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Everything posted by Gez
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Making a version of Eureka that opens Hexen format map would be slightly more involved than just changing two integers. Doom format structs: struct LineDef { uint16_t vertex1; uint16_t vertex2; uint16_t flags; uint16_t type; uint16_t sector_tag; uint16_t side1; uint16_t side2; }; struct Thing { short x; short y; short angle; short type; short flags; }; Hexen format structs: struct LineDef { uint16_t vertex1; uint16_t vertex2; uint16_t flags; uint8_t type; uint8_t args[5]; uint16_t side1; uint16_t side2; }; struct Thing { short tid; short x; short y; short z; short angle; short type; short flags; uint8_t special; uint8_t args[5]; };
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Custom sounds don't sound as punchy / sound degradation
Gez replied to Amaruψ's question in Editing Questions
All I remember is that many years ago I tried to implement converting 16-bit or higher sounds to Doom sounds, and tests were conclusive that it was beyond awful, so I gave up and instead put some error messages about how it can only convert stuff that's already 8-bit and mono if trying to convert 16+ bit or stereo sounds. Generally, SLADE is not really meant to be used to downsample data to Doom's format, as that's a purpose better left to dedicated sound and image tools. I put in a whole colorimetry shinding to try to get better RGB-to-paletted conversions and still never felt like it was doing a good enough job in the end. -
Just out of curiosity, why does this matter? Especially, especially as: So it's not like there are going to be players 2 to 4 in the first place, even if they have starts available. Anyways, the reason why Eureka can't load this map is because it's in Hexen format, not Doom format, so the data records for lines and things have different sizes from what it expects, and the read gets all out of sync with the data. Toil lustratet hepro blemj ustt rytodec ipherth issen tence. Anyways, check Edit -> Preferences... -> Keyboard Shortcuts -> Map Editor 2D Mode -> Delete Object. Perhaps it's been changed from the default key, perhaps it's been unbound somehow, or perhaps the delete key detection is failing for some reason and you can rebind it to another key here instead and use this.
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So I haven't modded F3/FNV myself but I did make some personal modding stuff for Morrowind, Oblivion, and Skyrim. What you'll want is FNVEdit, which is the FNV-specific version of the broader xEdit program that also exists for Oblivion, Skyrim, Skyrim SE, Fallout 3, and Fallout 4. Then basically what you'll do is open your modlist in FNVEdit, let it cook for a while (the longer your mod list, the longer the time it takes to process everything), and then look at what you get. Most likely, what you'll want to look for are formlists. You should see some ammo-related formlists that get modified in separate ways by each of the mods. It shouldn't be too hard to manually merge the changes from each one, it's mostly a question of copy-pasting from one column to the other IIRC (it's been a while, honestly; but I don't remember it being too hard).
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Bethesda's not going to shut down anyone; it's not their responsibility to make such decisions. It's Microsoft's.
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Catacomb 2 had a "Tomb of Desparil", so who's to say a Catacomb crossover isn't also a Heretic crossover?
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getting the signal 11 error in PrBoom+ in my WAD, further explaining in thread
Gez replied to lubba127's question in Editing Questions
Signal 11 is a segmentation violation, which is a nerdy way to say that the program is trying to access data it is not allowed to access. Typically this is caused by stale pointers (the game kept in store a memory address to an object, that object has been removed and the associated memory freed, but the game still thinks the object exists and tries to access it). I'm not sure the problem is caused by KeenDie or BrainDie or whatever. It might be caused by something else. Do you still get crash if you change the monster so that nothing special happens when it dies? -
That was a megablast from the past! And so, there's only one thing to do, and that is reply to ten-year-old posts: Did you get a reply?
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There is something wrong with my code and I need help
Gez replied to 80s Kid's question in Editing Questions
Another problem is that there's already a Crossbow actor. So you should give it a different name, like hlcrossbow or xbow or crawssbaw or whatever. -
What are the most coherent original Doom level names?
