"(File)Size Matters" 64K Compo (Judging not underway)

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Re: "(File)Size Matters" 64K Competition

Postby Xaser » Tue Feb 23, 2016 1:24 pm

Sidestepping the drama for a bit, I have a mutator idea of sorts and figured I'd check out a quick reference to see if it's doable, and lo and behold: Parkour's pk3 is a mere 22kb. Something similar may have to be done. ;)
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Re: "(File)Size Matters" 64K Competition

Postby Inchworm » Tue Feb 23, 2016 1:41 pm

That's unfair, Xaser. If you step into the arena, the likelihood of survivors is slim. ;)
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Re: "(File)Size Matters" 64K Competition

Postby DeXiaZ » Tue Feb 23, 2016 2:04 pm

I'm again here, guys. And now - WolfenDoom 64kb!
Download: Click me!
Proof image:
Image
Damn it, image is bigger (96kb) than wad, lawl.

ONLY FOR DOOM 2. Tested on GZDoom 1.9

Gameplay video:
Last edited by DeXiaZ on Sun Apr 24, 2016 2:51 am, edited 2 times in total.
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Re: "(File)Size Matters" 64K Competition

Postby zrrion the insect » Tue Feb 23, 2016 2:23 pm

Well, I've got it down under limits. so here you go.
It is an implimentation of the doom64/classic doom hybrid sprites into a mod (with a few extra things thrown in as well) Nothing gameplay wise is changed, but it's a good visual change that adds some pretty slick sfx to the mix as well.
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Re: "(File)Size Matters" 64K Competition

Postby DeXiaZ » Sat Feb 27, 2016 7:25 am

I'm here again and I want to share new 64 kb mod:
V3!
UPD: Reuploaded V3! No dark (anti-light) flares in this version + fixed inventory ammount via 'Inventory.InterHubAmount' flag.
I͜t̢'̴̲s̥ a ̲̞͖̘͇̺h҉o̲̩̙̼ṟ͎ͅro̰̞͓͓̺r̸̯̠͈̺͚ ̡m̰͕̞o͏ḏ̡̤̙͉͕,͉̮͟ ͔̲̭͝s̼̼c͓à̲r͏y̛͔͙̙̥͔͍͕ ͙̘̝͔̣̦̫̀f͍̘̹̥̯̕u̙̩s̥̪͔͔͖ion͍͙̩͔̭ ̖o̰̠̬̙̳̕f̘̮̫̬̘ ̯L҉͓̬̘̺̯͔a̫͉͔st̗̤̟͈̬̺̰i͘n̬͕̖̤͡g̫͍͓͎̼ ̮͚̩͢L̯̣͇̦i͢g̼͇͍͎̹̲ht̻̣̘͇̝̥͖̕,̭͇ ̪Z̫͇͖o̻m̴̱b͏ͅi͈̣e͏̝̝͚ ͢H̨̫o̴͓̯̙̯͚r̲d̖̠̘̞̺e͖̬͔̮̼ ̙̹͇͝a͎nd̨͖̤.͏.͚̠.̘s͉̖̩͍͔̖o̗̦̹͎̳͙m̼e̜͎̞̣̱t̮̠̜͜h̪̣̺i̬̰̤ng̷̼͖̳̗̞ ̷̞̫̠ͅel̘̱͈͙̞͢ͅs̢̥͇̲̝e̬̣̦̱̮̙ ̬͖̟̟͍͈͞ͅ(̶̯̭͉a̭̖l̜̪͖̠̳̖͈ḷ̷͓̰̳ ̗̘ͅc͟r̮͞ed̵͔̫̦̱i͕̩t̞̻͞s̞͕̝͍͞ ̳̭̭̤͓̯̤ỵ̗͔̘͇͕̗o҉̘̳u͚ ̕c̟̳̯̳ͅa͔͎̳̘͜ͅn͝ s̟̦͢e͕̻̬̪e̙̻͚͓͖̱ ̪͍i̞̗̞̜̲n͇̹͕ ̮̬͇̭͈̻̀Ṟ̞̙̠e̵a̶͎̦d̥m͇̥̙̪ͅe͇̰͉͕̜̹̪ ̞͉̳f͕̤̞̥̤͝i͓̱̹̬̹͢l͓̜̞̯̤ḙ̟͓)̛͎̤̮̱͚̥̭.̵̳̖̼̙̻̮

