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About Elendir
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What intelligence is we still don't know. It's as old a question as what is consciousness. The current development of the commercial Artificial Intelligence was definitely a huge leap forward. However when go back to the times of early games, like Mario for example we could have already seen a certain phenomena - a flat sprite behaving in a particular way which provokes us (players) to take actions. Even if this action was as simple as: "move horizontally until you hit the border then change the direction to opposite", it engaged us and we started to apply the term intelligence to even primitive actions only if those actions were somehow interacting with our world. We need this interaction, and if we see it, even in the simplest form, it attracts our attention. Take a moment to realize, that this built-in human behavior is also very simple and very algorithmic. That’s why a simple thermostat which was mentioned by one of you, was at some point described by people as intelligent, just because it was able to noticeably react with a world and human comfort. Those simple actions (vide thermostat) shouldn’t be related to the term intelligence. They are nothing more than decision tree algorithms carefully planned by an engineer. And that’s all. However if we take this idea drastically further to a moment of creating an algorithm having an enormous decision tree we would then be facing a unique machinery (It’s a deep philosophical and physical topic). The current AI have evolved into something else. There’s something that can be viewed as a new kind of decision tree algorithm (although I’m oversimplifying it now). It’s neutral network - mimicking to certain extend a real brain. This time a decision is made in way that is not visible to us anymore. It’s a tool similar to a real brain, that we still don’t know - and perhaps will never know. Machine learning comes into play here. We need data, we examine them, and we get the results. If the results are week, we repeat the process. This is how we get more efficient. How this processing is performed deep inside our brains is still unknown. So we came up with an idea to imitate that kind of functionality with this big question mark underneath. In other words you an imagine a Doom game upgraded to support current AI. Before you can play the game, the AI would need to play thousands of times as an Imp, as a Pinky, as a Baron etc… It would play those games incredibly fast. At each gameplay it would learn how to play every character available in the game including the powerful DoomGuy. With every gameplay it would adapt it’s own tactics. After a few hours of machine learning, you as a player would have a chance to play a new Doom game with all characters behaving in such a way you have never seen before. This is still however something that we use to call “a weak AI” - because it’s aimed at just one simple thing - get better and better in Doom. No other functions. Personally I would love to see that kind of project. I’d like to see my favorite Doom characters behaving in a lethal unpredictable way adapting to all new circumstances.
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Whenever at least one monster is attacking me right after the level loads up I insta turn it off! I also turn the whole WAD off when something like this happens in the next levels in the bigger WAD. My rule of thumb: do not throw enemies at the player when the mission starts.
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[NEW MAP] Central HUB for Doom2 (UDMF)
Elendir replied to Elendir's topic in WAD Releases & Development
Thanks a lot! -
Hi everyone! I've just finished alpha testing phase for my third map. It's titled Central Hub. It's a short map in tech base style. With this map I wanted to delve a little bit more into ACS scripting and some new level design ideas. Many things in this map are pretty experimental so I'd like to get your feedback. Editor used: Ultimate Doom Builder Port used for testing: GZdoom 4.4.2 with Brutal Doom v21 RC 1FIX Ports recommended: GZdoom or Zandronum (both with Brutal Doom) Additionally tested with: Super Charge 2.8 IWAD required: Doom2.wad Starting map: MAP01 Difficulty levels: Yes Custom Textures: Yes The level is designed for single player experience. Jumping and freelook is highly recommended although it's possible to walkthrough this map without those actions. Link to the current version V0.1: Link More info about this map on my blog: FB
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Doom Launcher - Doom frontend & database v3.7.4 (12/2023)
Elendir replied to hobomaster22's topic in Doom General
thanks! -
Doom Launcher - Doom frontend & database v3.7.4 (12/2023)
Elendir replied to hobomaster22's topic in Doom General
Is it possible for you to create special names for screenshots? I mean when I take a screenshot in the game it usually has a name like: screenshot_doom_(date)_(time).png. It would be great to include Wad name in the filename. Oh and I love this launcher! Good job! -
Excelent detailing! Reminds me of Thief The Dark Project and its sequel.
