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Dark Pulse

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  1. Dark chocolate, and the darker the better. I've had chocolate that's like 96% cacao, practically baking chocolate. Very bitter, but excellent when paired with a nice, smooth drink. Milk chocolate is certainly fine. I also enjoy some mint chocolate and (especially) orange chocolate. Also, for non-Americans, I will definitely note that we do have some higher-quality chocolatiers. Hershey or Nestlé is what you find in the supermarket shelves by the checkout, sure, but if you do a bit of digging you can find stuff by companies like Lindt or Ghirardelli that are fantastic chocolate - with the price tag to match, of course. But most people don't wanna pay upwards of three bucks for a chocolate bar, that's basically why you never hear of them.
  2. Maybe... to see exactly what you are doing, since: The game has not been altered on different platforms A developer of the game himself has pointed out that for the original game's playback demos to work, the game must be one-for-one identical in terms of movement code Several people seem to have gotten what you say is impossible Asking for a video under these circumstances is perfectly reasonable. You are either messing up somehow, or simply lack the skill needed. Or to put it more simply, you are probably not straferunning, and without that, you can't complete the jump. But to verify if you are, people need to see you do it - or not.
  3. The basic gist of the targeting rules are as follows: When a monster is activated (whether by player or monster), for 100 tics (a hair over 3 seconds), even if something else hits the monster, it will keep pursuing whatever awakened or hurt it. Once threshold is zero, if something else hits them, and it's not an Arch-vile or Pain Elemental (the former can't be targeted by a monster, the latter can't be targeted directly, but the Lost Souls it spits can be), pursue THEM instead for at least 100 tics. If nothing else hits them after the switch, they will keep pursuing the new target. If something else hits them again, change target accordingly. If whatever second thing hit them dies, they will resume targeting their original enemy, unless that enemy is also dead (if so, it will return to idle). Exception: Arch-vile. If the Arch-vile is hit by anything at any time, target switches immediately. For that reason, if an Arch-vile is pissed at something else, and it's not too risky, let it kill whatever it was. If you're lucky, it won't resurrect it as it resumes its hunt for (usually) you, and even if it does, if it managed to spark off more infighting, that's less shots you have to take. Of course, if waiting would be seriously bad, you should just rush to kill it all the same.
  4. Theoretically it WOULD be possible - there were a handful of games that combined the 32X along with the Sega CD. Specifically, six of them - but all six were FMV games, and mainly used the 32X in order to get higher color fidelity compared to their regular Sega CD counterparts. These games worked by plugging in both the 32X and the Sega CD, but only the Sega CD had something actually loaded into it - the 32X had no cartridge put into its slot. Something like that would be a lot more workable, if the CD was used basically as a storage medium and the 32X held all the graphical data, did the sound, etc. etc. Of course, at that point, you're really not using the Sega CD for much of anything, and I'm not sure what actually does the rendering under the combined system (my guess is the 32X due to the higher color palette though). Oh, as an aside... One of these games is considered an all-time classic, one of them is largely forgotten. Whoever wrote this certainly would be eating crow nowadays. :P
  5. Yeah, I'm not trying to suggest the Neo-Geo could render Doom. It couldn't, for both the reasons you said as well as other ones. The main thrust was that to even begin to try, Sega CD would likely need a lot more RAM, or a hell of a lot of compromises. Neo-Geo CD had a hell of a lot more RAM, but it was done in by that its games were literally dozens of megabytes by the late 90s. (I think the largest official game for it clocked in at nearly 70 MB or so?) Basically, if it had the system core of the Sega CD but the RAM of the Neo-Geo, then it might be workable in a way similar to PSX Doom, where you load sprite, sound, and texture data into the RAM, and page it to VRAM as needed (not sound, obviously). The rendering would then become the next bottleneck, and seeing as the processor was only 50% faster than that of the Genesis, I think that is where you'd start to hit problems. It might only do about 10-15 FPS unless you shrink the view. Bloodshot has a hell of a lot less to render (no flats, for example), but it can't really achieve much more than that.
