John Romero will play SNS this year!

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someoneelse
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RE: John Romero will play SNS this year!

#81

Post by someoneelse » Thu Sep 12, 2013 5:44 pm

make it into a marine class replacement so everyone will be John Romero
it will be unforgetable FNF
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RE: John Romero will play SNS this year!

#82

Post by Cruduxy » Thu Sep 12, 2013 8:11 pm

He'll think the host is a weirdo if people do that :P
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RE: John Romero will play SNS this year!

#83

Post by Oddbrother » Sat Sep 14, 2013 5:37 am

Cruduxy wrote: He'll think the host is a weirdo if people do that :P
YouTube-worthy. :D

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RE: John Romero will play SNS this year!

#84

Post by Edward-san » Mon Sep 16, 2013 2:52 pm

If we manage to release zandronum 2.0 for that time...

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RE: John Romero will play SNS this year!

#85

Post by blackmario » Mon Sep 16, 2013 10:14 pm

John Romero playing zandronum? THIS I GOTTA SEE!

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RE: John Romero will play SNS this year!

#86

Post by ryupichu suszuki » Thu Nov 14, 2013 1:21 am

aww man oh man, this is gonna be epic, whats best is that its gonna be on my birthday month, i must see this and or play this
im that neko that you tried to kill, now im back and im gonna get you *gitterskull noises*

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RE: John Romero will play SNS this year!

#87

Post by underbound » Thu Nov 14, 2013 3:32 am

When is this happening so I can cancel things now cuz I am coming wether hell or high water gosh dammit!

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Marcaek
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RE: John Romero will play SNS this year!

#88

Post by Marcaek » Thu Nov 14, 2013 8:12 am

It's a shame that D2wid had so much airtime, because I think it's the perfect WAD to use if John actually will be showing.

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RE: John Romero will play SNS this year!

#89

Post by TerminusEst13 » Thu Nov 14, 2013 9:28 am

Whether or not it has had a lot of airtime doesn't matter--it'll likely still be fresh to John.

I'm all in favor of D2TWID as the levelset. Only question is should we use a gameplay mod as well?
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
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RE: John Romero will play SNS this year!

#90

Post by Luke » Thu Nov 14, 2013 10:50 am

TerminusEst13 wrote: I'm all in favor of D2TWID as the levelset. Only question is should we use a gameplay mod as well?
I'd say yes but something simple such as:
Beautiful Doom
Perkiristan Weapons
I can't think about anything else but definitely not something that twists the gameplay completely.

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RE: John Romero will play SNS this year!

#91

Post by Ijon Tichy » Fri Nov 15, 2013 4:55 am

I still say we should use Samsara. Even more so because of the BRÜTÄL GÖRË SPËCTÄCLË that you can toggle on and off.
Last edited by Ijon Tichy on Fri Nov 15, 2013 4:56 am, edited 1 time in total.

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RE: John Romero will play SNS this year!

#92

Post by Ivan » Fri Nov 15, 2013 12:31 pm

Ijon Tichy wrote: I still say we should use Samsara. Even more so because of the BRÜTÄL GÖRË SPËCTÄCLË that you can toggle on and off.
If you made it seperate then it might be good.
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RE: John Romero will play SNS this year!

#93

Post by Luke » Fri Nov 15, 2013 1:10 pm

I keep forgetting of Samsara, I guess because it's so much played that it gives me itches.
But yes, Samsara would be a nice mod and I would vote for it actually.

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RE: John Romero will play SNS this year!

#94

Post by Bloax » Fri Nov 15, 2013 4:04 pm

Ivan wrote:
Ijon Tichy wrote: I still say we should use Samsara. Even more so because of the BRÜTÄL GÖRË SPËCTÄCLË that you can toggle on and off.
If you made it seperate then it might be good.
It goes from a rainbow sparklesparkle mode if you set the "samsara_cl_bloodyhell" CVAR to -1 to vanilla on 0, nashgore on 1 and BLOOD FOR ARMOK GOD OF BLOOD on 2.

So there's no point making it seperate, you can already turn it off with a single line in the console.
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RE: John Romero will play SNS this year!

#95

Post by Ivan » Thu Nov 21, 2013 4:38 pm

Bloax wrote:
Ivan wrote:
Ijon Tichy wrote: I still say we should use Samsara. Even more so because of the BRÜTÄL GÖRË SPËCTÄCLË that you can toggle on and off.
If you made it seperate then it might be good.
It goes from a rainbow sparklesparkle mode if you set the "samsara_cl_bloodyhell" CVAR to -1 to vanilla on 0, nashgore on 1 and BLOOD FOR ARMOK GOD OF BLOOD on 2.

