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Hell Revealed (requested by arto91) MAP25-???, except I use FastDoom to change video modes every map https://twitch.tv/deatsaw
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How would you describe your mapping philosophy?
deathz0r replied to NiGHTS108's topic in WAD Discussion
get a technical idea in my head that sounds stupid vomit out lines in voodoo closets/control sectors have some framing device for justifying the existence of said closets hit the linedef limit and figure out optimisations for the voodoo closets/control sectors I like this philosophy a lot. -
Hell Revealed MAP24 saveless grind is real (because vanilla crashes with savegame buffer overflow) https://twitch.tv/deatsaw
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mapping with NewDEU 4.31 (experimenting with lack of node rebuilding) https://twitch.tv/deatsaw
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Hell Revealed (requested by arto91) MAP23-???, except I play with FastDoom and change video modes every map https://twitch.tv/deatsaw
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Minor correction here - vanilla Wolf3D requires a 286 and will not run on a 8088/V20 at all. While there has been at least one bad hack to get it to run on a 8088, the only port I'm aware of that properly runs on a 8088 is WolfensteinCGA, and that throws away VGA support.
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From my quick two-hour test through the maps, I've found at least 21 out of 50 maps being broken in some way in GZDoom, that's not counting the maps that have sub-optimal performance. I'm not sure that 40% of the maps being broken is what I consider "perfectly fine". MBF21 is not complevel 9, it's complevel 21. Forcing complevel 9 on this will break instant death sectors and makes maps like MAP04 trivial. TWOGERS does include a COMPLVL lump which will automatically set it to complevel 21, which I forgot to mention in the OP - thanks for that, I've now added that for clarity. No problem, I still appreciate the comments even if the playthrough was massively far from the intended experience! Thank you, I've updated the OP to make it more blatantly obvious to people who can't read. I've also now updated the OP with two/three-hour tests with most MBF21-capable ports for issues, eventually I'll need to do full playthroughs in each port to fully determine what is broken. DelphiDoom on first glance seems to be too broken and also abandoned, so that's low on my priority list. Again, DSDA-Doom or Woof! are the recommended ports at this point in time - Eternity and Doom Retro have far less issues than other ports, and it would be great to see those working perfectly. Helion has been responsive to my bug reports, which is also promising.
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Night Dive Remastering The Greatest FPS Ever Made*
deathz0r replied to Kinsie's topic in Everything Else
Having played through Radiaki and beating it a few days ago, the game is such a wild fever dream that I think any "improvements" would detract from just how absurd the game is. You really need to play it with the recommended specs of a 486SX-33 (I'm assuming with a VLB video card and not an ISA card, though the performance gap with a 33Mhz 486 between typical VLB and top-rated ISA cards is much smaller than faster 486s) since the game speed is tied to the framerate, and having it run at ~17 FPS makes dodging projectiles reasonable. I'm also convinced in my headcanon that it is an over-the-top parody of Doom clones - not just the content, but the engine itself. Having sawtooth-like movement when simply holding down forwards/backwards when facing certain angles, projectiles rarely shooting straight (and I'm not talking about a horizontal spread), projectiles visibly shooting through enemies, plenty of walls that break the raycaster (including allowing to simply walk in and out of the void on Nursery (MAP14) and Sheel Herr (MAP17) respectively, allowing you to map out every secret on those two maps), getting stuck on corners frequently (more frequently on the right side of walls than left), things frequently appearing like they're embedded deep in walls if you're standing at a short distance away, whatever the hell is going on in Mayhem (MAP13) with multiple things occupying the same x/y position in several places and the most useless door to ever exist, the horrible perspective correction that makes horizontal bars on textures have some of the most awful vertical distortion I've ever seen when viewed from a non-orthogonal angle, and finally the automap functioning based on what tile you've walked on rather than line-of-sight. It's an unrivaled experience that simply can not be diluted. Certain things are undeniably cringe like Radiaki's accent and samurai deaths, but the rest of the content is just absurd to the point of comedy. -
FastDoom: DOS Vanilla Doom optimized for 386/486 processors
deathz0r replied to Redneckerz's topic in Source Ports
Unfortunately, it breaks every single NoMo demo that exists on the DSDA archive. Stroller demos (which use -turbo 50) appear to be unaffected from testing a few of them. -
The "insane performance" is not universal - TWOGERS MAP04, MAP05 and MAP36 bring it to a crawl, and none of those maps have a large monster count. Also, REJECT tables have nothing to do with rendering performance. RMB is a real mode 16-bit DOS application that only uses conventional memory - it will bomb with an out of memory error if more than ~1300 sectors exist in a map. ZokumBSP's ability to read .RMB files appears to be the most appropriate solution moving forward, but I'll have to do some tests especially with regard to what @zokum mentioned with needing to generate the blockmap twice - I automatically rebuilt the REJECT lump for almost every map in TWOGERS with ZokumBSP using -n- -b- -r as the command line options, and maps that surpass ZokumBSP's BLOCKMAP size limit of ~128KB had no issues with creating a valid REJECT lump. In particular, I'll be experimenting with MAP36 and MAP48 as they both fail to generate a blockmap and they have clear benefits by removing line-of-sight checks for closets and areas where monsters will never appear - I'll start with MAP48 first since 970 sectors is significantly easier to create a .RMB file for than 14113 sectors. I don't see how inputting a RMB file through ZokumBSP will be any different, other than the possibility of Ribbiks' tool having some sort of visual interface.