  6. Bit late to this topic... but in short, no. Or at least, not without some serious compromises somewhere. The reason ports of Doom were possible to systems like the 32X and SNES is simple: They are ROM. With ROM, you can page stuff in and out very quickly, on the nanosecond scale - SNES, for example, was about 120-200ns depending on the game, so you generally do not have to worry about RAM limitations nearly as much - just need enough of it to keep the game state going, render the current view, and so on. On a CD-based system, this is very, VERY different. Seek time, at best, is about 80 milliseconds. This works out to... oh, EIGHTY MILLION nanoseconds. We're talking literally seven orders of magnitude slower. And again, that's "at best." Gotta go across the disc? Make that more like 300ms. This is an eternity, so basically at this point, you are forced to stuff everything in RAM, and that brings us to RAM of the system, which is... six megabit, or if you prefer bytes, 768 KB. Now, even that isn't entirely impossible. Most individual maps, even on PC, are a couple hundred of kilobytes. But hold on a second, buckaroo - that 768 KB must fit EVERYTHING. Game engine. Sounds. Graphics data. Sprites. Then... the level itself. And that is basically the dagger - there is just not enough RAM. The engine would easily take up probably about half of that, and then good luck cramming everything else into the remaining half. Cartridge-based system? No problem, sprites can be paged in and out fast depending on what's being rendered (or about to be rendered). Sounds can just get blasted to the RAM of the soundchip. You only need to keep in RAM what is in view, and in a case like this, that 768 KB of RAM would be plenty - even generous. But on a CD-based system, it's an absolute killer. Since the Neo-Geo was also mentioned in here earlier, I would like to point out the difference between a Neo-Geo game in its cartridge form (MVS/AES) and the same title in its CD form. But since it wound up being a hell of a tangent, I will spoiler it for the brave. Anyway... this post was way longer than I intended it to be. Bravo to you if you made it this far. TL;DR Peeps: Nope, not enough RAM. Every CD-based version of Doom had a system with at least 2 MB of RAM, and the Sega CD had less than half of that (768 KB), and unlike the later systems, everything had to fit within that space, including the game engine, sound data, and graphics.
  7. And that one guy was also working on Doom 64. :P
  8. Update: Apparently these don't work. Or at least, I tried setting cd_loopcount to 255 and it still seemed to be set to 4, even though it read 255 properly. It definitely reset to 4 upon relaunching the game though, and the music still went to the ambient track after four loops.
  9. I'd imagine most of those sites are long gone, but maybe try looking up places like PlanetQuake on the Internet Archive?
  10. That CVAR is indeed in the remaster, and the default is 4. Guess I'll be changing that, as honestly I don't mind it being all rock, and the Showdown track is basically pale in comparison. (PSX Quake II had you fight the Makron to "Pressure Point" which is IMO a hell of a lot more fitting, but of course, that was absent from original Quake II, since that was added in Ground Zero.) There's also cd_looptrack, if for some reason you want a different track.
  11. I mean, my first Quake II was PSX Quake II, so... that's kinda actually what happens, lol. (The game does switch which song is playing anytime you hit a load though, and of course, on PSX, a bunch of little loading corridors were added throughout the levels.)
  12. I suppose that's all fair. I just mentioned making them menu options because, obviously, you can't just pull down a console on a PS5 or a Nintendo Switch at the press of a key; otherwise I'd be fine with just tucking it as a CVAR. Though this being said, on those systems, there's also not exactly the possibility to add custom content easily either like there is on PC. However, I'd still say that if you plan on allowing for curated content on consoles, that there be some sort of way to address this. In this case, upping the slug ammo might have to do if you guys really don't want to expose an option to rebalance for the old railgun, I don't know. (And to be fair, I do personally like most of the new behaviors - the only real sticking points for me are indeed the railgun, and that the Berserker's splash radius on that leap attack is a fair bit too high for my tastes. The machinegun kick is something I can understand though, as I vaguely recall it being posted elsewhere that the increase in the internal tickrate also made this hard to properly bring over?) This I did not know - to be fair, I never got to play PC Quake II with the proper soundtrack. I wonder why the heck they decided to do that... to me it just sticks out weirdly. Also doesn't help that it's one of the songs I'm less impressed by. Got me wondering now if it'd be possible to add support for seamlessly looping music. The music is already regular ogg files, so theoretically, should just be a matter of making the music players recognize a start loop and end loop sample. I remember proposing something like that to the author of Yamagi Quake II a handful of years back, but it never really gained traction. (Of course, I also doubt this would be added - but it would be nice.)
