ZDoom project ideas you have

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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SerbianDoomer
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Re: ZDoom project ideas you have

Post by SerbianDoomer »

Nash wrote:Let me guess, layering the original sprites with cut-out fullbright copies of the actors to achieve fake brightmaps?
Yeah, it's quite easy to see through as it is a simple workaround method. Nothing spectacular, but I think it produces a nice effect in software.

You probably think it's inefficient, or too simplistic, and I admit probably it is, however as I said, it is my first forray into Doom modding.

If you think that it's a silly idea or if someone has done it before (to my knowledge it hasn't been done) or otherwise not needed or wanted then perhaps it would be better for me to try something else for a first project.

Edit: Started thread for project http://forum.zdoom.org/viewtopic.php?f=19&t=44901
Last edited by SerbianDoomer on Fri Jan 03, 2014 9:48 am, edited 1 time in total.
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RV-007
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Re: ZDoom project ideas you have

Post by RV-007 »

You are welcome to try. I might need such a thing for some of the more translucent/additive sprites.
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Re: ZDoom project ideas you have

Post by DoomRater »

SerbianDoomer wrote:self-doubts
DO EET. Inefficient or not it will get you into the foray and you will be able to learn so much more about the whole process by just working on the project.
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Re: ZDoom project ideas you have

Post by NeuralStunner »

DoomRater wrote:[Serious Sam 3 BFE DRM thing]
DRM features and anti-cheat features are not the same thing at all.
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Nash
 
 
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Re: ZDoom project ideas you have

Post by Nash »

SerbianDoomer wrote: You probably think it's inefficient, or too simplistic, and I admit probably it is, however as I said, it is my first forray into Doom modding.

If you think that it's a silly idea or if someone has done it before (to my knowledge it hasn't been done) or otherwise not needed or wanted then perhaps it would be better for me to try something else for a first project.
Whoa whoa whoa hang on there, I wasn't implying any of that! :D I personally find that I am always finding very awkward ways to bend ZDoom to my will so I guess we're in the same boat. :D

I think it's a cool thing that you did there - I just asked because I wanted clarification based on how I *think* it's done. If you're having fun modding, and if you can finish the entire pack - hey, go for it! It'll be interesting to see how you do a full implementation. I am especially interested in seeing how you are handling the relationships between the original copy of the actor and the separate brightmap pieces.
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SerbianDoomer
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Re: ZDoom project ideas you have

Post by SerbianDoomer »

RV-007 wrote: I might need such a thing for some of the more translucent/additive sprites.
Could you clarify? The sprites that have translucency/additive effect are as far as I know only projectiles (for which brightmaps are unnecessary as they are whole fullbright) - of course I may be mistaken since most of the time I play with r_drawtrans set to 0 (I don't like the effect myself, at least not on the original doom sprites)
Nash wrote: Whoa whoa whoa hang on there, I wasn't implying any of that! :D I personally find that I am always finding very awkward ways to bend ZDoom to my will so I guess we're in the same boat. :D
Okay, sorry for the misunderstanding.
Nash wrote:I think it's a cool thing that you did there - I just asked because I wanted clarification based on how I *think* it's done. If you're having fun modding, and if you can finish the entire pack - hey, go for it! It'll be interesting to see how you do a full implementation. I am especially interested in seeing how you are handling the relationships between the original copy of the actor and the separate brightmap pieces.
First, thanks for the kind words, and yes, you are absolutely right. I cut out the portions of the sprite meant to be fullbright (in caco's case, BHEDD1 on the right) and replaced the original caco sprite with the one with the fullbright portions missing (HEADD1 on the left)
ImageImage
Now I haven't done any new brightmaps since my last post because I have been wrestling with a bug, which if it persist will make further work pointless. The bug is that when I send the caco flying through the air with the SSG during its attack sequence, the brightmaps don't follow and stick to the caco itself, they stay floating in the air while the caco floats away (I couldn't capture this with the screenshot because it happens too fast but I hope you can understand what I mean)

Now, here is how I handle the relation between the caco and its brightmap effects. I simply don't understand what's wrong with the code and why the brightmaps refuse to stick to the caco. If you (or anyone) might be able to take a look at the code and lend a helping hand I would be most grateful.

