Jump to content

Dark Pulse

Members
  • Posts

    5231
  • Joined

  • Last visited

Everything posted by Dark Pulse

  1. You say this like you're some kind of authoritative figure who got all of these mappers to go "Oh yes, I intended Dark!" You're not. Stop trying to pass yourself off like your opinion is the only one that matters and other people aren't allowed to disagree. Look, it's fine that you're arguing Dark should be an option, and obviously you're right that there's a lot of people who don't care about playing Doom how it looked back then (though I'd also say those people wouldn't be getting GZDoom in the first place, but I digress). But facts are facts: Light attenuation (which is what you call "the glow") was intended to be part of the engine, as it is part of what made the game more realistic compared to Wolf (which had no light attenuation at all... or lighting, for that matter). All those maps from back in the day were, to a point, built with this in mind, because there was no "turn it off" option for things like that. More modern stuff that came about after the various source ports tweaked the lighting are a different story, of course. "Dark" was essentially just eyeballing Vanilla Doom's lighting falloff, but it was also made at a time when it wasn't possible to selectively brighten certain areas - which is what the vanilla renderer actually did, and couldn't really be done on GPUs until shaders became a thing in the early 2000s. It's also, simply put, not accurate, and while you may prefer that look, functionally speaking, thousands upon thousands of levels were never made with it in mind. "Software/Vanilla" replicates this, and thus, is most accurate in that sense - PERIOD. Not liking it does not mean that it is not an objectively better choice for the majority of Doom maps that do not specify their own lighting mode (including literally every map ever made before source ports that tweaked lighting came out). Yes, it's a breaking change. Yes, there's some users (such as yourself!) who are clearly not happy with it since the mode you preferred got forced into a MAPINFO option. And yes, there's a fair point to an argument that "People who want to play it how it was back in the day wouldn't care." But this still boils down to a basic fact: the way you prefer makes maps darker than was intended much of the time, and making players think that's a "proper" way to play the maps is misleading, because odds are they were intended to be played with a setting that had the lighting halo around the player - and as you point out repeatedly, Dark is the only one that does not have this. It's much better to make the defaults close to what the vanilla game would have done, give the mappers the flexibility to specify a darker one if they want that via some minimally-invasive MAPINFO settings that any mapper worth their salt can figure out how to make, and roll with that. The fact this sucks for you is understandable, but going back to how things were will mean a lot more people will for some reason think that a lighting mode that doesn't have something that was a key part of Doom's lighting system is intentional and by-design - and simply put, that's a mistake. You're also ignoring a key benefit of the change - that now Mappers can FORCE a specific lighting mode, and in turn, set up how they want lighting to work on their levels, whereas the old way turned it into a global thing that they had absolutely no control over if the user decided to change it. That's actually fairly important, but the payoff from that will be years down the line. I do feel like the main lighting modes could use better naming conventions though. Personally I'd say "Software (Classic ZDoom)", "Vanilla (Original Doom)", and "Performance (Low-End Hardware)" or something like that. It's a bit more verbose, but at least it clarifies the difference between what Software and Vanilla are supposed to mean, and removes the ambiguity of "Classic (Faster)" which seems just confusing as heck.
  2. Competitive play is not the end-all be-all decider of options like that.
  3. Other way around. Some light modes are brighter than others, and if you are using it but the other guy is not, that's an advantage, so for netplay, the ability to change that needs to be locked.
  4. It was 100% hardcoded. And yes, you can have more than one, but only one per episode. Just make sure the lump is named appropriately (IN_E1, IN_E2, etc.)
  5. Patching console games costs time, money, and has to go through all sorts of QA processes. Patches are, simply put, costlier to put out on consoles than PC. So unless it's really worth it, it's generally not done.
  6. It's fully possible. It's called an Intermission Script. It's slightly arcane, though: https://zdoom.org/wiki/Intermission_script That said, the end-cluster text and the intermission map can't be used at the same time I think. You can either have the intermission map at the end of the level, or the end-text at the end of a level, but you can't have the text lead into the intermission map or vice-versa directly off the intermission script. (Though you could get a similar effect via cluster definitions.)
  7. "At some point, when the bugs slow down, the more devious programmers intentionally leave a few in there, just to see how long it takes for a user to find them." -- Some very posh British-sounding guy
  8. 1) Answered right'chere! 2) There are a few small maps that run on actual PSX Doom, but it requires using GEC's tools to burn a level to an ISO and running the ISO. I know PsyDoom does support custom levels though, and that is generally a much friendlier (and more performant) way to play PSX Doom, including this project. I don't know of any custom levels specifically in mind, but I sure if you look, you may find a few! 3) That's just a simple sound and texture replacement, pretty much. I don't know of any offhand, but those sorts of things have been around for years. It won't fully reflect the PSX atmosphere in some ways, though - colored lighting requires you to edit the map, for example, and the mapper may not have paid attention to (or indeed, even known about) memory limits that would need to be addressed on the real PSX.
  9. Because what you think is great and moody, someone else will think is dark and shit. If a mod or mapper wants a desired light profile for their stuff, they can set that in MAPINFO and then the user's lightmode is ignored. Otherwise when left up to the user, depending on their whims, it might be brighter or darker than intended.
