Super Doom64 - Doom 64-Style Partial Conversion (New Release)

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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#81

Post by Ænima » Sun Dec 16, 2012 5:18 am

Ah. Coolio.
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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#82

Post by Medicris » Tue Dec 18, 2012 9:24 am

So uh, quick question. Can you, or will you separate the HUD from the wad and publicly release it as its own skins folder HUD? I've always loved the simple minimalist look of Doom 64.

If possible, with two variations: Classic Doom font and D64 font. If you do this, you're the best.

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RE: Super Doom64 - Doom 64-Style TeamDM Mayhem (Spriters Needed)

#83

Post by StrikerMan780 » Tue Dec 18, 2012 10:37 pm

I may at some point. Dunno yet. I'm still working hard on some other things first.

More progress on the D2 Texture replacements:
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RE: Super Doom64 - Doom 64-Style Partial Conversion (New Release)

#84

Post by StrikerMan780 » Mon Jun 03, 2013 3:04 am

Uploaded a new version. Sorry it took so long.

This new release is considered beta, as there's still a lot of things that need to be done. Still worth checking out though.

The server IP on the front page has been updated as well.
Last edited by StrikerMan780 on Mon Jun 03, 2013 3:23 am, edited 1 time in total.

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RE: Super Doom64 - Doom 64-Style Partial Conversion (New Release)

#85

Post by StrikerMan780 » Wed Jun 12, 2013 10:46 pm

Out of curiosity, should I do the entirety of Doom 2's maps like this?

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Last edited by StrikerMan780 on Wed Jun 12, 2013 10:50 pm, edited 1 time in total.

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RE: Super Doom64 - Doom 64-Style Partial Conversion (New Release)

#86

Post by Triple S » Thu Jun 13, 2013 12:50 am

It looks pretty good to me! I say go for it, if you have the time and desire/motivation.

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RE: Super Doom64 - Doom 64-Style Partial Conversion (New Release)

#87

Post by Empyre » Thu Jun 13, 2013 6:54 am

Releasing edited versions of Id's maps would not be legal. If you make your versions from scratch, that would not only be OK, but awesome. Another idea would be to simply replace all the textures, which would transform all the maps, but they would not have the fancy lighting.
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RE: Super Doom64 - Doom 64-Style Partial Conversion (New Release)

#88

Post by StrikerMan780 » Thu Jun 13, 2013 7:23 am

Empyre wrote: Releasing edited versions of Id's maps would not be legal. If you make your versions from scratch, that would not only be OK, but awesome. Another idea would be to simply replace all the textures, which would transform all the maps, but they would not have the fancy lighting.
Then again, the legality of the PSX Doom TC is also questionable...

Perhaps I can do the shareware episode of Doom 1 at least.

Doom 1 / 2 would still be a requirement to run the mod to begin with, and is intended for use with said game, would that perhaps be solid grounds to prevent legal trouble?

Would be a shame to not be able to do more than a texture replacement, as lighting is what really helps get the proper Doom 64 Look.
Last edited by StrikerMan780 on Thu Jun 13, 2013 7:27 am, edited 1 time in total.

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RE: Super Doom64 - Doom 64-Style Partial Conversion (New Release)

#89

Post by Doomkid » Thu Jun 13, 2013 2:01 pm

Did you re-make Entryway yourself, Striker? I think it looks awesome and would love to see the whole of Doom 2 remade in D64 style like that. It's very cool.

There's a wad around I can't remember the name of, but it's fairly popular. It sort of gives all of the Doom maps a nice gothic touch up, but then again those are the shareware maps.
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RE: Super Doom64 - Doom 64-Style Partial Conversion (New Release)

#90

Post by Lollipop » Thu Jun 13, 2013 6:12 pm

StrikerMan780 wrote:
Can't you imitate this behaviour with uber-hyper-turbo projectiles with a speed of 9999999999999 or something with that flag that make it pass trough a species?...
Last edited by Lollipop on Thu Jun 13, 2013 6:14 pm, edited 1 time in total.
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RE: Super Doom64 - Doom 64-Style Partial Conversion (New Release)

#91

Post by Ænima » Thu Jun 13, 2013 6:23 pm

Lollipop wrote:
StrikerMan780 wrote:
Can't you imitate this behaviour with uber-hyper-turbo projectiles with a speed of 9999999999999 or something with that flag that make it pass trough a species?...
  1. Projectiles that fast are very buggy. Sometimes they go through walls and even go right though enemies without damaging them.
  2. It would be impossible to try to match the offsets for weapons like the SSG.
  3. Hitscans are easier to aim with high pings, especially thanks to unlagged.
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RE: Super Doom64 - Doom 64-Style Partial Conversion (New Release)

#92

Post by TerminusEst13 » Thu Jun 13, 2013 6:42 pm

Ænima wrote:It would be impossible to try to match the offsets for weapons like the SSG.
random(1120,-1120)/100,random(710,-710)/100

Division is awesome. :p
Last edited by TerminusEst13 on Thu Jun 13, 2013 6:44 pm, edited 1 time in total.
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RE: Super Doom64 - Doom 64-Style Partial Conversion (New Release)