So there's no point making it seperate, you can already turn it off with a single line in the console.
What I meant was Samsara, like play with ONLY this gore mod and not Samsara. At this point I thought what we were doing was that we would only use classic Doom things and little to no gameplay modifications. I think something like Samsara might not be too good, considering it deviates from Doom depending on class choice and can put him off.
Last edited by Ivan on Thu Nov 21, 2013 4:39 pm, edited 1 time in total.
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=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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RE: John Romero will play SNS this year!

#96

Post by Ijon Tichy » Fri Nov 22, 2013 4:27 pm

The id crew was actually looking forward to what crazy things the Doom community would do with Doom (just look at the readme in the source code release ffs).

I THINK HE'LL BE OKAY WITH SAMSARA.

edit:
Spoiler: that readme (Open)

Code: Select all

Here it is, at long last.  The DOOM source code is released for your
non-profit use.  You still need real DOOM data to work with this code.
If you don't actually own a real copy of one of the DOOMs, you should
still be able to find them at software stores.

Many thanks to Bernd Kreimeier for taking the time to clean up the
project and make sure that it actually works.  Projects tends to rot if
you leave it alone for a few years, and it takes effort for someone to
deal with it again.

The bad news:  this code only compiles and runs on linux.  We couldn't
release the dos code because of a copyrighted sound library we used
(wow, was that a mistake -- I write my own sound code now), and I
honestly don't even know what happened to the port that microsoft did
to windows.

Still, the code is quite portable, and it should be straightforward to
bring it up on just about any platform.

I wrote this code a long, long time ago, and there are plenty of things
that seem downright silly in retrospect (using polar coordinates for
clipping comes to mind), but overall it should still be a usefull base
to experiment and build on.

The basic rendering concept -- horizontal and vertical lines of constant
Z with fixed light shading per band was dead-on, but the implementation
could be improved dramatically from the original code if it were
revisited.  The way the rendering proceded from walls to floors to
sprites could be collapsed into a single front-to-back walk of the bsp
tree to collect information, then draw all the contents of a subsector
on the way back up the tree.  It requires treating floors and ceilings
as polygons, rather than just the gaps between walls, and it requires
clipping sprite billboards into subsector fragments, but it would be
The Right Thing.

The movement and line of sight checking against the lines is one of the
bigger misses that I look back on.  It is messy code that had some
failure cases, and there was a vastly simpler (and faster) solution
sitting in front of my face.  I used the BSP tree for rendering things,
but I didn't realize at the time that it could also be used for
environment testing.  Replacing the line of sight test with a bsp line
clip would be pretty easy.  Sweeping volumes for movement gets a bit
tougher, and touches on many of the challenges faced in quake / quake2
with edge bevels on polyhedrons.

Some project ideas:

Port it to your favorite operating system.

Add some rendering features -- transparency, look up / down, slopes,
etc.

Add some game features -- weapons, jumping, ducking, flying, etc.

Create a packet server based internet game.

Create a client / server based internet game.

Do a 3D accelerated version.  On modern hardware (fast pentium + 3DFX)
you probably wouldn't even need to be clever -- you could just draw the
entire level and get reasonable speed.  With a touch of effort, it should
easily lock at 60 fps (well, there are some issues with DOOM's 35 hz
timebase...).  The biggest issues would probably be the non-power of two
texture sizes and the walls composed of multiple textures.


I don't have a real good guess at how many people are going to be
playing with this, but if significant projects are undertaken, it would
be cool to see a level of community cooperation.  I know that most early
projects are going to be rough hacks done in isolation, but I would be
very pleased to see a coordinated 'net release of an improved, backwards
compatable version of DOOM on multiple platforms next year.

Have fun.

John Carmack
12-23-97
Last edited by Ijon Tichy on Fri Nov 22, 2013 4:30 pm, edited 1 time in total.

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RE: John Romero will play SNS this year!

#97

Post by Ivan » Fri Nov 22, 2013 5:23 pm

Alright then. So when exactly is this going to happen? Did he get back to anyone yet?
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=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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RE: John Romero will play SNS this year!

#98

Post by one_Two » Fri Nov 22, 2013 5:39 pm

Ivan wrote: Alright then. So when exactly is this going to happen? Did he get back to anyone yet?
I'll email him in December.

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RE: John Romero will play SNS this year!

#99

Post by Chillsing1310 » Mon Nov 25, 2013 1:33 pm

hopefully, he will come
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Erma
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RE: John Romero will play SNS this year!

#100

Post by Erma » Thu Nov 28, 2013 2:43 am

Well, since 1994, we'd need to beat him to win the game.

Now we gotta do the same in 19 years?... Seems legit :D (It's an honour for us to actually play alongside this guy :v: )
Last edited by Erma on Thu Nov 28, 2013 3:18 am, edited 1 time in total.
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