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Helion - C# (0.9.3.0 6/24 - Goodbye BSP tree rendering)
deathz0r replied to hobomaster22's topic in Source Ports
I've done a quick skim through almost all of the TWOGERS maps with Helion and have noticed several issues, some of which appear to be easy fixes while others appear to be more complicated, starting with the common issues I've noticed: Monsters with a reaction time of <= 1 never wake up (MAP26, MAP29, MAP36, MAP40, MAP48) Monsters don't respect the friendly flag and will attack the player (MAP31, MAP34) Dehacked palette translations do not work Helion doesn't respect either the COLORMAP lump (any map using FWATER1) or Boom colormap effects through line action 242 (MAP04, MAP16, MAP36) Line action 249 (Scroll Tagged Wall w.r.t 1st Side's Sector) does not work (MAP01, MAP17) Sound propagation displacement for moving sectors with a joined but distinctally separated sector does not work (MAP04, MAP47) Wind effects are either too powerful (MAP14), or do not work (MAP22) Speed discrepency with large scrollers that are divisive by 32 (intro of MAP15) Picking up a berserk shifts to the item pickup PLAYPAL entries and then to its correct PLAYPAL entry, causing photosensitivity issues with flashing if several are picked up in succession (MAP23) No compatibility option for Rev/Manc/Arach projectiles triggering walk-over lines (MAP03) Other issues which I strongly suspect which are either more complex to handle or outside the scope of Helion: The exact position of the player to trigger walk-over linedefs appears to be different than other ports, which can cause unintended effects in tight areas (ie. the MAP04 check for whether to continue the map or exit causes the player to exit early, this may also be related to MAP08 and MAP43 issues) Some combination of mapping tricks which causes a ceiling raise to infinitely loop (the start of MAP17) Monsters with 1 mass tend to stick to walls rather than bounce off walls (MAP12) The vanilla flight technique, (MAP17) while functional has objects that reside within those sectors stick to the ceiling rather than the floor, and player momentum is faster than expected Taking lethal damage in a sector with sector effect 11 while being above the floor ends the level, instead of leaving the player at low health (MAP48) "mobj swapping" with precisely timed silent teleporter+scroller manipulation does not work for the object being swapped in (MAP36) A deliberate setup to break default GZDoom compatibility (MAP36, tag 1) also fails with Helion -
TWOGERS RC1.3 is out! Final hotfix RC which took significantly longer because MAP36 is a massive and complex beast, also includes the author name in the CWILV* lumps and finally has credits sorted out in the text file! RC2 will come out soon™ when I get around to finishing the credits map, in POOGERS tradition of a map being missing from the WAD. Check the OP for the full changelog! Changelog: And on that note, MAP36 is more or less literally done - I've squeezed out almost all linedef optimisations that I can think of in the voodoo closets to the point where finding any more would be trying to draw blood out of stone, and the map is currently sitting at 65,485 lines. I'll use the remaining 50 or so lines I have available to fix any bugs that may appear and then throw it towards detail for the starting area or something by the time the /idgames upload comes around. I'm definitely taking a break from voodoo closet nonsense for now :) While most of my playthroughs in the past month prior to RC1.2 dropping were dev playthroughs to save time, I went back to doing no less than ten full playthroughs (almost entirely HNTR/HMP with a single UV playthrough being the final one) to weed out any combinations the map would possibly throw that would fall apart. Thankfully the very large majority of the map was already stable but there were a good number of edge cases that popped up, especially non-UV specific issues which were diagnosed and successfully fixed. I have a much greater amount of confidence that the map won't unintentionally screw the player anymore, especially deep into a playthrough. Big thanks to @brendondle for streaming an entire UV-max run which caught a rather amusing bug where a specific voodoo closet would not move after being released until the player had stopped moving. Also thanks to @Napsalm and @msx2plus for feedback! The timing of Doom Retro v5.3 being released was fantastic - it fixed two issues that were crucial to the map and I'm impressed with the fact it keeps a large majority of the software render effects while providing dithering, which really enhances the atmosphere of the map! Really cool stuff, thankfully the changes required to get the map working properly on Doom Retro were minor and two of those were bad voodoo closet designs with regards to difficulty scaling and another just throwing block land monsters lines around to prevent dropoff. It's one of three ports with MBF21 support that properly supports the map along with DSDA and Woof. Do you dare touch the 286?
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TWOGERS RC1.1 is out! Several hotfixes and balance changes for a few maps, check the OP for the full changelog! Changelog: Yep, this was a fault I did from last-minute linedef optimisations and not having time for a full playthrough to check that I didn't break anything stupid. I've done a full playthrough today, fixed several things and can confirm that it's now possible to get 100% on every level stat.