The next will be after more new area beacause all in the video is not finished!

Zanieon wrote: Nice PORTAL Zanieon!
am i the only one who thinks the voice almost like morgan freeman's?GENTEK wrote:ANDROSIS MINI-TEASER 2
The next will be after more new area beacause all in the video is not finished!![]()
Sorry Captain J!Captain J wrote: am i the only one who thinks the voice almost like morgan freeman's?
So are we looking at some more post-nuclear shenanigans?GENTEK wrote:Sorry Captain J!Captain J wrote: am i the only one who thinks the voice almost like morgan freeman's?It seem to be an old movie named Stryker.
It probably doesn't count, but I've been thinking over how to properly do an (original) open-world adventure/RPG in GZDoom. The thing that's still holding me back is draw distance: Everything would have to be scaled down in order to make a reasonably large world within the map size limits, but looking across the entire thing is certain to tank framerate. The only solution I have is generous use of mountain ranges so there's some 1-sided lines between major areas.Nash wrote:Heh with all of these post nuclear projects going on, wonder how long before someone makes a Fallout mod for Doom (something I am surprised no one has done yet in last 21 years... considering "X in Doom" is such a popular thing around here...)
When I was building excessively large maps for Ascension Revolution, the problems I ran into weren't related to framerate but simply the map being too big. After a certain point, something goes wrong (rounding errors in the coordinate system, IIRC) and enemies can hit you from across the map. The nodebuilder also crashes, but you can get around that. Despite that, the test maps still ran okay as long as your hardware was half-decent.NeuralStunner wrote:It probably doesn't count, but I've been thinking over how to properly do an (original) open-world adventure/RPG in GZDoom. The thing that's still holding me back is draw distance: Everything would have to be scaled down in order to make a reasonably large world within the map size limits, but looking across the entire thing is certain to tank framerate. The only solution I have is generous use of mountain ranges so there's some 1-sided lines between major areas.Nash wrote:Heh with all of these post nuclear projects going on, wonder how long before someone makes a Fallout mod for Doom (something I am surprised no one has done yet in last 21 years... considering "X in Doom" is such a popular thing around here...)
Of course, custom AI is also a concern. If you outrun an enemy by miles it should stop trying to chase you, lest you have hundreds of enemies seeking you across the world, which will tank the ticrate in a hurry.
(Hey Nash, if you have some other ideas or are curious, go ahead and shoot me a PM.)
I think someone was making a Grand Theft Auto map that relied on buildings to break up the map. Much like the city maps in Doom II, only far larger in scale.Nash wrote:When I said Fallout in Doom, what I had in mind were more like, weapon mods or monster mods, I didn't think a full open world Fallout when I wrote that. =P But as you've already figured out, real open spaces are out of the question. The most "open" you could get within engine limits is if you were to design your levels like in Strife. I think that's a good compromise for the Doom engine. There will be lots of walls so you have to make up for it by giving the player the ILLUSION that the world is big - slower player speed, many maps inside 1 hub, etc etc. Not open world visually but conceptually.
I'll PM you some stuff I've been working on soon.
You ran the problem of mapping beyond 32767 map units, after this amount your map will start to wrap around, monsters beyond the limits will attack the player in the other side of the map as if they was there as the engine starts to bug the collision checks and stuff of the kind.XCVG wrote:When I was building excessively large maps for Ascension Revolution, the problems I ran into weren't related to framerate but simply the map being too big. After a certain point, something goes wrong (rounding errors in the coordinate system, IIRC) and enemies can hit you from across the map. The nodebuilder also crashes, but you can get around that. Despite that, the test maps still ran okay as long as your hardware was half-decent.
There are other problems one might run into, and I though I hesitate to say it's impossible, it's an uphill battle all the way. Fundamentally, the Doom engine (and, if I recall correctly, any BSP-based engine) can't really do big open areas well.
Zeberpal's Doom CenterXCVG wrote:I think someone was making a Grand Theft Auto map that relied on buildings to break up the map. Much like the city maps in Doom II, only far larger in scale.