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Everything posted by Dark Pulse
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Summer sucks, but you can cool off. Winter? Ha ha ha, it's not only the cold you have to worry about.
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Is this Mac/PC Doom source code on ebay legit?
Dark Pulse replied to Light37's topic in Doom General
I'd doubt they would, since obviously not every MIDI device supported those. -
I'm genuinely not sure what that port would be. My guess would be Doom Retro, given that it was directly forked from Chocolate Doom in 2013, while all the other ones I can think of off the top of my head (DSDA-Doom, Woof, etc.) all have at least one other port in between them - DSDA-Doom is forked off PrBoom+um 2.6.x, Woof is forked off WinMBF which itself was forked off Boom, etc. Basically, Boom changed a fair bit of the guts of the engine. I do believe they'd still have stuff like the RNG tables, but I'm not 100% sure. As for UDMF, there's really no port that strives to maintain accuracy plus support it. According to the Wiki, there's only three ports that claim both MBF21 and UDMF compatibility: DelphiDoom (though it's not perfect as some demos do go out of sync), Eternity Engine (which will definitely have changed a bunch of stuff), and GZDoom (ditto). I guess your best bet, if you needed a port that supported both, would be DelphiDoom - obviously GZDoom can't play back standard demos right. I've got no idea about Eternity, but I'd be surprised if it has 100% demo compatibility. But even then, DelphiDoom did do some changes that break some demos, so it isn't perfect. If UDMF is less important, possibly Doom Retro might be your best bet, as it was forked from Chocolate.
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It's pretty simple. With only a few exceptions, sounds in Doom are 8-bit, mono, 11025 Hz. (Those exceptions: SSG loading (DSDBOPN, DSDBLOAD, DSDBCLS), and Item Respawn (DSITMBK). These exceptions are 22050 Hz instead. If you're attempting a vanilla-compatible WAD: Make sure you create a WAV with those specifications (use something like Audacity or whatever your favorite sound editing software is for this step), name it the exact same as the file you intend to replace (i.e; DSSLOP.wav), import them in your PWAD using something like SLADE (Entry > Import), then right click them once imported and convert them to Doom Sound Format (Audio > Convert WAV to Doom Sound). Save your PWAD and the sound will be replaced when you load the PWAD. If you're not attempting a vanilla-compatible WAD: Check to see what sorts of sound formats the source port you intend to use can handle. Many source ports will support Ogg Vorbis or MP3 for example, so if vanilla compatibility is not your goal, you can use those formats for much higher quality at much less space (generally 16-bit, mono, 44100 or 48000 Hz). The filename should still be identical to the original sound's name in the WAD. There are more advanced ways to do this, but this should generally work. If you're trying to ADD sounds that weren't there before, that's when you'd have to get into more advanced stuff.
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Keep in mind DoomEd (which they used to make it) operated as a bit of a different beast, and was itself in a constant state of rework all throughout Doom's development. It could be that it was simply done and never touched. It could be the editor itself would wig out with sectors that were too small. It could be... well, almost anything, really. :P Oh, if you'd like to look at DoomEd, someone did port it to Linux and Mac once Romero put up the source. https://twilightedge.com/mac/redoomed/
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I mean, it being there is not an error - Gothic said exactly why it's there. It's needed to make the sector special work right. The "error" is in that it's not hidden on the automap (and that you don't remotely need a sector that big to do the effect). But again, the only way it'd ever even show on the automap is if you cheated in the first place whether by noclipping, giving yourself the area map, or using the map-all cheat, so I don't really count that as a "bug" per se.
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Is this Mac/PC Doom source code on ebay legit?
Dark Pulse replied to Light37's topic in Doom General
Well, it's definitely got at least some kind of source code of it. I suppose if anyone's got $600 to burn and doesn't mind it being of dubious legality... -
Because it was one of the earlier maps during the game's dev (there's versions of it as far back as 0.3), so for all we know, that capability might not have even been in at that time, or it could've simply slipped Romero's mind - they were focused on getting the game made, not silly things like "You can see this on the automap!" This is especially likely as there's no computer area map in the level, which means the only way you'd even know there's a sector there would be via level editors or cheating. Somebody could ask Romero, I suppose?
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It's taken into account, but there's no way to control where you're vertically looking. Suppose that even if this were possible, the linedef were above or below your line of sight. Vanilla Doom had literally no way to allow you to see that, so it'd be down to if it were "in vision" at the fixed vertical angle you have. It took until Heretic for Y-shearing to give this sort of effect, and even that was limited due to the limitations of Y-shearing itself.
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Yes, it's possible to dump Switch cartridges, if that's what you're asking. A jailbroken Switch can dump it out to the MicroSD card with ease.