Code: Select all

ACTOR BMapEffect 
{
	+BRIGHT
	+NOGRAVITY
}

ACTOR BMapCacodemon : Cacodemon replaces Cacodemon
{
Health 10000
Mass 1
	States
	{
	Missile:
		HEAD B 0 A_SpawnItemEx("CacoEffectB", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)
		HEAD B 5 A_FaceTarget
		HEAD C 0 A_SpawnItemEx("CacoEffectC", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)
		HEAD C 5 A_FaceTarget
		HEAD D 0 A_SpawnItemEx("CacoEffectD", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)
		HEAD D 5 //A_HeadAttack
		Goto See
	}
}

ACTOR CacoEffectB : BMapEffect
{
	States
	{
	Spawn:
		BHED B 1 A_Warp(AAPTR_MASTER, 0,0,0, 0, WARPF_NOCHECKPOSITION|WARPF_STOP) 
		BHED B 1 A_Warp(AAPTR_MASTER, 0,0,0, 0, WARPF_NOCHECKPOSITION|WARPF_STOP) 
		BHED B 1 A_Warp(AAPTR_MASTER, 0,0,0, 0, WARPF_NOCHECKPOSITION|WARPF_STOP) 
		BHED B 1 A_Warp(AAPTR_MASTER, 0,0,0, 0, WARPF_NOCHECKPOSITION|WARPF_STOP) 
		BHED B 1 A_Warp(AAPTR_MASTER, 0,0,0, 0, WARPF_NOCHECKPOSITION|WARPF_STOP) 
		BHED B 1 A_Warp(AAPTR_MASTER, 0,0,0, 0, WARPF_NOCHECKPOSITION|WARPF_STOP) 
		stop
	}
}
It's pretty straightforward so I didn't comment it, but in case something's not clear:
BMapEffect is the parent actor for all brightmap effects. For test purposes I commented out the attack and set the mass to 1 so I could blow the caco away more easily and observe the bug effect mentioned, and high health so I don't kill it. It will spawn the relevant effect in the correct frame and position, making itself the master for the effect actor. This I have done so I could make the effect stick using A_Warp. I am unsure whether this works but isn't fast enough (in which case calling the action more than once a tic should help I think?) or whether it doesn't work at all. The other brightmap effects for the caco, and the effects for the armor bonus are all done in the same way so I didn't post them.

Also since this workaround heavily relies on decorate it will obviously break compability with any other mods modifying the monsters/decorations, so I still have doubts whether such a thing would have it's usefulness. And since actually making the "brightmap" sprites would be such a chore (and I am a lazy procrastinator) I doubt the complete version will ever see the light of day, so this will probably merely be a learning exercise- and that's why I haven't made a new thread yet.

Edit: Started thread for project http://forum.zdoom.org/viewtopic.php?f=19&t=44901
Last edited by SerbianDoomer on Fri Jan 03, 2014 9:48 am, edited 1 time in total.
Gez
 
 
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Re: ZDoom project ideas you have

Post by Gez »

Actor logic is only processed 35 times per second (every tic), but framerate is uncapped. The renderer will interpolate actor position to give them smooth movement. The thing is, though, that it doesn't handle A_Warp because that's not normal movement but instant teleportation.

If you type "cl_capfps 1" in the console, you'll have capped framerate again and everything will be less smooth, but you should not see the brightmap effects disconnected from the cacodemon anymore.
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SerbianDoomer
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Re: ZDoom project ideas you have

Post by SerbianDoomer »

Gez wrote:Actor logic is only processed 35 times per second (every tic), but framerate is uncapped. The renderer will interpolate actor position to give them smooth movement. The thing is, though, that it doesn't handle A_Warp because that's not normal movement but instant teleportation.

