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Postby Bio Hazard » Thu Sep 04, 2003 8:25 pm

yea thats where i found all the textures originally... (see post "Hi-Ressness")

but is there a .wad of it (i cant figure out DeePSeA to do it myself)
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Postby arcticwolf » Thu Sep 04, 2003 8:32 pm

Bio Hazard wrote:yea thats where i found all the textures originally... (see post "Hi-Ressness")

but is there a .wad of it (i cant figure out DeePSeA to do it myself)


Not that I know of...
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Postby Chris » Thu Sep 04, 2003 8:48 pm

A wad with those textures won't work. The only way those high-res textures will work properly is if they're dumped into the proper folder, whatever it is.
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Postby Bio Hazard » Thu Sep 04, 2003 9:15 pm

like the "textures" folder in ZDoomGL?
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Postby MartinHowe » Sat Sep 06, 2003 2:03 am

randy wrote:NTFS does support links, but you have to write a program to create them yourself.


Or do something like this:

rem
rem JDoom is greedy in wanting copies of the wad files
rem in its local directory. This fixes the problem.
rem

setlocal
set maindir=%ThisSite%\IdRaven\Playwad\SPOpen
if not "%1"=="" set maindir=%1

del /f %maindir%\Data\jDoom\Doom.wad
del /f %maindir%\Data\jDoom\Doom.gwa
fsutil hardlink create %maindir%\Data\jdoom\Doom.wad %ThisSite%\IdRaven\Doom1ult\doom.wad
fsutil hardlink create %maindir%\Data\jdoom\Doom.gwa %ThisSite%\IdRaven\Doom1ult\doom.gwa

del /f %maindir%\Data\jDoom\Doom2.wad
del /f %maindir%\Data\jDoom\Doom2.gwa
fsutil hardlink create %maindir%\Data\jDoom\Doom2.wad %ThisSite%\IdRaven\Doom2190\doom2.wad
fsutil hardlink create %maindir%\Data\jDoom\Doom2.gwa %ThisSite%\IdRaven\Doom2190\doom2.gwa

del /f %maindir%\Data\jDoom\TNT.wad
del /f %maindir%\Data\jDoom\TNT.gwa
fsutil hardlink create %maindir%\Data\jDoom\TNT.wad %ThisSite%\IdRaven\Doom2tnt\TNT.wad
fsutil hardlink create %maindir%\Data\jDoom\TNT.gwa %ThisSite%\IdRaven\Doom2tnt\TNT.gwa

del /f %maindir%\Data\jDoom\Plutonia.wad
del /f %maindir%\Data\jDoom\Plutonia.gwa
fsutil hardlink create %maindir%\Data\jDoom\Plutonia.wad %ThisSite%\IdRaven\Doom2plt\Plutonia.wad
fsutil hardlink create %maindir%\Data\jDoom\Plutonia.gwa %ThisSite%\IdRaven\Doom2plt\Plutonia.gwa

del /f %maindir%\Data\jHeretic\Heretic.wad
del /f %maindir%\Data\jHeretic\Heretic.gwa
fsutil hardlink create %maindir%\Data\jHeretic\Heretic.wad %ThisSite%\IdRaven\Htic1ssr\Heretic.wad
fsutil hardlink create %maindir%\Data\jHeretic\Heretic.gwa %ThisSite%\IdRaven\Htic1ssr\Heretic.gwa

del /f %maindir%\Data\jHexen\HeXen.wad
del /f %maindir%\Data\jHeXen\HeXen.gwa
fsutil hardlink create %maindir%\Data\jHeXen\HeXen.wad %ThisSite%\IdRaven\HexenV11\HeXen.wad
fsutil hardlink create %maindir%\Data\jHeXen\HeXen.gwa %ThisSite%\IdRaven\HexenV11\HeXen.gwa

del /f %maindir%\Data\jHexen\HeXDD.wad
del /f %maindir%\Data\jHeXen\HeXDD.gwa
fsutil hardlink create %maindir%\Data\jHeXen\HeXDD.wad %ThisSite%\IdRaven\HexenD11\HeXDD.wad
fsutil hardlink create %maindir%\Data\jHeXen\HeXDD.gwa %ThisSite%\IdRaven\HexenD11\HeXDD.gwa

endlocal

FSUtil is an official M$ program that comes with Windows XP Pro. Haven't tried to find it in 2K yet and I don't have XP Home to look at.
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Postby arcticwolf » Sat Sep 06, 2003 6:27 am

MartinHowe wrote:FSUtil is an official M$ program that comes with Windows XP Pro. Haven't tried to find it in 2K yet and I don't have XP Home to look at.