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[NEW MAP] Corona Infection map for Doom 2
Elendir replied to Elendir's topic in WAD Releases & Development
Thank you for pointing out the problem with Script 19. It's fixed. New version uploaded. I've seen your screenshots with missing Doom 1 textures. This map requires Doom.wad to be used in launching params (just as described in the main description and in the TXT file). Thanks again for playing! -
[NEW MAP] Corona Infection map for Doom 2
Elendir replied to Elendir's topic in WAD Releases & Development
Version: 1.4 Release Date: 2021-04-04 I updated the link in the main description (in the first post of this thread) First of all thanks a lot for those of you who played through my map and for your remarks. It helped me to refine some parts of the map. Here's the list of changes: I placed a lot more health bonuses and ammo especially in the first phase of the map in hope to make it less challenging. It should be very helpfull for Vanilla Doom players. Some health bonuses can be saved for later use. I decreased the radioactivity of the majority of nukage trenches and pits from 10/sec to 5/sec. It should make the nukage sectors less lethal. I removed the whole puzzle in the section of the map called Hydroponic Pools. The whole puzzle was a bit too complex and didn't allow the players to easily solve it without cumbersome testing what switches and lines are actually doing. Hydroponic Pools now contain extra health and ammo. 2 additional Radiation Suits should make the level less deadly in toxic areas. Minor lighting improvements Minor sector/lines adjustments Many of those changes were to make the map more Vanilla-Doom-friendly. -
M4 & M5 of my to-be first episode replacement
Elendir replied to revlis's topic in WAD Releases & Development
E1M5 is even better then E1M4 in my opinion. Great job! It's also more challenging as well. I found one thing to repair though - nothing big. On the screenshot you can see a moment when this elevator went down. Normally every player just walks out of it into the lower chamber. And it worked for the first time I got here. It was a natural progression. Later however I was searching for some additional resources I decided to instantly go back onto this elevator (I just changed my mind). So when you are standing like me on the below screenshot you can see the black square that seems to block my movement. It's a blocking invisible wall. Very well done map! Congrats! -
M4 & M5 of my to-be first episode replacement
Elendir replied to revlis's topic in WAD Releases & Development
Just played E1M4 - a great map! It had a great time playing it. Scarce ammo, but enough to tackle the opponents. Very nice map layout. Really, really cool map! I found one thing however that might need your attention. Here's what I did near the last backtracking to the central hub. On the below screenshot I have just pressed that switch on the wall. I decided to go back to the central hub through that yellow door (not visible on the screen but the yellow light texture indicates the door): Then I've got to eliminate these guys: and after that I got stuck. The final last wall protecting the exit is not lowering down. So I went back to that place with a switch on the wall (see the screenshot below): and now the wall protecting the exit area has properly lowered. Besides that, very, very good job on this level! Keep it up. I'm gonna give E1M5 a try anytime soon. -
[NEW MAP] Corona Infection map for Doom 2
Elendir replied to Elendir's topic in WAD Releases & Development
Good to know that people can walkthrough this map using vanilla doom. Thanks for a great input. I've been thinking pretty much about giving more health bonuses across the map. -
[NEW MAP] Corona Infection map for Doom 2
Elendir replied to Elendir's topic in WAD Releases & Development
Thank you so much for playing and kind words! -
[NEW MAP] Corona Infection map for Doom 2
Elendir replied to Elendir's topic in WAD Releases & Development
I don't use ZDL, but I downloaded it and here's how to set it up. First under General Settings add your Source Port (GZdoom recommended, but Zandronum is also good to go with) and the primary WAD for this map, which id Doom2. Next go to the Launch config tab and add all necessary external files. The order is important, so adjust the list by selecting the file and using the arrow buttons just like on the screenshot below: Last but not least, check how your launch final command looks like: Run the map and let me know if it's working for you. -
[NEW MAP] Corona Infection map for Doom 2
Elendir replied to Elendir's topic in WAD Releases & Development
Last update today ;-) Version 1.3 - total number of secrets corrected. Now it's 7.