Gez replied to Astro X's topic in Doom General
Nirvana should just be a player start and nothing else. Not even a sector. In there, or rather in the not-there, Doomguy would be freed from his drive to kill demons, pickup items, and find the exit. -
Profiles' main pages have not updated since December 2023
Gez replied to Noiser's topic in Everything Else
Also Unread Content works again now. I know nobody cares because I'm the only one who ever used it, but it does. -
What are the most coherent original Doom level names?
Gez replied to Astro X's topic in Doom General
I disagree, as I can't put my coat on it. -
I hate it for having somehow convinced people that Sewers and Betray ought to be part of the "complete Doom package" instead of rightfully ignored as nothing more than some dumb graffiti left by office vandals. Everything you've ever done, the first time you did it, you had never done it before. Hex editing is really easy. The only tricky part is knowing what values to change where. Here's a ten-step plan. Firs step, install HxD, it's pretty much the best free hex editor available around. https://mh-nexus.de/de/hxd/ Step two, open the Doom Wiki at DoomWiki.org and look for the sound article: https://doomwiki.org/wiki/Sound Step three, extract the relevant sounds from the IWAD with SLADE. Cf. wiki link above for list. Step four, open your calculator and convert 22050 to hexadecimal. That gives you 5622. Step five, remember about little endianness. So it's really 22 56, not 56 22. Step six, do the same for 11025. That gives you 2B11, which in turn gives you 11 2B. Step seven, open one of the extracted files in HxD, note how the third and fourth pairs of values are 22 56, change them to 11 2B, save. Step eight, load that file and test. It works! Wowzers! Step nine, do the same with the other files. Step ten, congratulate yourself on having learned a new skill!
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He got himself banned for whatever reason. There's this big table of all vanilla, Boom, EDGE, Eternity, and ZDoom line types here: https://doomwiki.org/wiki/Linedef_type#Table_of_all_types There's this: https://doomwiki.org/wiki/DeHackEd
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How do I Make Custom Decorations in show up in Ultimate Doom Builder?
Gez replied to fdai's question in Editing Questions
Thing is, it's pretty easy to make a Doom map format config for GZDoom anyway. Though if you're going to make a map for GZDoom specifically, then it's probably better to go for UDMF instead; as some of the GZDoom stuff is excessively complicated to pull off in the good ol' Doom format, if not outright impossible. -
I believe you can softlock yourself if you kill Korax before he opens the second arena, since the end game trigger is accessed from said second arena.
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Thing is, not even the Doom engine is exactly the same as the Doom engine ;) At its core, the Doom engine is a worldsim + rendering technology from the early 1990s. What the Doom engine covers is a specific way in which the game world is expressed through geometry, some of which can have special actions attached, and active elements, referred to as "thinkers" in the code. A thinker is anything that can have an effect on the world, so it can be an actor (like a monster, or a pickup) but it can also be an ambiant effect, like a flickering light attached to a sector, or a moving floor effect. What the Doom engine doesn't share across its many versions is what the game's full list of actions and thinkers are. Heretic's line specials, sector effects, actors, etc. are different from Doom. Even Doom II added new actions (like the fast doors) and thinkers (like the new monsters) to the game. And what the Doom engine doesn't cover is the game data (the sounds, graphics, and levels), which are put in the wad files. Though it does cover how to read a wad file and its content.
