Hud camera screen?

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Postby Grubber » Sun May 30, 2004 11:57 pm

-weapon recoil: easy
-crouching and leaning: crouching - little bit complicated, leaning - impossible because doom doesn't support screen tilting
-hud automap: what?
-reloadable weapons: easy, I've also made alternate firing modes for all weapons
-blasting off limbs of enemies: maybe
-Changeable Player's Sprite (via ACS): maybe
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Postby Nmn » Mon May 31, 2004 8:17 am

What's with people yelling about the hud automap?
It doesn't cover the whole screen but it appears in the corner of the screen so You can see it all the time, good in big areas. Oh, I guess we can rely on the classic automap.

Pity that leaning is impossible. Perhaps instead of leaning 45 degree around the corner try to make the player's view slide vertically (like move the viewpoint left when leaning left, but not the player, so the player can see and shoot the enemy without being harmed, because he stays behind the corner) Get it? More possible perhaps?
What about the rideable demon? Are vehicles possible?
Blasting off limbs of enemies-I mean actually things like enemies' "hurt" states, like when he recieved more damage he appears stained with blood (don't worry about the sprites, hehe).
Weapon recoil and reloadables would be very realistic.
If You can find some time try to code these into Zdoom and once You finished please send it over (the new hacked version). I'm planning something that may greatly increase our project capabilities, hehe, a coder!
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Postby Xaser » Mon May 31, 2004 1:17 pm

Nmn wrote:What's with people yelling about the hud automap?


Huh? So far, you're the only person who has actually yelled about it. :P
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Postby Nmn » Mon May 31, 2004 2:35 pm

So?
EDIT: Ahem, I would prefer a discussion about the things that could be coded into Zdoom by Grubber.
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Postby Sphagne » Mon May 31, 2004 10:05 pm

Heh, ok, but I hope Randy do not miss my suggestion about the hud camera screen.
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Postby Grubber » Tue Jun 01, 2004 12:21 am

OK, leaning can be done, but why to use the hud automap? I think that people can press the automap key twice to get the overlay automap instead of looking on tiny automap in corner of screen. And think about 320x200 :-).
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Postby LogicDeLuxe » Tue Jun 01, 2004 4:38 am

Grubber wrote:OK, leaning can be done, but why to use the hud automap? I think that people can press the automap key twice to get the overlay automap instead of looking on tiny automap in corner of screen.
But it's still destracting. Similar to the fake screen shot full of keys :lol: it's really not exactly the best invention in automapping ever.
And think about 320x200 :-).
Sure, this would not be meant for such antique resolutions, but since ZDoom has highres, what the heck? You're not forced to use the HUD map, after all. I guess, that lowres issue was the reason, id removed this feature in the first place.
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Postby Enjay » Tue Jun 01, 2004 5:01 am

Grubber wrote:And think about 320x200 :-).


Does anyone actually play Zdoom in 320x200 on a regular basis? If they are playing in a Windows environment their desktop is at least 640x480 anyway. So unless someone really wants that classic (blergh) look, they won't be using 320x200 (or has a really slow machine), and if they are playing like this for the classic look, they won't want a HUD map anyway.

I personally think the HUD map idea is cool, loooks good and wouls really suit some mods. However, I won't be coding it, so meh!
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Postby LogicDeLuxe » Tue Jun 01, 2004 5:30 am

Enjay wrote:
Grubber wrote:And think about 320x200 :-).
Does anyone actually play Zdoom in 320x200 on a regular basis?
Sometimes, I use it. Mostly to see, if my HUD renders correctly. But compared to 640x480 there is little difference in speed. Apparently ZDoom does a good job in optimizing the renderer code, as it appears to be the fastest none gl port.
Having a few hundred monsters running around slows down the game much more. It becomes completely unplayable with about 1000, while Eternity and PrBoom remain pretty fast with that. Maybe ZDoom could still be optimized a lot with the monster code. Eternity and PrBoom on the other hand become pretty slow in higher resolutions.
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Postby Chilvence » Tue Jun 01, 2004 5:42 am

Zdoom is holding about eleventeen times as much data for every monster on the map, so that could be it.
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Postby Nmn » Tue Jun 01, 2004 7:44 am

Grubber wrote:OK, leaning can be done, .

Great
Grubber wrote:looking on tiny automap in corner of screen. And think about 320x200 :-).

No. A reasonable zoom distance from the player so we can actually see the lines, hence that map wouldn't have a large area mapping distance, yet the lines ould be really visible. Did I mention that such a map shold be transparent? Looks nicer and doesn't cover the space essentially, sides, it would be toggleable.
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Postby Lexus Alyus » Tue Jun 01, 2004 8:24 am

You could set it so you can set the zoom of the hud automap. Basically if you could change the zoom and even have it so you can flip it, basically, view the lil' map on FPS view or view a lil' FPS view in map mode :D. This would require the map and FPS viewpoint to be High-res... is that possible?

I honestly don't have a clue about how difficult these things are, and I'm not asking randy to code it, I'm asking grubber to do it :D.

:twisted:
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Postby Xaser » Tue Jun 01, 2004 8:50 am

Man, Grubber here is doing a great job on implementing stuff here into Zdoom. If only I was good enough to do that...
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Postby Risen » Tue Jun 01, 2004 10:54 am

Leaning: I wonder if it would be possible to do post processing to rotate the entire rendered frame after it is drawn. That way the normal engine wouldn't be drawing anything crooked, but you'd still get the leaning effect. The problems with that are the screen corners and possible performance hit.

Hud automap: Doesn't seem like anything special to me. I probably wouldn't use it. If you need to see a map the big one is fine. The small one just won't have enough useful information.
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Postby Grubber » Tue Jun 01, 2004 10:58 am

Enjay wrote:Does anyone actually play Zdoom in 320x200 on a regular basis?


Yes, I play it in 320x200 on my old computer! Anyway, I play it in 1024x768 on my new computer :-).

Check out my page (unfinished :oops:) to download GrbDoom. It's one of my odler unfinished mods and it has a lot of new stuff in it. It's actually based on 1.23b33. To install it, extract it into NEW folder and copy doom2.wad here (or edit zdoom.ini). Look into Options/Grubber Options for some weapons & monsters options. Don't try it in multiplayer, because it doesn't work (I didn't think about multiplayer the time ago). Try pyramid.wad, it's some sort of test level, collect all the keys to exit.
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