[wssd] What should Spidey do?

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

What should Spidey do next?

Work on a general-purpose library of ACS functions.
6
10%
Make a _____ tool for Doom modders (please explain)
25
41%
Work on his alleged "Demon Drift" project. I wanna see PROOF!
4
7%
Work on his Night of the Homeless add-on.
7
11%
Just make some normal techbase maps for once.
1
2%
Anything but NOTH. Leave Kinsie's mod alone for pete's sake.
2
3%
Get a life, and stop posting on this damn board so much.
4
7%
I don't care, and yet I am responding to this poll.
12
20%
 
Total votes: 61

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Enjay
 
 
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Re: [wssd] What should Spidey do?

Post by Enjay »

Gez wrote:Slumped
Whilst comparing Spidey's tool with the method you suggested, I noticed a bit of a flaw with the Slumped method. Sometimes it makes holes in the graphics. eg, the Hexen Ettin ended up with a bunch of transparent pixels around its stomach when it was converted and exported as a png.
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Re: [wssd] What should Spidey do?

Post by DoomRater »

Poll whoring is AWESOME.

Anyway, I'm all up for the SBARINFO tool.
Sodaholic
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Re: [wssd] What should Spidey do?

Post by Sodaholic »

Something like this for people who are too lazy to type or make decorate code.
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SilentRage
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Re: [wssd] What should Spidey do?

Post by SilentRage »

What would Spidey do?

Sacrifice the love of his life for some old hag Aunt of his, that's what. :p
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DBThanatos
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Re: [wssd] What should Spidey do?

Post by DBThanatos »

Bump.

I have a suggestion for a new program if possible (and if is actually useful (I could use it a lot)).

Perhaps as a whole new program would be a bit too specific, maybe as an addon for the main one you made.
I use a lot the "Translation" function in Zdoom, but I hate to run the game every time I make a change to see how it looks. Could a new program display a graphic in doom/heretic/hexen/strife (or custom ;) ) pallete and then enter a translation code and the program display the changes in the preview image? That'd save a lot of time! And alternatively, something like XWE color remap, but easier: like in translation, you'll give 2 ranges of colors and it'll make it fit (in xwe you have to calculate the changes (unless i missed something)).

could that be possible? really, I kind of need it :)

DBT
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bagheadspidey
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Re: [wssd] What should Spidey do?

Post by bagheadspidey »

DBThanatos wrote:[request for color translation program]
That, my friend, is a pretty kick-ass idea.

Let's do some project planning...
dbt-tool.png
dbt-tool.png (42.59 KiB) Viewed 1349 times
There we go, looks like a project plan to me. I think this will be fun to make =)
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Re: [wssd] What should Spidey do?

Post by esselfortium »

<____________<

...

>____________>

You could always write an Eternity ExtraData editor for Slade and/or Doom Builder :P

I made an mspaint mockup of how the editing dialogs could look a while back:
Image

I didn't remember to draw it in the mockup, but the fields would be combined pulldown menus (for preset field names loaded from the cfg file) and editable textboxes (for entering custom fields that it doesn't know about). The arguments field would also be editable as text, as well as having labeled controls (really, these could all be textboxes) in the bottom section for each argument of that field, if the field is specified in the cfg. Alternately, the bottom part could be skipped completely, and instead the arguments field could do something like what Doom Builder's ACS editor does to show what each argument is in a little popup tooltip. That would probably be better, actually.

It'd be <3 <3 <3 <3 <3 x infinity :P

EDIT: The color translation thing would kick absolute ass, too, assuming that it could actually modify the images themselves and not just create translation tables for ZDoom to apply itself. It'd also be nice if it allowed you to manually set a bunch of colors up to act as one color range (since a bunch of color ranges in the Doom palette are split into two or more parts), and then do what DBThanatos suggested about being able to translate one color range to another with it automatically calculating how to scale the number of colors in the old range to the number of colors in the new range (i.e. old range has 10 colors, new range has 17 colors, it translates the 10 evenly across that 17).
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bagheadspidey
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Re: [wssd] What should Spidey do?

Post by bagheadspidey »

essel: as for your first request, not until you send me a lot of whatever you're smoking ;p

about the color translation thing:
esselfortium wrote:modify the images themselves and not just create translation tables for ZDoom to apply
Definitely. It would be a simple matter of saving the preview image to disk.
esselfortium wrote:It'd also be nice if it allowed you to manually set a bunch of colors up to act as one color range
I'm not so sure about this one. I'll allow the thing to save the translated image, but the tool will be geared toward creating translations for zdoom so I don't want it to do too much weird stuff outside of that scope.
esselfortium wrote:automatically calculating how to scale the number of colors in the old range to the number of colors in the new range (i.e. old range has 10 colors, new range has 17 colors, it translates the 10 evenly across that 17)
I'd have to do that anyway to get the preview image working. But, afaik this is how zdoom handles the color translations already internally, right? I'm going to try to get the preview image to look as close as possible to what zdoom would display with the applied translation.
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MasterOFDeath
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Re: [wssd] What should Spidey do?

Post by MasterOFDeath »

What should Spidey do?
Use string shot!

Also, I would really like to see the color translator editor as well.
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DBThanatos
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Re: [wssd] What should Spidey do?

Post by DBThanatos »

Could the editor also (perhaps when laying the cursor over the color in the pallete) show the pallete color index (or whatever is called)? Because having the pallete alone and not knowing the numbers of each color makes me start counting, and while I kind of know the numbers of some colors, I'd hate to count again, and again, and again...
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Re: [wssd] What should Spidey do?

Post by DoomKn1ght »

Please make a good texture1 lump editor and manager that don't messed up the lump like xwe or slumped that crash when patches
are missing.
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Nash
 
 
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Re: [wssd] What should Spidey do?

Post by Nash »

Hey Spidey, I think you should make a GUI terrain editor that makes use of the latest "vertex slope" things that Graf implemented last month.

How it would work is that you specify the amount of grids in X and Y, and then you'd be able to fly around that terrain and push and pull vertices up and down.

The mapper would then export the file as a map inside a WAD, with the terrain grid converted into triangular sectors, and all of the vertex slope things in place.

It might be difficult or way out of your league, but I'm just posting this here anyway in case you get bored one day and would like to try it out.
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bagheadspidey
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Re: [wssd] What should Spidey do?

Post by bagheadspidey »

Nash wrote:GUI terrain editor that makes use of the latest "vertex slope" things
I might put that on my to-do list if i can talk Grubber into sending me the code for his terrain generator... that would save me a lot of work dealing with the map format. It would probably just be an add-on to his thing along with a simple gui and probably an integrated nodebuilder... all that flying around, real-time preview stuff seems like kind of overkill for this kind of thing, though. Not impossible, just a lot of work for this kind of simple single-use tool.

Also, it's possible there's already a tool something like this; these vertex slope things have existed for a while in vavoom so maybe someone has already done something like this?

edit: a search reveals nothing...
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Grubber
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Re: [wssd] What should Spidey do?

Post by Grubber »

So, it's for sure now, I've lost the source :?. I don't know how skilled you are, but it took me about a day or two to write the first version of ZTerrain, the math is simple and making the actual level is quite easy with proper planning ;).
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bagheadspidey
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Re: [wssd] What should Spidey do?

Post by bagheadspidey »

It's more of a question of how much time I have... I had a lot when I started this thread, now I have a lot less. But since my skill has been doubted twice now, I've been doing some playing around with gl triangle strips and plasma fractals, and put some other side projects on hold. So, for the time being, until I get distracted again, I will accept the challenge ;p
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