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

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

Postby AD_79 » Mon Feb 15, 2016 10:19 am

You may very well be correct. I'll have to look into that later.
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Re: "(File)Size Matters" 64K Competition

Postby Nash » Mon Feb 15, 2016 10:29 am

Image

Here's another test on a smaller (but still procedurally-generated) UDMF WAD. Zipped and 7z'ed both at "Ultra" compression settings. Of particular note is that compressing the WAD into .7z is much, MUCH faster than .zip and also yields a smaller file... conclusion, 7z is the superior compression format here. And UDMF compresses the best.
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Re: "(File)Size Matters" 64K Competition/ Moving enemies v3

Postby robot master L.S » Mon Feb 15, 2016 10:44 am

Well here is the mods:
: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.
Last edited by robot master L.S on Sat Feb 27, 2016 8:48 am, edited 6 times in total.
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Re: "(File)Size Matters" 64K Competition

Postby kodi » Mon Feb 15, 2016 10:51 am

Nash wrote:And UDMF compresses the best.
Great to know!

Of particular note is that compressing the WAD into .7z is much, MUCH faster than .zip and also yields a smaller file... conclusion, 7z is the superior compression format here.
I've been using 7z almost exclusively for about a decade 8-)

Procedural generation
Perhaps we'll see the zdoom equivalent of this in late april , heh
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Re: "(File)Size Matters" 64K Competition

Postby daimon » Mon Feb 15, 2016 11:22 am

interesting, MAYBE i will come out with something...
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Re: "(File)Size Matters" 64K Competition

Postby _mental_ » Tue Feb 16, 2016 2:49 am

kodi wrote:
Procedural generation
Perhaps we'll see the zdoom equivalent of this in late april , heh

A little bit off-topic but it's not fair to compare (G)ZDoom with demo scene tools. Demo authors tune both code and data/assets. Although the idea of this contest is to do something clever by changing only the second.
By the way, there is at least one BSD licensed library (and so, usable with ZDoom) to deal with procedural textures. Don't know though how demanded this feature would be in the community.
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Re: "(File)Size Matters" 64K Competition

Postby Nash » Tue Feb 16, 2016 3:14 am

_mental_ wrote:By the way, there is at least one BSD licensed library (and so, usable with ZDoom) to deal with procedural textures. Don't know though how demanded this feature would be in the community.


Are there any real-world practical examples of this library being used in any game?
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Re: "(File)Size Matters" 64K Competition

Postby _mental_ » Tue Feb 16, 2016 3:37 am

Nash wrote:Are there any real-world practical examples of this library being used in any game?

I don't think so, it was used in bunch of 64K demos. AFAIK some proprietary procedural texture generation was used in RoboBlitz.
The download size is no longer an issue, constraints of marketing platforms are now mostly liberal.
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Re: "(File)Size Matters" 64K Competition

Postby patrik » Tue Feb 16, 2016 7:52 am

robot master L.S wrote:Well here is the mod:
http://www.mediafire.com/download/hbs5adc9dxm2zsb/MovingEnemies.wad
Iwads: Ultimate Doom,Doom2,Tnt and Plutonia
Works with any Map pack (without new monsters).
Any (G)Zdoom, Works in Zandronum too!
File size: 14 kb
Description:
The monsters will wander around in map before you see it!

Nice idea and quite fresh way to play original IWADs (especially with enabled fast monsters :) ). But while you are at it, why also not add +NOBLOCKMONST flag to all actors, so they are not limited by monster blocking lines anymore for even more unpredictable results? :wink:

And I know this is out of aim of this mod, being limited only to 64 kb, but it would be nice to have some footsteps sounds with it for more suspenseful experience, maybe in form of addon?
----------------------------------------------------------------------------
Ahem, sorry folks for OT, anyway I am very interested what you will manage to accomplish within such limit. Good luck everybody. :thumb:
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Re: "(File)Size Matters" 64K Competition

Postby wildweasel » Tue Feb 16, 2016 9:01 am

I wouldn't be so sure, patrik, you could probably fit decent footstep noises in a few KB with careful compression and quality management.
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Re: "(File)Size Matters" 64K Competition

Postby robot master L.S » Tue Feb 16, 2016 10:15 am

Hey patrik!
This is an edited version of the mod ( i did footsteps before and "monster active sounds" too,but i think in some maps have much noise), the NOBLOCKMONSTER flag is nice idea, i will add this, and the active sounds too (with less chance in this time).
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Re: "(File)Size Matters" 64K Competition

Postby The Zombie Killer » Tue Feb 16, 2016 11:16 pm

Hmm, this could be a fun exercise.
The question is what I should do.
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Re: "(File)Size Matters" 64K Competition

Postby ibm5155 » Wed Feb 17, 2016 5:14 am

64K competition reminds me of 64K demoscene, they're so badass :S https://www.youtube.com/watch?v=CaK0-V9_7Hw
Also, I beat it should be an IWAD and not PWAD, that way you can only use resources from your own wad
EDIT: I'm in
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Re: "(File)Size Matters" 64K Competition

Postby darkhaven3 » Wed Feb 17, 2016 6:57 am

Image

Currently it is 11KB, I am trying to make as "complete" an experience with new map(s?), graphics, music, sounds, etc. as I can until I hit the 64KB limit
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Re: "(File)Size Matters" 64K Competition

Postby Kizoky » Wed Feb 17, 2016 8:31 am

Interesting
I'll try to make a totally new game (mod) for ZDoom, but I guess it will be hard :P
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