that the flats in the IWADs couldn’t have been duplicated to be made usable as walls as well, except for considerations of storage space. And because computers are fast enough now not to care about how the images are stored, ports like GZDoom can remove the restriction and just allow both textures and flats to be used anywhere.
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ShallowB said everything I wanted to :) Even though only two actions are available, the player might not think to try either on those bars because they don’t look like anything that’s previously been openable. And the coloured light textures that indicate the keyed doors are used inconsistently when it comes to bars - is the bar directly openable? Or do I need to hunt for a switch? When a map author looks at gameplay and says “But you were meant to do it this way!” I find it’s often useful to turn the question around to “Why didn’t the player do it this way?” What’s stopping them from seeing how to progress? Occasionally it is indeed because the player made a stupid oversight :) But to help a map flow smoothly, there are subtle things that mappers can do without just blaming it on the laziness or short attention span of the player. To be really successful at this, you want the player not to feel like the guidance is there. There’s an exceptional article here about invisibly guiding the player, in a game that shares a lot of Doom’s atmosphere! https://www.gamedeveloper.com/design/the-invisible-hand-of-super-metroid I had a try of explaining some of the cues we’ve come to expect from Doom here as well.
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Nice little WAD with some interesting customizations! Here's a video where I talk about some of the design stuff - thanks for requesting it :)
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That's really interesting, and I see why they would have changed it - I like that they tended to make some secret areas elaborate like that instead of just cupboards to the side of a corridor, but when you start off the game you really want to show everything you can do. In other E1 maps this would likely have remained a secret, but having a big set of stairs flanked by huge pillars right out in the open at the start of the game immediately tells the player this is a huge leap from Wolfenstein 3D!
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For a while I've had people asking if I could provide a download for the visual mods that I use on my videos - after many months I finally got around to tidying them up enough to be fit for human consumption! Dxnify Sprite replacements only, compatible with anything A fursuit for your Doom gameplay! This changes the classic status bar face to my rabbit character in varying states of distress (sprites based on a picture by my lupine friend Susi). In addition, to help with my colourblindness, the key sprites have been changed to vaguely Scottish things identifiable by shape: Blue card: Can of Tennent's Super lager Yellow card: Can of IRN-BRU Red card: Box of Walkers Pure Butter shortbread Blue skull: Box of Scottish Blend tea Yellow skull: Packet of Custard Cream biscuits Red skull: 2-pack of Mr Kipling Sticky Toffee sponge puddings DxnHud Uses SBARINFO and ZScript - I use this for almost everything, unless the WAD has its own status bar and it particularly needs it A status bar replacement graphically based on the one from DeadMarine by Gifty, but made much more compact. From left to right: Health and armour - Numeric and bar displays, as well as showing the type of armour currently in use. Past 100, the backgrounds overlay a blue bar to count up to 200%. Titles - For displaying WAD information for streaming. These are displayed based on the contents of three CVARs - use set dxnhudwad "WAD Title Here" to configure them, with an empty string ("") to turn them off: dxnhudwad (string) - Name of the mapset being played dxnhudauthor (string) - Author of the mapset. If this is set to MAPINFO in all caps, use the author named in the MAPINFO for the current map instead. dxnhudmapname (bool) - If 1/true, display the current map name as in MAPINFO. Ammo counter for the current weapon. Above this is the key display for blue, red and yellow skulls/cards, which works the same way as the default Doom status bar. Weapon inventory. This works a little differently from standard Doom - the pistol isn't displayed, the first light is for the shotgun, second for the super shotgun, then they follow the standard weapon order. Ammunition - Bars and counters to display the currently held ammunition compared to maximum capacity. Level progress - Bars and counters showing the number of monsters, items and secrets remaining. The bars will count up as the player gets closer to completing these categories. DxnMarine Use with care, may have some problems on maps that rely on standard classes for scripts. Enhancements for visual effects, sounds, and so on. Once again, this is very heavily based on Gifty's DeadMarine, with some things customized (or removed if I didn't feel they were what I wanted) - I could have released this a lot earlier without the others, but I didn't want my entire body of work in GZDoom to be of taking other people's code and deleting some of it. This also includes the DxnHud status bar, with some enhancements made possible by altering some of the standard Doom classes.
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NaNoWADMo 2022 - The month-long mapping challenge!
DavidN replied to scwiba's topic in WAD Releases & Development
Oh dear god it's that time already Yes, I'm going to do something this year! This time it'll be a little different - instead of making a WAD, I'm going to do my utmost to put together an understandable guide to writing a game with ZScript. From the outside it's enigmatic and impenetrable, but once you're inside it's like Narnia. -
When I first played Doom I always assumed that the word "degreelessness" meant being unmeasurable - it's a god mode, the player is now "degreeless" because they can't be harmed and they have unlimited health and power! Therefore I never questioned it, and I still can't quite accept that this meaning of the word doesn't really exist.
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After some recovery time, I've made a few bugfixes/enhancements mentioned above and have released build 737 on the RAMP 2022 site. I will leave the individual map bugs up to the submitters, if they choose to fix them - otherwise, this should be the last version. Thanks again to everyone who contributed, and I look forward to playing more by you :)
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Good that you found it :) And yes, I’d be delighted for you to use anything you’d like from it!