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How to make GZDoom Indistinguishable from DOS
Dark Pulse replied to jecefapale-5317's topic in Source Ports
You don't, even with all the stuff in this thread. There are some things that GZDoom has thrown out. For example, the original pseudorandom number tables are completely gone. This means anything that depended on those - light flickers, AI behaviors, damage values - is subtly different and slightly off from the original game, and the effect is noticeable enough that experienced players can tell the difference. You can make it VISUALLY indistinct, perhaps, but believe me, you are not going to make it unnoticeable from anyone who knows what Vanilla should look and feel like. As for why they're not the defaults? That's because Graf isn't interested in that, he's interested in expanding the engine's capabilities. If you feel like taking it up with him, let me know so I can get a comfy chair and make some popcorn. -
Generally no, given that in the original engine you had no way to control your vertical look. I'm not even sure if it'd be doable via DECORATE or ZScript stuff - "line of sight" calculations in Doom terms are generally done on a 2D basis. In other words, even if you're hundreds of feet above a monster, it will still "see" you.
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i have an idea for a wad but need help
Dark Pulse replied to KABOM93's topic in WAD Releases & Development
I mean, practice making WADs, OP. Practice, fail, learn from your mistakes, try again. That's the only way to learn. And please don't bother trying to be too edgy. Have a good idea for a WAD and work it, but before you do any sort of idea like Thing swastikas and so on, ask yourself "What does this add to the map?" If the answer is "nothing, really," then it's probably better to leave it on the chopping block. A good map has reasons it does the thing it does; "but it's cool!" rarely works out in practice unless you're doing some sort of mindblowing effect nobody's somehow thought of yet. -
Hey, I'm all for more people liking UT. Too bad we'll never get another because Epic is way too busy pleasuring themselves with all the money Fortnite brings them. Also too bad that they haven't released the source code for the original (and best); nor has anyone tried reverse-engineering it yet. And yeah, it is neat, but the topic is a little (unintentionally, I believe) misleading in that it seems like some sort of secret support, so I'm just clarifying it up a bit in that people with an unmodified PS3 aren't gaining anything here. :P
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so i found some old screenshots i took of McDoomworld
Dark Pulse replied to TheShep's topic in Everything Else
Theoretically, if the assets could be found, a userscript could easily do all that. Reminds me of the April Fools joke we pulled at BeyondUnreal in 2008, turning the site into the style of the menus from Unreal Tournament III. I wound up writing most of the loading screen texts (yes, we even faked the loading screens, complete with a "Loading: Main Page" if you went back to the main page since the original game literally had to load the main menu, too) and they were full of all sorts of goofy in-jokes. For those of you who had no idea what the original menus looked like (the "Black" update changed them), it was like this: I do remember we had a mirror of it for awhile for posterity, but I don't remember the URL. EDIT: Found the URL, but obviously it doesn't work so good anymore in modern browsers - https://beyondunreal.com/main/af2008/ Unfortunately, Internet Archive doesn't have it archived while it was live (March 31st and April 2nd, yes, but not April 1st...) -
I mean, if you're replacing files, I wouldn't really consider that "support," because there's literally no way to do it without a jailbroken PS3. You're replacing the files, and as it turns out, to make the official stuff supported, a lot of that work also enables a lot of PWADs to work. It's more a side effect than intentional.
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First runs of the Doom Collector's Edition on Switch refused to start if the Switch had never been connected online (it would error out). There was a limited pressing involving mailing the original cartridge back in for a fixed one, but that stock is likely long gone now. People tend to keep the Switch on low firmware so as to keep it able to be jailbroken. Connecting online could make it auto-update.
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It'd probably require a jailbroken Switch at the least.
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Markers like that should never be inside a WAD that's inside of a PK3 - the directories do the sorting. That's probably what was throwing it off, since PK3s basically expect things in a certain way, and anything besides, in addition to, or outside of that can throw it off.
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Almost certainly not, given a combination of Doom 64 needing more complex geometry than Snapmap provides, and Snapmap's own limits (for example, 64 monsters maximum would be too little for several maps). You might find some that are rather weak imitations, but that'd be about the best you'd get.
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Anyone know how to intentionally crash a game?
Dark Pulse replied to Skemech's question in Editing Questions
I do remember a certain WAD that made the ZScript VM intentionally crash, but I'd agree with Xaser and say that doing it is not a great idea. Some people might take that as a bug, others might see it as a good reason to not play your WAD again if they never saved or something. Especially if it's without warning. -
More like "It rounds to multiples of 8 in the 0-255 range; anything over 255 is clamped to 255." 0-7? 0. 8-15? 8. And so on, and so on. Technically, you can put values above 255 in (for some ungodly reason, the actual field is a short so its max is 32767, and thinkers use an int to store light value so theoretically they could do somewhere in the 2 million range), but a combination of the colormap and code will crush that down to the 32 levels that are stored in the PLAYPAL. This means that Doom, for all intents and purposes, has 32 light levels. In practice, most editors won't let you put anything other than 0-255 in there, and apparently the whole reason UDB can do 256 is due to an engine quirk, so basically, nobody should be even trying to use light levels over 255 99.9% of the time. Unpredictable results at best, complete engine crashes at worst. :P Obviously this doesn't apply to anything that redid the lighting engine, is truecolor lighting, etc. etc. But for vanilla (and stuff adjacent to it like OptiDoom), this is basically lighting.
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That'd be impossible to do in vanilla Doom anyway - light values only went from 0-255 (and even then, only in steps of eight, so there were effectively only 32 light levels in-game even on PC.)