If you type "cl_capfps 1" in the console, you'll have capped framerate again and everything will be less smooth, but you should not see the brightmap effects disconnected from the cacodemon anymore.
I have already capped the framerate and disabled monster movement interpolation in the settings. (I already play like that, so it was already set so when I was testing this)

Edit: Uploaded the file "bmaps.pk3"- includes software "brightmaps" for caco front attacking frames and armor bonus. Test map for demonstration. Cacodemon attack disabled, health raised and mass lowered for testing purposes.
bmaps.pk3
Out of date, see project thread for newer file
(26.77 KiB) Downloaded 46 times
Edit: Started thread for project http://forum.zdoom.org/viewtopic.php?f=19&t=44901
Last edited by SerbianDoomer on Fri Jan 03, 2014 9:48 am, edited 1 time in total.
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Fishytza
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Re: ZDoom project ideas you have

Post by Fishytza »

SerbianDoomer wrote:I simply don't understand what's wrong with the code and why the brightmaps refuse to stick to the caco.
The problem is that SXF_SETMASTER only works if both the calling actor and the spawned actor are monsters, i.e. have the ISMONSTER flag. In your case, BMapEffect doesn't have that flag. So of course A_Warp fails to do its intended purpose.

But here's another odd fact. If the spawned actor is a non-monster (such as BMapEffect) then the calling actor will be the spawned actor's target.

So the solution to your problem should be a simple matter of replacing A_Warp(AAPTR_MASTER with A_Warp(AAPTR_TARGET
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SerbianDoomer
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Re: ZDoom project ideas you have

Post by SerbianDoomer »

FishyClockwork wrote:
SerbianDoomer wrote:I simply don't understand what's wrong with the code and why the brightmaps refuse to stick to the caco.
The problem is that SXF_SETMASTER only works if both the calling actor and the spawned actor are monsters, i.e. have the ISMONSTER flag. In your case, BMapEffect doesn't have that flag. So of course A_Warp fails to do its intended purpose.

But here's another odd fact. If the spawned actor is a non-monster (such as BMapEffect) then the calling actor will be the spawned actor's target.

So the solution to your problem should be a simple matter of replacing A_Warp(AAPTR_MASTER with A_Warp(AAPTR_TARGET
Thanks :D!

Edit: Tested and works fully. I will be opening a thread for this project when I finish all the caco frames.

Edit: Started thread for project http://forum.zdoom.org/viewtopic.php?f=19&t=44901
Last edited by SerbianDoomer on Fri Jan 03, 2014 9:47 am, edited 1 time in total.
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Re: ZDoom project ideas you have

Post by Onslaught Six »

Chex Quest: Dechexified. Keep the spirit and layout of the original levels (with some minor new areas and differences, of course) but everything is using vanilla Doom textures, enemies, sounds etc.

I loved the game when I was a kid, and I still think it's level layouts are super inspired, especially for 96 standards...but part of me just wants to run through it with a shotgun for a change.
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Re: ZDoom project ideas you have

Post by DoomRater »

You could load Samsara and pick Doomguy for now, but I see where you're going with the project. I wouldn't mind seeing a conversion of it too.

Edit: Scratch that, playing through Chex Quest as Doomguy using Samsara should be inspiration to work on the project!
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Re: ZDoom project ideas you have

Post by FlynnTaggart777 »

I have always wished someone would make a proper Evil Dead TC complete with Deadites and all. I was also hoping for something along the lines literally of what the original DOOM was inspired by. Which as we all know is..... Aliens meets Evil Dead. Just imagine using a boomstick and a chainsaw mowing down hordes of deadites and xenomorphs! :D And then using pulse rifles and smartguns and..... *sighs* One can dream right?!
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Re: ZDoom project ideas you have

Post by Bitterman »

Onslaught Six wrote:Chex Quest: Dechexified. Keep the spirit and layout of the original levels (with some minor new areas and differences, of course) but everything is using vanilla Doom textures, enemies, sounds etc.

I loved the game when I was a kid, and I still think it's level layouts are super inspired, especially for 96 standards...but part of me just wants to run through it with a shotgun for a change.
Zip...
Last edited by Bitterman on Sat Jan 11, 2014 2:56 pm, edited 2 times in total.
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Re: ZDoom project ideas you have

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