2d to 3d sprites ?

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Belial
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Post by Belial »

neoworm wrote:I never was good at playing on keyboard only, thats why I use ZDooM not Vannilla.
Obligatory wtf

So what's stopping you from using the mouse in vanilla?
Animeye
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Post by Animeye »

Reason Models in Doom Look Crummy: Nobody has bothered to put the extra time into making good ones, as well as creating an atmosphere that would support them.
neoworm wrote: I think in DooM bible is written that original purpouse of autors was something like Strife, maybe only something like Hexen, and it is exactly what ZDooM adds into game (good example -> adventure-like Phocas Island II).
On that point, does anyone know if somebody has bothered to try to go through the Doom Bible and try to recreate Doom as it was desired to be/
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Matt
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Post by Matt »

Belial wrote:So what's stopping you from using the mouse in vanilla?
The maximum mouse sensitivity in vanilla Doom is a tiny fraction of many common (though non-default) settings people normally use - comparable to maybe 5 or 6 in UT where 14-16 can get a decent reaction time at a minor cost to precision.

EDIT: ZDoom's 1 is about as high as you could go in vanilla. I typically use 2.5 (and sometimes get killed with my mouse at the very edge of the pad) and 3.0 is roughly equivalent to what I use in UT.
Last edited by Matt on Tue Jan 09, 2007 1:25 am, edited 1 time in total.
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Alterworldruler
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Post by Alterworldruler »

3D models are only good when you're trying to create totally different game on zdoom or gzdoom look for example zan zan TC, it's totally different game and 3d models do job
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Belial
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Post by Belial »

Vaecrius: Edit the cfg to set it to a reasonable value (I use 30), and if you're still missing something use Intellimouse for acceleration.
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neoworm
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Post by neoworm »

Animeye wrote:On that point, does anyone know if somebody has bothered to try to go through the Doom Bible and try to recreate Doom as it was desired to be/
GooD idea, but I think it will end up just like other large projects around.
NiGHTMARE
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Post by NiGHTMARE »

Actually, there is a ZDoom project heavily inspired by the Doom bible, and in fact it was released several years. Tei Tenga is its name.
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HotWax
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Post by HotWax »

IIRC, in vanilla there's also no way to disable the mouse for forward/backward movement, which means if you have the sensitivity high enough that turning feels natural, you're also bouncing back and forth like an idiot.
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Belial
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Post by Belial »

novert (and since I don't use that and can still play just fine all it means is that you can't control your mouse properly)

And before someone asks another obvious question, yes vanilla has autorun (another thing I never use).
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HotWax
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Post by HotWax »

Wow, I must have been doing something wrong for 3 years then. :?
Mewdoom
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Post by Mewdoom »

I wonder if exist a tool to easly transform 2d to a 3d ?
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TheDarkArchon
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Post by TheDarkArchon »

Most likely not.
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HotWax
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Post by HotWax »

How would that even be remotely possible...
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Sekto
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Post by Sekto »

how about make it so, you can choose weather to give a topview to a sprite if needed? with a little decorate coding? or we can always wait until edge adds it and see how shit it turns out :P
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HotWax
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Post by HotWax »

That's not the issue. ZDoom does much the same thing in supporting 0, 8, or 16 rotations. If only a 0 rotation is provided, it is shown regardless of angle. If 1-8 are provided but 9-G are not, it treats it as an 8-rotation sprite, and if 1-G are provided, it is 16 rotations. Thus it could easily be expanded to support more than that, except for one minor problem: you'd quickly run out of letters of the alphabet.

Let's take the simplest example: 1 overhead rotation and 1 underneath rotation. If each of these supports 16 X/Y rotations (in addition to the standard "straight on" rotations), you'd have 16*3, or 48 graphics per frame. After using up 0-9 and A-Z, you are still left with 12 graphics needing characters to denote them.

The other obvious problem is that it wouldn't ever be used. Who wants to draw 48 graphics per frame? :?
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