  10. If you're just creating new maps and textures and stuff, you don't need to do a single bit of code, but for fancier map effects, new items, and so on, you will want to learn ZScript, but it's pretty simple for just creating new things. There's plenty of examples to learn from - literally take any mod, fire it up in SLADE, and examine the added stuff.
  11. Collision was handled differently in PSX Doom, and stuff like this could happen. In terms of authenticity, it should be kept in so that it properly (accurately) simulates the inaccuracy of the original game. That said, I think there might be some sort of compatibility option that might fix this bug by giving more PC-like collision detection? If not, Taco might be able to implement that.
  12. Mostly done, but on hiatus for the remaining few things as GEC has turned their attention to other projects. That said, the latest beta still has in excess of 100 maps.
  13. If it's complete in-box, that's possibly a reason for why it's so high, but that does seem a good bit higher than what I'd expect.
  14. Who knows? ¯\_(ツ)_/¯ It'll be easier than ever to do stuff now that the biggest hurdle (the art) is resolved though.
  15. MyHouse contains its own custom content changes that make it incompatible with mods. It is not like a standard set of levels. So yes, the answer is basically "don't."
  16. 70 Hz monitors is precisely why it was decided to be 35 Hz logic. That also let them set up a buffering system for the video output.
  17. They should be there in the User-Defined category - UDB will put any DECORATE items that don't have a defined category there by default. If you want them in other categories, you'll need to add stuff like //$Category Decoration or //$Category "My New Category" to the definition to make them show up elsewhere. Example: Would also definitely recommend you clean that code up a little bit, like in that example up above. Compactness like what you did makes it EXTREMELY easy to do stuff like miss a curly brace, and that can easily mess stuff up and be a mega-pain to hunt down.
  18. Good point about the driver, but we have no idea how much RAM the OP has. If it's just 2 GB for example, 350 MB is not an insignificant chunk at all, and he'd really need to reduce running programs hard. He did say it ran before, so I have the feeling that's the case. Either way, it's clear he's memory-constrained.
  19. Since you're running on integrated graphics, you are pretty much out of VRAM - is what I said before I looked into the chip... A further look into that chip reveals that it actually has no VRAM at all - it uses the system's DRAM as its video buffer! This is a video chip designed for ultra-low power laptops and the like. In short, there is a theoretical possibility you could run the game with more RAM in your laptop, but in practice, there's just as likely a chance that even if it gets it running, the performance is going to be not great at all - again, it's designed for ultra-low power systems, doesn't have VRAM of its own, and so how fast it is is purely down to the quality of DDR3 RAM in your laptop. So basically, your laptop is not up to scratch to load all that. Ditch some of what's loaded, close any unnecessary programs that are running, things like that. Anything you can do to save memory, since otherwise, your only solutions are "buy more memory" or "get a better device."
  20. That's probably something you'd have to take up with whoever did the PS Vita version of Doom 64 EX. Thanks for making me remember my PS Vita and PSTV though. Loved those things.
  21. He might need a soundfont. Though I think GZDoom comes with one by default?
  22. I love when people think they discovered something, and then it turns out to be them not understanding how a double-barreled shotgun works.
  23. Keep in mind most Switch source ports aren't exactly going to be great for multiple reasons: It requires jailbroken hardware to do it on It's obviously hella against Nintendo's terms of use Most developers aren't going to take the risk So basically, while stuff will exist until then I don't think it would really take off until the Switch is mostly a legacy console sometime in the next handful of years.
  24. GPU might be dead, in which case the motherboard's VGA slot isn't a bad idea (assuming the CPU has a built-in GPU - not all do), but the fact neither worked means the bigger problem likely is... A PC case shocking you when connected means something is shorting on the power supply directly to the metal of the case. The PSU probably needs to be replaced; otherwise, some sort of current-conducting thing is going from the PSU to the casing. This should never happen. A case shocking you means something is very wrong - a wire is touching the case, or there is a direct short somehow. Hard to tell if the RAM is dead without at least a POST, but I'd still bet on the PSU being the problem. I'm gonna bet the RAM is good until proven otherwise, though. That sounds slightly worrying, but it could be related to the PSU issue. Hard drives are extremely easy to replace, though, and depending on the size, cheap - given the relative vintage of the system (Core 2000-3000 era-chips), you could get a hard drive that's as big or bigger than those for $100-200, easy. It's not lupus CMOS. While that's a good thought, there's just way too many other things throwing up red flags here. My first bet would be to replace the power supply - the case shocking you means something is definitely, absolutely, positively shorted between the power supply and the case itself. That's not a good thing, for the components inside or for you. A system of this vintage, especially if it was the original power supply that was with the system when it was built by whoever built it, is very likely failing or dead by now. Most PSUs last 5-10 years, depending on the maker and quality; this system (or at least its motherboard) is for CPUs from 2011-2012, so the PSU could easily be well out of useful service. Assuming you replace the power supply (try to get one of similar wattage to whatever is in there or larger), and it's still not getting anywhere the next thing I'd likely check would be the GPU. If that's replaced with a known good working one too, then about the only other thing I can think of is that the motherboard is somehow shot - but the fact the CPU did beep when you were messing with RAM does mean that it's likely not that (a shot motherboard wouldn't show a sign of life like that). Best of luck.
×
×
  • Create New...