#93

Post by Ænima » Thu Jun 13, 2013 7:10 pm

TerminusEst13 wrote:
Ænima wrote:It would be impossible to try to match the offsets for weapons like the SSG.
random(1120,-1120)/100,random(710,-710)/100

Division is awesome. :p
No, I mean spawning projectiles at angles that would match the original spread.
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RE: Super Doom64 - Doom 64-Style Partial Conversion (New Release)

#94

Post by Lollipop » Thu Jun 13, 2013 7:19 pm

well, cant you hit a pterry high speed without using that high number then? at least as a placeholder for it? could be tested...
Spoiler: Modding Qualifications (Open)
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RE: Super Doom64 - Doom 64-Style Partial Conversion (New Release)

#95

Post by StrikerMan780 » Thu Jun 13, 2013 8:20 pm

I will not use projectiles for those weapons for the aforementioned reasons. Zandro doesn't support floating point angles and pitches yet in DECORATE, and projectiles of speeds over 256 are extremely buggy. Not to mention no unlagged support.
Last edited by StrikerMan780 on Thu Jun 13, 2013 8:21 pm, edited 1 time in total.

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RE: Super Doom64 - Doom 64-Style Partial Conversion (New Release)

#96

Post by TerminusEst13 » Thu Jun 13, 2013 8:38 pm

Ænima wrote:No, I mean spawning projectiles at angles that would match the original spread.
...Which is exactly what that division-is-awesome code would do. :p

It's basically a decent replicate of floating random points, firing at a random angle between 11.20 and -11.20 and a pitch between 7.10 and -7.10--INCLUDING decimal places, so angles like 0.11 and 0.99 would be valid options.
Practically the only thing it wouldn't do is have a higher emphasis on the center, but that's also very, very easy to do simply by having multiple sets of A_FireCustomMissile with a steadily-tighter spread so you get more in the center.

I mean, I can get not making projectiles due to unlagged and/or high ping players, which is a very valid reason! That's pretty much enough reason by itself to disbar it for competitive play.
But both decimal places in random angle spreads and fastprojectile inheritance easily take care of frandom reliance and projectile speed bugging out.
Last edited by TerminusEst13 on Thu Jun 13, 2013 8:40 pm, edited 1 time in total.
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RE: Super Doom64 - Doom 64-Style Partial Conversion (New Release)

#97

Post by Qent » Thu Jun 13, 2013 11:07 pm

Not so easily... if autoaim kicks in, then you will shoot a horizontal line. And projectiles have horizontal autoaim that you cannot disable on a weapon-by-weapon basis.

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RE: Super Doom64 - Doom 64-Style Partial Conversion (New Release)

#98

Post by StrikerMan780 » Tue Jun 18, 2013 10:06 am

TerminusEst13 wrote:
Ænima wrote:No, I mean spawning projectiles at angles that would match the original spread.
...Which is exactly what that division-is-awesome code would do. :p

It's basically a decent replicate of floating random points, firing at a random angle between 11.20 and -11.20 and a pitch between 7.10 and -7.10--INCLUDING decimal places, so angles like 0.11 and 0.99 would be valid options.
Practically the only thing it wouldn't do is have a higher emphasis on the center, but that's also very, very easy to do simply by having multiple sets of A_FireCustomMissile with a steadily-tighter spread so you get more in the center.

I mean, I can get not making projectiles due to unlagged and/or high ping players, which is a very valid reason! That's pretty much enough reason by itself to disbar it for competitive play.
But both decimal places in random angle spreads and fastprojectile inheritance easily take care of frandom reliance and projectile speed bugging out.
Floating-point angles are not valid in Zandronum for DECORATE spawning functions. Only in the latest (G)ZDoom. In Zandro, the game will accept them, but in-game the values are rounded to whole numbers. (and frandom results in an error, causing Zandro to quit before loading the game.)
Last edited by StrikerMan780 on Tue Jun 18, 2013 11:39 am, edited 1 time in total.

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RE: Super Doom64 - Doom 64-Style Partial Conversion (New Release)

#99

Post by Qent » Tue Jun 18, 2013 3:43 pm

No, I've used that method to make a finer spread before.

EDIT: And huh, now it's not working any more.

EDIT2: Oh, I see; random(1120,-1120)/100 will not work: you need random(1120,-1120)/100.0 and it's fine.
Last edited by Qent on Tue Jun 18, 2013 3:55 pm, edited 1 time in total.

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RE: Super Doom64 - Doom 64-Style Partial Conversion (New Release)

#100

Post by TerminusEst13 » Tue Jun 18, 2013 4:37 pm

StrikerMan780 wrote:Floating-point angles are not valid in Zandronum for DECORATE spawning functions. Only in the latest (G)ZDoom. In Zandro, the game will accept them, but in-game the values are rounded to whole numbers.
That's incorrect. On both counts.

Like Qent said, I mis-typed it as 100 instead of 100.0, but it does and will work.
Last edited by TerminusEst13 on Tue Jun 18, 2013 4:37 pm, edited 1 time in total.
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