Video:
Last edited by DeXiaZ on Sat Apr 23, 2016 3:18 pm, edited 3 times in total.
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Re: "(File)Size Matters" 64K Competition/Moving enemies v3!

Postby robot master L.S » Sat Feb 27, 2016 8:45 am

Well here is the mod:
:arrow: v1:
http://www.mediafire.com/download/hbs5a ... nemies.wad
:arrow: v2:
http://www.mediafire.com/download/22pbp ... miesV2.wad
:arrow: v3
http://www.mediafire.com/download/aeajo ... miesV3.wad

Iwads: Ultimate Doom,Doom2,Tnt and Plutonia
Works with any Map pack (without new monsters).
Any (G)Zdoom, Works in Zandronum too!
v1 File size: 14 kb
v2 File size: 15 kb
v3 File size: 14 kb
Description:
The monsters will wander around in map before you see it!
_________________________________________________________
Changes:
-Removed the sndinfo. (R.I.P fat)
-Bug fix: Archvile had only one sprite (A) after kill the player.
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Re: "(File)Size Matters" 64K Competition

Postby LilWhiteMouse » Sat Feb 27, 2016 5:00 pm

No title yet.
ImageImage
Still a WIP, but it's working as intended (hopefully). Uses Strife for it's IWAD. Control scheme is the same as the old game Abuse. Aside from the sounds and fonts, everything is self contained.

Controls (ZDoom - mod)
Strafe Left/Right - Move Left Right
Attack - Shoot
Jump - Jump
Back - Prone (focuses your fire)
Forward - Use lift
Mouse Look - Aim

Unlimited ammo. When your clip empties, just press or hold attack again to reload and continue shooting.

Stages
Spoiler:


[EDIT] Woot! Still almost 4k to use!
Last edited by LilWhiteMouse on Tue Mar 01, 2016 7:10 pm, edited 1 time in total.
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Re: "(File)Size Matters" 64K Competition

Postby Jeimuzu73 » Sat Feb 27, 2016 5:45 pm

At just 601 bytes, I present to you: Barrels O' Fun!

https://www.mediafire.com/?jwbhrufi2hb9zdd

Every enemy is replaced by the explosive barrel. The barrels count towards the kill percentage, so be sure to blow 'em all up! :mrgreen:
The barrels can also be pushed - try to get as many together as possible in order to get a chain reaction and save ammo!
Last edited by Jeimuzu73 on Sat Feb 27, 2016 10:59 pm, edited 1 time in total.
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Re: "(File)Size Matters" 64K Competition

Postby Dancso » Sat Feb 27, 2016 5:50 pm

So I've been toying with a number of ideas for this contest and in the process I realised I should be using my programmer skills to get a super-unfair advantage over you all! :twisted:
I figured I'd try to compress UDMF files in particular, because due to their human-readable nature, they contain a lot of redundant characters and default values.

After a few hours of work, I've created a program that can optimize maps quite a lot!
Here's my test scenario:

Source textmap file:
287k filesize, 513 rectangle sectors (most walls double sided), 1 thing, 7zip compressed it to 17k

Result textmap file:
171k filesize (that's 59% of the original!), 7zip compressed it to 10k

If every sector in my map had floors & ceiling heights of 0 and light levels of 160, it would be only 155k :D (7zip only saved 26 bytes from this though)
This could be used for a large outdoor map where most rooms have a ceiling of 0 with a sky texture and floors are in the negatives, for example.

