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Re: Deformed Doom - deform any Doom map!

PostPosted: Sun May 10, 2020 2:09 am
by Sunbeam
Redneckerz wrote:Nevertheless, a fixed source port version of this similar to those would be kind of neat. Yes, i get that its subject to the whole Tying to a specifc version is dangerous spiel, but it could be an interesting basis.

Seeing it requires GZDoom 4.3 though, a lot of common options are out of order sadly.

But what would the benefits of this be compared to this mod-only approach? Even as a sourceport the requirement for recalculating BSP-stuff would still remain. And yes, creating a sourceport always has the drawback of falling behind rather quickly. (G)ZDoom devs are just to quick! 😉

The mod requires GZDoom 4.3 because of specific ZScript features added in that version. Going the sourceport way would solve that "problem" (you could add it to older versions).
What options are you talking about?

Re: Deformed Doom - deform any Doom map!

PostPosted: Mon May 11, 2020 2:36 am
by Redneckerz
Sunbeam wrote:But what would the benefits of this be compared to this mod-only approach? Even as a sourceport the requirement for recalculating BSP-stuff would still remain. And yes, creating a sourceport always has the drawback of falling behind rather quickly. (G)ZDoom devs are just to quick! 😉

Well, better source control - Because obviously none of this stuff would make it into mainline GZDoom in the first place. If you would experiment further and discover other new ways of BSP trickery, then you are effectively branching off anyway. After all, we are talking about a port that abuses the renderer in several ways. Think of it as the (in)famous lilith.pk3, but applied in a more general way (and a less glitched manner). Basically a port for the avantgarde, sort to say.

It would be similar to ScoreDoom in a way - But then again, ScoreDoom (and ScoreDoomST) were made in a time of pre-ZScript. So yeah, effectively you don't ''need'' a source modification anymore since so much can be done just in ZScript - but said ZScript will have to remain compatible with later GZDoom versions. Locking it to a source mod based on 4.3 would, as you say, indeed solve that ''problem''.

Re: Deformed Doom - deform any Doom map!

PostPosted: Mon May 11, 2020 6:52 am
by EpicTyphlosion
This mod is amazing! It makes E1M1 go from being completeable in about a minute to over five minutes, lol. My only request would be something like a square or rectangular deformation shape. That way you'd be able to stretch or shrink the map in one direction, or all round!

Re: Deformed Doom - deform any Doom map!

PostPosted: Mon May 11, 2020 7:54 am
by Caligari87
@EpicTyphlosion check out BigDoom by Josh, it does basically that (allow scaling the map up or down in any/all directions).

8-)

Re: Deformed Doom - deform any Doom map!

PostPosted: Wed May 13, 2020 2:25 am
by Sunbeam
Redneckerz wrote:So yeah, effectively you don't ''need'' a source modification anymore since so much can be done just in ZScript - but said ZScript will have to remain compatible with later GZDoom versions. Locking it to a source mod based on 4.3 would, as you say, indeed solve that ''problem''.
Actually I think that keeping a mod as Decorate/ZScript seems to be a much safer way. If I had to extrapolate the development of (G)ZDoom in the future based on how it developed in the past, I'd say that mods will be compatible long after their release. The developers even included patches in the engine to support some random old WADS... While creating a source fork would be outdated after roughly one week. 😉

EpicTyphlosion wrote:This mod is amazing! It makes E1M1 go from being completeable in about a minute to over five minutes, lol. My only request would be something like a square or rectangular deformation shape. That way you'd be able to stretch or shrink the map in one direction, or all round!
It would be possible. But it seems that was done just now! 😁
I also thought about adding a level flipper, but that was already created by Rachael and I didn't want to copy it.

Re: Deformed Doom - deform any Doom map!

PostPosted: Wed May 13, 2020 5:55 am
by Redneckerz
Sunbeam wrote:Actually I think that keeping a mod as Decorate/ZScript seems to be a much safer way. If I had to extrapolate the development of (G)ZDoom in the future based on how it developed in the past, I'd say that mods will be compatible long after their release. The developers even included patches in the engine to support some random old WADS... While creating a source fork would be outdated after roughly one week. 😉

But those old WADS were effectively outliers, and in general, if you just state that Deformed Doom needs GZDoom 4.3.3, that's the minimal requirement.

My idea was more on expanding the kind of things you can do in more abstract ways. Obviously that's outside the realm of a mod, really. Hope that clears it up!

Re: Deformed Doom - deform any Doom map!

PostPosted: Wed May 13, 2020 8:19 am
by irontusk341
Dont try this mod on a mushroom or LSD trip.... You're gonna lose your friggin mind. lol

Re: Deformed Doom - deform any Doom map!

PostPosted: Fri May 15, 2020 5:25 am
by Sunbeam
Redneckerz wrote:My idea was more on expanding the kind of things you can do in more abstract ways. Obviously that's outside the realm of a mod, really. Hope that clears it up!

Yes it does. :)
Let's just look at it another way: Let's wait another couple of weeks/months and maybe even more things will be possible in ZScript. In this case we would have the best of both worlds: More flexibility and compatibility with the mainstream engine. 👍

Bump this topic if more options become available! 😉

Re: Deformed Doom - deform any Doom map!

PostPosted: Sun May 17, 2020 11:06 am
by Redneckerz
Sunbeam wrote:Yes it does. :)
Let's just look at it another way: Let's wait another couple of weeks/months and maybe even more things will be possible in ZScript. In this case we would have the best of both worlds: More flexibility and compatibility with the mainstream engine. 👍

Wait for GZ 4.4, is all i hear :wink:

Sunbeam wrote:Bump this topic if more options become available! 😉

I mean, i technically have to answer or else its rude to leave your comment in the dust. So now what? :mrgreen:

Re: Deformed Doom - deform any Doom map!

PostPosted: Tue May 19, 2020 1:43 pm
by Sunbeam
Redneckerz wrote:Wait for GZ 4.4, is all i hear :wink:

Not necessarily. The code necessary for Deformed Doom was added in some inbetween versions. So you never know. 😉

Redneckerz wrote:I mean, i technically have to answer or else its rude to leave your comment in the dust. So now what? :mrgreen:

Did I miss a new GZDoom version? Doesn't look like it! 😁

Re: Deformed Doom - deform any Doom map!

PostPosted: Sat May 23, 2020 10:30 pm
by MaxRideWizardLord
Looks neat. Are we really getting to a point where we'd be able to change\modify\distort\edit any map in a real time, while playing on that map?

Re: Deformed Doom - deform any Doom map!

PostPosted: Sun May 24, 2020 3:20 pm
by Caligari87
No.

8-)

Re: Deformed Doom - deform any Doom map!

PostPosted: Sun May 24, 2020 10:54 pm
by Captain J
Now that. Is the right answer to the meaning of life.

Re: Deformed Doom - deform any Doom map!

PostPosted: Mon Aug 17, 2020 2:21 pm
by NeenerWiener
I'm having a serious issue from this mod, so it worked fine, deformed a map, but the wad is permanently deformed even without using the mod, I have no clue how to revert it or fix it.

Re: Deformed Doom - deform any Doom map!

PostPosted: Mon Aug 17, 2020 6:40 pm
by Solaela
NeenerWiener wrote:I'm having a serious issue from this mod, so it worked fine, deformed a map, but the wad is permanently deformed even without using the mod, I have no clue how to revert it or fix it.


Yes. This happened to me too. Absolutely zero clue how. I even tried redownloading a fresh copy of the wad and it's STILL deformed. The wad was Planisphere 2 and even tried running just that solo but zero luck