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Timeline of Community Standards and Source Port Lineage
Gez replied to Trigsy's topic in Doom Editing
I have added a few low-hanging fruits to the Timeline article linked above about when some standards have been proposed, finalized, and adopted. There's a whole lot more work to do on that front; I think what's relevant to standards would be: * UDMF adoption by various ports * DEHACKED (the only recent addition would be the official port, obviously; most community ports have had it since forever) * Boom feature support * MBF feature support * DEHEXTRA * DSDHacked * MUSINFO * UMAPINFO * MBF21 * Anything else listed here that is supported by more than a half-dozen ports -
Splitting the large map into multiple separate maps in a hub allows to outgrow the static limits of the game, preserve performances, and also give each area its own music, skies, fog, etc. It's true for the music and skies and perhaps even fog, they could have coded in what's needed to change those dynamically -- they had ACS, after all -- but cramming all of a hub's map into a single map would have make it too big and CPU-intensive for the computers of the era. Just for reference, Hexen's first hub has a total of 2638 things, 7137 vertices*, 8911 lines, 13161 sides, and 1716 sectors. (* not counting those added by nodebuilding.) That might seem like nothing nowadays, but back then, it would definitely have been far too much.
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As a completionist who likes to make sure I've explored everything; Hexen's switch hunts and puzzles were never a problem to me. However, on the graphical side, I do find it more muddy and cluttered than Heretic. All the extra atmospheric effects like dead leaves and fog clouds and so on just tend to make the scene more indistinct due to the low resolution. The combats are also less fun and engaging because enemies are hit sponges; I generally feel like you're not given enough mana (ammo) to use your non-starter weapons all the time, and crucially there's a lack of a backpack-equivalent item to increase your max mana capacity. Yes I know there are refill artifacts; but that's not the same thing. Mostly I feel that Hexen is not enough of a shooter to give you fun run-and-gun gameplay; but also not enough of an RPG to give you fun character progression. Anyway on the whole, I like Hexen, it's a good game; but I just think Heretic is more fun and better-looking. And I encourage everyone who let Civvie or other youtubers think for them try to clear their head of other people's preconceptions and play the game for themselves.
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It is possible to run other wads for Doom or Doom II, at least on PC, by using the same method that the official add-ons use. See wiki for technical infos. However, Heretic is a completely different game, despite using the same engine. It has different weapons, different enemies, etc. and "the same engine" should not be confused as "the exact same source code", there are plenty of significant differences. It's not possible to play Heretic, Hexen, or Strife in the "Doomnity" port. Well, no. Not directly. When GZDoom loads heretic.wad, it recognizes from its content that it is the Heretic game, so it initializes accordingly. This is because GZDoom is a source port that supports many different Doom engine games. Things like levels, monster sprites and sounds, textures, music, etc. are in the IWADs (and can be changed by PWADs). Things like whether you can look up and down, or how the weapons and monsters work, are in the engine, though, and cannot be changed by a PWAD (at least in vanilla; it's different with source ports that have added a lot more of modding features, but let's not make this too complicated for now). There's really no significant technical differences. It's really just that an IWAD is supposed to be self-sufficient, as in it contains all the data that the game expects to find. A PWAD doesn't need to contain everything as it can rely on the presence of an IWAD for all the game data that it doesn't change. And yes, that means it is possible to load an IWAD as a PWAD. Doing it the other way around requires you to be sure the PWAD does contain everything needed. It's a restriction on new accounts, it goes away after a few days. It's there just to limit the amount of clean-up the moderators have to do when a spambot manages to register an account; something that is going to be increasingly common thanks to the progress of artificial intelligence; as technical progress is always, infaillibly applied to the same three top priority areas of warfare, pornography, and advertising. Killing, fucking, and pestering each other is what humanity strives for. I'm not sure. I know that ZDoom used to allow up to 32° up and 56° down, as that's what I found when I researched this wiki article a very long time ago. I believe that's more than what vanilla Heretic allowed, but I don't know for sure.
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The line portals connect two different walls together; so they're great for impossible geometry but not all that handy for room-over-room -- you'd need to have setups like a stairway connecting both rooms, with a line portal in the staircase maybe. For having directly a floor above another floor, what you use is a floor-to-ceiling portal, with https://zdoom.org/wiki/Sector_SetPortal instead.
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The massive success of the Sigil Slige experiment will eventually result in Sigil IV: Sligil, and eventually Sligil 5, styled as SligilS.