The biggest problem with Doom for newer generations
The biggest problem with Doom for newer generations
is lack of enemy voxels.
Whenever my young cousin and their friends saw me play doom, they said it was cool, but as they went near a sprite and looked down, it looks pretty stupid, and can't blame them because it does. The unanimated sprites can be solved with this:
https://www.youtube.com/watch?v=CAdOkSVGwfA
But as far as I know it's impossible to make animated voxels for some reason.
The 3D models for doom look goofy as hell..
Low res textures aren't a problem thanks to minecraft. Basically the main problem is sprites. I tried disabling the x/y angle and make them flat but it still looks pretty off for a millenial.
Whenever my young cousin and their friends saw me play doom, they said it was cool, but as they went near a sprite and looked down, it looks pretty stupid, and can't blame them because it does. The unanimated sprites can be solved with this:
https://www.youtube.com/watch?v=CAdOkSVGwfA
But as far as I know it's impossible to make animated voxels for some reason.
The 3D models for doom look goofy as hell..
Low res textures aren't a problem thanks to minecraft. Basically the main problem is sprites. I tried disabling the x/y angle and make them flat but it still looks pretty off for a millenial.
Re: The biggest problem with Doom for newer generations
Minecraft is a stupid example, it's almost a 20 poly model, it's damn easy to make, but I belive making 3d voxels for doom is more pain in the ass than making a md2 model.
I only see static models being used, because making an animated voxel would require a new model for every frame (since you wouldn't be abble to reuse almost all the previous frame for the next frame).
The thing is, 3d models are nice for static/simple objects, like guns, tables, chairs,...
It would look much better if they could get not a single bright light but a shadow light like vavoom (But on this case, It may be a good Idea to use a proper 3D map format where it would generate 3D surfaces instead of a BSP table)
I only see static models being used, because making an animated voxel would require a new model for every frame (since you wouldn't be abble to reuse almost all the previous frame for the next frame).
The thing is, 3d models are nice for static/simple objects, like guns, tables, chairs,...
It would look much better if they could get not a single bright light but a shadow light like vavoom (But on this case, It may be a good Idea to use a proper 3D map format where it would generate 3D surfaces instead of a BSP table)
Re: The biggest problem with Doom for newer generations
Minecraft is not a stupid example, it paved the way for low res textures to be accepted, so doom textures dont look as off, i wasnt talking about models.
- Ozymandias81
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Re: The biggest problem with Doom for newer generations
Ever stop to think that the problem isn't even the sprites, but the fact that you're using a render environment they weren't designed for?winz wrote:Low res textures aren't a problem thanks to minecraft. Basically the main problem is sprites. I tried disabling the x/y angle and make them flat but it still looks pretty off for a millenial.
Re: The biggest problem with Doom for newer generations
I thought this was going to be a thread about Brutal Doom. :D
Re: The biggest problem with Doom for newer generations
Yes, Doom wasnt designed for mouselook, but disabling mouselook is not a solution when trying to introduce the game to younger players.edward850 wrote:Ever stop to think that the problem isn't even the sprites, but the fact that you're using a render environment they weren't designed for?winz wrote:Low res textures aren't a problem thanks to minecraft. Basically the main problem is sprites. I tried disabling the x/y angle and make them flat but it still looks pretty off for a millenial.
Re: The biggest problem with Doom for newer generations
You not only forgot that freelook was introduced in Heretic, Hexen and Strife, it also was not even close to what I was talking about. Rendering environment means the actual world.
Doom wasn't designed with a 3D renderer (or very much anything 3D at all), and thus trying to put it in one is going to give inaccurate results. Not even Strife:VE had a perfect solution, and it has the closest approximation to date, actually emulating sprite clipping somewhat accurately.
Whether or not GZDoom looks wrong is subject to the individual, but then don't you think you've changed a few too many variables? Because all you have really done is complained about GZDoom specific faults, masquerading them as Doom faults.
Doom wasn't designed with a 3D renderer (or very much anything 3D at all), and thus trying to put it in one is going to give inaccurate results. Not even Strife:VE had a perfect solution, and it has the closest approximation to date, actually emulating sprite clipping somewhat accurately.
Whether or not GZDoom looks wrong is subject to the individual, but then don't you think you've changed a few too many variables? Because all you have really done is complained about GZDoom specific faults, masquerading them as Doom faults.

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Re: The biggest problem with Doom for newer generations
There should be a thread with "How to make GZDoom look like ZDoom" to help with the new players joining and to avoid the "Blurry GZDoom" issue some people have.
- Caligari87
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Re: The biggest problem with Doom for newer generations
Or just start shipping GZDoom with the filtering options turned off, but that's not my call, I guess.


Re: The biggest problem with Doom for newer generations
What I mean about voxel, you'll need make a new voxel model for each frame, and you cannot actually reuse the last one for the new one, so that explain why there's no such animated/complex voxel for doom yet.
Minecraft by the other side uses simple voxels, almost all objects/monsters are formed by cubes (and that could simple result into a 72 poly model [as an example, tomb raider 1 model had 500 poly]), plus, I bet minecraft use a better animation system so you'll be abble to reuse everything just selecting what part of the model will go.
In doom scenary: VOXEL = MD2, may be cool to use, but sux for animated 3D models, noone would have enough time as example (revilution's Hunters Moon mod) convert a spider mastermind MD5 model to a MD3 model, that may result into more than 100 frames for a single monster :O ...
Plus, DS-MODELS sux because their model animations are limited to how many frames the vanila decorate has, I already saw some experiment that made DS-MODELS looks like doomsday models (where the more dammaged the monster was, the more "bullets" and other things would be into their skins) + better animation.
Minecraft by the other side uses simple voxels, almost all objects/monsters are formed by cubes (and that could simple result into a 72 poly model [as an example, tomb raider 1 model had 500 poly]), plus, I bet minecraft use a better animation system so you'll be abble to reuse everything just selecting what part of the model will go.
In doom scenary: VOXEL = MD2, may be cool to use, but sux for animated 3D models, noone would have enough time as example (revilution's Hunters Moon mod) convert a spider mastermind MD5 model to a MD3 model, that may result into more than 100 frames for a single monster :O ...
Plus, DS-MODELS sux because their model animations are limited to how many frames the vanila decorate has, I already saw some experiment that made DS-MODELS looks like doomsday models (where the more dammaged the monster was, the more "bullets" and other things would be into their skins) + better animation.
- raymoohawk
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Re: The biggest problem with Doom for newer generations
maybe adding aditioanal sprites for when you look down at an actor? can that be done?
- Caligari87
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Re: The biggest problem with Doom for newer generations
Already discussed; you'd need to create hundreds of extra angles/animations, and the community is pretty short on sprite artists as-is. Additionally, the sprite name format does not lend itself to any such structure. At that point, you're honestly better off spending the effort on decent 3D models or even voxels.


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Re: The biggest problem with Doom for newer generations
...and that 100+ frames ibm5155, makes the model weights 10MB+ due to be MD3, what i recommend now is use a maximum of 35 frames for each animation set and leave the GZDoom's interpolation do the beauty, the old monsters of Hunter's Moon used all frames from Doom 3 which led the mod to get unecessary weight, now i optimized them and cut off the animations by half (some even a quarter) and with that i included 7, ...7, ...7 new monsters to it and still keeping the mod's size.