  13. I'd say at this point that really the changes should just be user CVARs. Do what that mod did a few pages back, just expose it in the options menu and as a CVAR. Maybe force the railgun to 100 damage for CotM if it would really wreck the balance; I'd be fine with that. The main thing I'm worried about is that literally all custom Quake 2 content that is NOT MP (and there obviously is going to be more than a few map packs and whatnot, let's not kid ourselves) is simply not built around a railgun that does 2/3rds of the the damage that it normally should. And it's not like you pick up extra slugs to compensate for the reduced damage - a box of slugs is still 10 slugs, which is 1000 damage under the new rules, 1500 under the old ones. You are, very literally, getting 1/3rd of the damage lopped off without 1/3rd extra ammo added to compensate for the change and balance out the adjustment. If this change is going to stick, then it should at least have the pickup amount upped to compensate for the reduced damage - which is, IMO, a worse behavior than simply letting the user set a CVAR and be done with it. The talk of "Well that's not how it was in MP" also doesn't really wash out, considering the team was fine with upping the Blaster's damage a full 50% to 15 damage, which also affects SP in a certain way - namely, it definitely incentivizes you using the Blaster more on much weaker enemies who have a far distance to you or rely on projectile attacks to hit you - I have literally shot Tanks to death with it just to conserve ammo. It can be done in exactly 50 shots with the new blaster; the old one would've taken 75. That's a pretty significant decrease. Railgun Damage: 100 vs. 150 Berserker Leap: Enabled vs. Disabled Machinegun Kick: Enabled vs. Disabled Compass: Enabled vs. Disabled Barrel Explosions: Delayed vs. Instant Blaster: 15 vs. 10 Just let the end user set it however they want and be done with it. Make the new behaviors the defaults, sure, but give the option for the old ones. That said, I do love you guys actually porting the console enemies in here. PSX Quake II was my first Quake game, and to see some of those nightmares come back (...though the models are definitely hella bubbly and low-texture-rezzed) and be on the PC for the first time was a nice touch. I can't remember if PSX Quake II had any exclusive SP levels (I think it was basically just cut-down versions of the PC levels and the N64 map before the start of Unit 1?), but if not, I think literally the only official content missing would be the exclusive Deathmatch maps that version had. Though I am also well aware that that wasn't running on a Quake engine period (IIRC it was based on the engine HammerHead used for Shadow Master?), and so porting them would definitely be significantly harder. Oh, though the bug that causes the music to stop looping whatever track is assigned to the map and choose to start playing "Showdown" after a few loops of the song is an interesting bug. But obviously, pretty low priority, especially since a quicksave and quickload will restore the original music.
  14. That's... not mistaken at all. The basic principle is that you can take a texture, of any size, and with linedef flags, mirror it horizontally, vertically, or both. If it's a 32x32 texture, it can be that, 32x64, 64x32, or 64x64. If the texture is 64x64 (and is not a flat), that can become 64x64, 64x128, 128x64, or 128x128. If it's an oddball size, it'd still work - a 32x128 texture could become 32x128, 32x256, 64x128, or 64x256. This is how it works. It let them get the most out of a limited texture cache, increasing variety in the process without having to actually store entirely new textures in the cache. The other part of the equation is that this is ROM. The nanosecond-access speed of the ROM means that virtually every texture and sprite can be paged in and out at will, meaning all the texture cache really needs to keep is whatever is in view, or about to be in view, at any given moment.