Spoiler: !!! I am NOT SHARING IT WITH ANYONE !!!
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Re: "(File)Size Matters" 64K Competition

Postby ibm5155 » Sun Feb 28, 2016 4:43 pm

FINAL VERSION OF GLITCH LAND :D
-GUNS must be allowed to be selected even if you're out of ammo !!! (that's the way the game Works)
- Zandronum 3.0 or higher, Gzdoom 2.1.0 or higher (or something similar to zandronum 3.0)
-Opengl Only!!! (software render just breaks in almost any part of the map)
It was a pain development version, I was like 800Bytes more than 64K D:, I used every trick I could find to reduce the map, and tadah, it's now 64.487 bytes D:

<RESUME:>
Doomguy was watching too much cyriak vídeos at night, and when he fall asleep, he went to a mixed reality of doom engine and their limitations, everything looked like a glitch, it was like if the doom guy was inside the cyriak's mind!!!
</RESUME>

-This map has a special style, and I know there're going to be people that will love it, and also hate it, but I can say some notes: Skill level is there for a reason, save game is your friend, if you're bad doing parkours, you should try to play it with zandronum.

My speedrun score is 15:00, but I think you guys will may even do 30 mins, since there're too many tricks (and even being a non linear map, there's Always the best way to complete the map)

EDIT: WOOW, the uncompressed map size is near 1MB!!!!!!!!!!!
Last edited by ibm5155 on Sat Mar 05, 2016 6:27 am, edited 2 times in total.
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Re: "(File)Size Matters" 64K Competition

Postby jpalomo » Sun Feb 28, 2016 6:56 pm

LilWhiteMouse wrote:Still a WIP, but it's working as intended (hopefully).

I encountered major slowdowns on GZDoom and the git builds of ZDoom. This probably needs ZDoom 2.8.1 to run correctly. Also, you should think about renaming that extension to .pk7, as .7z usually implies that you should unpack it before loading. I unpacked it at first and it dumped a bunch of files into my wad folder (it wasn't fun to clean up).

Other than that, I really enjoyed it. It is probably the best submission so far. I did encounter a minor bug though. When I used alt-fire, this was spammed into the console:
Code: Select allExpand view
P_StartScript: Unknown script "PlayerReload"

The sprites remind me of Mega Man Zero for some reason.

I've updated the second post of the thread with the new submissions.
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Re: "(File)Size Matters" 64K Competition

Postby LilWhiteMouse » Sun Feb 28, 2016 7:25 pm

jpalomo wrote:I encountered major slowdowns on GZDoom and the git builds of ZDoom. This probably needs ZDoom 2.8.1 to run correctly.

Huh. I'm running a copy of ZDoom I DL'd in January, and the mod runs fine on this old machine (XP/2.4ghz/1GB ram, non existent video card).

The sprites remind me of Mega Man Zero for some reason.

I have no idea what you're inferring. No, please, there's nothing to see behind that curtain. NO! REALLY! I INSIST!
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Re: "(File)Size Matters" 64K Competition

Postby The Zombie Killer » Sun Feb 28, 2016 11:28 pm

I tried it in the latest dev builds (both ZDoom and GZDoom) and it was a buggy mess.
I ran it in ZDoom 2.8.1 and it ran like a charm.

I guess something from the scripting branch merge broke it
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Re: "(File)Size Matters" 64K Competition

Postby ibm5155 » Mon Feb 29, 2016 5:35 am

Just in case, here's the gameplay of Glitch Land
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Re: "(File)Size Matters" 64K Competition

Postby DeXiaZ » Mon Feb 29, 2016 1:19 pm

And here is a useful tool posted by Dancso that compresses UDMF maps. There are other entries posted in this thread, but I've only listed the last one posted for each user because...

No way, I thought "only one will be accepted" means "only 1 work will win", it doesn't make other works ignored or something, lol.
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