Jump to content

ArgentFrequencies

Members
  • Posts

    69
  • Joined

  • Last visited

About ArgentFrequencies

  • Rank
    Nice Member
    Nice Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Again, I'm not really an expert with this stuff, it's just an idea to throw around I guess. I exclusively like to make wads that are Boom compatable because of the novelty of limitations. GZDoom is just too many unnecessary bells and whistles.
  2. I suppose the code should check whether it's drawing a texture or a sprite first, then apply the stretch. But as you said, this would be rewriting drawing functions. Unless you mean the sprites would simply stretch up, I already had this idea: If the texture is being taken from either doom.wad or doom2.wad, only read every second row of pixels, and form a new image from that. If it's a sprite, only apply the image once. If it's a texture, repeat it twice. For any other wad, this process is skipped, and any 128 tall textures will get stretched to 256. Here's some mockups I made of what I mean:
  3. Fair enough, but it does come back to my point: Weren't the master levels made by a much larger variety of people than two?
  4. I wonder if there's a cheap workaround for this. Could you use ACE to increase the scale of the pixels by twice the height, so you can get textures which are "256 pixels tall", while the information is still a 128 pixel resolution, like the game wants? Think of the Commodore-64's multi-colour mode. I know about the tiling thing, but I suppose the issue was that 256 pixel textures loaded too slowly then?
  5. My bad, memory not good. They always called themselves the "tnt team" though, which implied a greater number of people.
  6. Plutonia was made by a team of people though. iirc, the idea of the Master Levels is that they're made by such a large variety of people, like a collaboration project. Am I understanding this right, or do I need to get my head checked?
  7. That makes me wonder why they did this back in 1993. Something about filesize or quicker rendering? Also, let's say the drawing functions were changed using ACE. How much work would have to go into patching out the texture height limit?
  8. Incredible, thank you so much. Just out of interest, why are heights still limited to 128 pixels? I'm ok with technical answers.
  9. @kgsws, I have some many way too many questions regarding ACE, and its possibilities. Sorry if this all rather tl;dr, you have every right to just ignore all of it, but I'd at least like you to hear me out on some of this. Some of these should already be indirectly answered by demo.wad, but its worth asking them anyways since demo.wad hasn't demonstrated everything I'm wondering about. Behavior section: Can absolutely any value be altered for a linedef, sector, or enemy to something "non-vanilla"? (e.g. key-locked lifts, secret + damaging floors, health buffs?) If the above is true, then can it be done for individual things, and to what limit, if any? (e.g. a pinky has buffed pain chance, a different pinky has buffed speed?) Is it possible to alter an enemy's behavior into something more complex than "chase the player and attack at random?" (e.g. a pinky dodging an incoming rocket?) From my own understanding of Doom's vanilla behavior, linedef actions can alter sectors, but linedefs cannot alter other linedefs. Could ACE make the latter possible? (e.g. using a switch to change a texture or action special?) Can a linedef be given multiple actions in a single press, with each action being given a different tag? (e.g. simultaneously opening a door, starting a crusher, and building a staircase, where none interfere with each other?) Can sectors be given actions, and to what limit? (e.g. teleport the player when they enter a sector rather than pass a linedef?) Can you make new things without replacing existing things, and to what limit? (e.g. adding 3 new enemies without having to remove 3 old ones?) Keybindings section: Can you alter keybindings? (e.g. swapping W and left click without going into the setup menu?) If the above is true, can you apply a keybinding to something not originally possible with a keybinding? (e.g. using right-click to raise a floor by 1 unit each tic the button is held?) If the two above are true, then could you apply a keybinding to something akin to an "alt fire?" (e.g. incorporating Doom Eternal weapon mods into vanilla?) Rendering section: Could aspects of Doom's rendering be altered? (e.g. removing the fish-eye lens effect from the sky, applying the spectre's fuzz to a texture?) If the above is true, Could new rendering exist for textures and sprites, and to what limit? (e.g. alpha or additive blending? Even multiply or difference blending?) If the two above are true, could you have animated skies? (e.g. PS1 fire sky?) If the first two are true, could true 3d exist in the Doom Engine? (e.g. at least a wireframe cube, spinning?) Can the colour palette be extended? Could you take a sprite and apply it to a wall like you can with FLATs? (e.g. cardboard cutout of a Mancubus like Nuts 2?) Could you get 16-sprite rotations beyond the default 8? Could textures be scaled to be larger, as a way of increasing detail? Physics section: Can a sector slow down the player, alter the player's gravity, or have reduced friction? (i.e. Mud, Moon, and Ice physics?) Can a sector be a conveyor like in Boom or Doom 64? Bugs/limitations section: Can things be given limited height, similar to the collision of items from the player? (e.g. players running under Cacodemons, or over Imps?) Can any of the static limits be increased or outright removed? (e.g. Visplane limit, blockmap limit, vissprite limit?) Can the limit of a texture's resolution be increased? (e.g. From 256*128 up to, say, 768*384?) Can the limit of levels in an iwad be increased? (e.g. from 32 maps to 50 maps?) Can the framerate be increased? I know it's possible to increase the speed of DOSBox, but if that's the method we're going for, could all the activity in the game be slowed down to half speed, then double the DOSBox speed to produce 70 fps from 35 fps? iirc, Doom's music plays at a limit of 9 channels. Could this limit be increased? Could animations be made to play smoother (i.e. more frames per second) than they normally do? (e.g. faster reload animations?) One last question: Can it run Doom? Also, there's over 700 words in this comment, christ almighty I really need to work on being concise.
  10. I was trying that, but it wasn't working for me. Oh well, thanks anyways. This demo is fascinating! To say I have more than a few questions would be an understatement.
  11. Ah! My bad, thank you. How did you find it, by the way?
  12. I can only suppose the location of demo.wad is a mystery then?
  13. Looking to try out demo.wad, but it seems to be missing from the doom_ace github repository. It mentions how the 'directory "wads" contains (demo.wad and acetest.wad)', but demo is gone. Was it removed? If so, why?
×
×
  • Create New...