  15. As was said, the actual textures are 32x32. They are just very cleverly designed so that they can be mirrored horizontally, vertically, or both at the mapper's control with linedef flags. As a result, you can take a 32x32 texture and make it as big as 64x64 if you turn on both the mirror horizontal and mirror vertical flags. If the texture is already 64x64, flipping those flags would allow for it to become 128 in one or both directions, etc. Obviously, not every texture will fit this rule, but it's a clever way to get a little more mileage out of textures, and at the same time, consume absolutely no more texture space than normal. And yes, this is still (a very heavily modified) Doom engine, so the palette is 256-color, indexed color.
  16. GZDoom does let you re-enable most broken and buggy behaviors via options already, but the underlying parts of the engine are so different that it's impossible to reconcile things exactly how you want them. Basically: accuracy, demo compatibility, new features - pick two.
  17. Well, having done some conversions for the PS1, I can definitely say that the cut Master Levels would've been huge pains to do. One of Jim Flynn's contributions, for example (Trapped on Titan), would've been murder to do. The man loved to have rooms above 256 high. That's a no-no in PSX Doom for multiple reasons: One, the engine can only tile vertically once (until GEC fixed this), and two, tall rooms also really kill the performance. Others, like Bloodsea Keep (which I converted), were huge levels with tons of texture and monster variety - I did my best there, but it got HEAVILY reduced in both varieties. There is also potentially a bit of a financial factor in play here: PSX Final Doom also only released about nine months after the PC Master Levels and a little over three(!) months after PC Final Doom, so to some extent, id may have been trying to protect sales of those. Considering the Williams Team was also working on Doom 64 at the time, basically priorities had to be made, and spending a lot of time cutting down and retooling levels to fit on the hardware was basically not there - with the lead time to press CDs and the like, it probably was done some 4-6 weeks before the actual street date. It might mean that Tim had as little as six weeks to do the Final Doom conversions, whereas with Master Levels he had a bit more lead time. And even then, his full focus wasn't on doing the conversions, thanks to Doom 64.
  18. + and - also select levels in the menu. You can also press C then ~ in-game to immediately exit the level and move on to the next one.
  19. I mean, there were plenty of levels from the Master Levels cut too, so I wouldn't be so sure about that.
  20. That'd be a question for Tim, if he ever returns here. The only other reason I could have for why they did not is that Carmack was a stickler for the presentation, and might've thought that too much removal of too many monster types, or the height crunching limits needed due to the original (pre-GEC) renderer, was too much of a compromise to make.
  21. Your GPU must support it. If it doesn't, it can't. It should be in the launcher when you are about to launch a game (Direct3D/OpenGL/Vulkan) where it tells you to select an IWAD, or in the Video Mode > Preferred Rendering API setting if you are actually in-game. (If you're using the Spanish translation, I don't know what those are, sorry.) I think the latest GZDoom needs Direct3D 9, OpenGL 3.3, or Vulkan 1.0, but before too long, OpenGL will be deprecated entirely, and Vulkan will be considered the main renderer. If you don't know what your GPU is, the best thing to do is to download GPU-Z and paste screenshots of all the tabs. That will let us know what your GPU is capable of supporting.
  22. Oh, absolutely. In addition to those two I'll advance two others. I'll even use the same guy you got one of those from. :)
  23. The PlayStation is a weird case because let's not forget, originally it was going to be a CD addon for the SNES. So a lot of its design philosophies are actually fairly similar. (The PS1 SPU can be considered an evolution of the SPC700 in the SNES, for example). That said, to say it was "made for 2D" is also a bit of a lie. Naturally it had some stuff that tended very well to 2D, but it was obviously a machine made with 3D in mind, and indeed, 3D as the main selling point. The Saturn, on the other hand, was built to be more of a 2D powerhouse. But that's also why it lost the war of that generation - not only was it tricky to do 3D on (quads instead of triangles), it also had some extremely powerful processors, but to maximize power and framerate you essentially had to multithread your program in a way it liked - and this was an era where relatively few programmers had experience doing that sort of stuff.
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