It seems to come with that, too.
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Postby Tormentor667 » Sat Sep 06, 2003 9:02 am

Well, I have read now through the complete thread and the following things sound interesting and useful:
  • Wolf3D Support - Although the code might be absolutely different, it would be nice to have Wolfenstein3D monsters implemented in Doom, Heretic and Hexen games... or... just wait for DoomScript :D
  • Heretic/Hexen DeHackEd in Doom Games - Useful in Hybrid Games and other stuff.
  • 3D Floors - The number one feature of Vavoom and Legacy. It would look so fucking great in ZDoom and I would have so fucking great ideas for 3D Floor maps :D
  • Real Light sources for software mode - I think this feature has been used in Quake and would be an amazing addon to ZDoom. Imagine "Light" things with "Intensity","Color" and other arguments :)
  • Transparent Floors - You can already see them in Legacy. Maybe you can combine it with 3D Floors or the Transfer_Height Linemodifier?!
  • Particle Fountain Arguments - Give the particlefountains arguments ("Amount of Particles", "Speed", "Width of the fountain", "Height of the Fountain", etc.)
  • Movable Skyboxviewpoint - Skybox Viewpoint moves with a relativ speed to the players movement in it's skybox (movable skyboxviewpoint has a percantage argument for the movements' speed). It moves relative to every player itself, not global.
  • More Particlestuff!! - For example small white bubble particles for underwater scenes. They slowly move to the top :) Fountains which spread out their particles horizontally, not verticalle. Also, some particle weather would be great (snow particles, rain particles, sandstorm particles).
  • 360° Sky - Possibility to create one large Bitmap which is drawn to a 360° sky by ZDoom (highres texture for example), in combination with a skybox, this feature would r0x0r my b0x0rs :D
  • More AI for Scripted Marines - They ARE ABSOLUTELY DUMB, they even shoot their camerades and myself. Please give them a second argument like "Activate better AI", so they move better and don't kill theirselves.
Some things are already implemented:
  • OpenGL Support - ZDoomGL
  • 24/32bit color - ZDoomGL
  • AntiAliasing - ZDoomGL
  • Halos and Stuff - ZDoomGL
And finally, some stuff is stupid:
  • Strife Support - As the developers of Strife still haven't released the sourcecode of Strife, it's nearly impossible to get it working. Vavoom tried but failed.
  • Colored Blood - Common guys, is this really important?
  • Limitless Up&Down View - It looks absolutely stupid with sprites, so don't do this ever!

...so far, this is my wishlist ;) I hope some stuff is useful and will be implemented :D
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Postby wildweasel » Sat Sep 06, 2003 9:21 am

My ONE request:

Doom DEH support for Heretic and Hexen - I loaded my Doom: Operational Support into Heretic and summoned my three-round burst rifle (replacing the pistol). It still acted like a pistol. Doom DEH support in those two games would make for some really neat weaponry additions to a game of Hexen...
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Postby Bio Hazard » Sat Sep 06, 2003 2:01 pm

Feature requests:

sprites and particles for bullett puffs: blood can do both so why not puffs? i remember a long time ago randy said that particles only actually draws the puff for consistency reasons but its invisible. why not just copy over the option and take off the invisible thing?

lots more blood splats created: just spawn more splats... coudnt be that hard but turn it off in net play for consistency reasons...

Flyback: small monsters (zimbies, shotgun d00ds, imps, and nazis) fly back when shot with the shotgun or supershotgun. you could turn it off in netgames for consistency reasons. currently this goes backwards O_o

thing rotation: Thing_rotate(tid,new_angle); or does this already exist?

a way to make animals: kind of like scripted marines but marines move around too much. you would need to provide a skin for an animal tho that way you could put a dog in a garage or backyard or something... heck just skinning a marine would work... can you do that? at least add an amount to movement so they sometimes just stand around...

BULLETT TIME: do i have to explain it? (single player only of course)
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Postby randi » Sat Sep 06, 2003 4:37 pm

Ooo. I did not know about fsutil. Cool.
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Postby wildweasel » Sat Sep 06, 2003 11:19 pm

BULLETT TIME: do i have to explain it? (single player only of course)

This could work if a TIMESCALE command is introduced...set TIMESCALE to 0.3 and go slow. Except you can't see the bullets, but it's still darn cool! Just make the bullets a new projectile attack with a very high speed, and a single yellow pixel for their graphics. Not sure how this would be done with shotguns...
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Postby Hirogen2 » Sun Sep 07, 2003 4:47 am

>Wolf3D Support
Make a TC.

>Real Light sources for software mode
À la Unreal (software) ? :) I would like to keep the usual sector lightning -and have this approach, so I just need to place a light object near a LIT texture and that's it.

>360° Sky
This can be realized with a bitmap of any size and a SuperSkybox(tm) :P that's a 16-sided skybox, with a circumference of 16 * r, r usually 64, but can be anything.

>Some things are already implemented:
>24/32bit color[/b] - ZDoomGL
Want 24 in software mode.

>Strife Support
It is just "as stupid" as your Wolf3D idea. Strife is just a "better" Hexen, it can't compare to W3D. If we'd implement a W3D subsystem, the ROTT engine could be implemented at the same time,... but wait, Randy said modifying ZDoom to ROTT (or even basic W3D) is a hell of work.

>Limitless Up&Down View[/b] - It looks absolutely stupid with sprites, so don't do this ever!
JDoom is just as crappy when used with sprites.
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Postby Tormentor667 » Sun Sep 07, 2003 5:49 am

@H2 - But JDoom isn't limited to software mode and can use models ;)
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Postby MLdB » Sun Sep 07, 2003 8:15 am

wildweasel wrote:Not sure how this would be done with shotguns...


with shotguns it's haffu pixel per pellet ;)
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Postby Hirogen2 » Sun Sep 07, 2003 9:51 am

Tormentor667 wrote:@H2 - But JDoom isn't limited to software mode and can use models ;)

In turn, JDoom cannot do in software mode.
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