Next release: Real 3D floors?

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
randi
Site Admin
Posts: 7749
Joined: Wed Jul 09, 2003 10:30 pm
Contact:

Post by randi »

Oh man! There's a lot of sucking going on in this topic!
User avatar
Cutmanmike
Posts: 11353
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom
Contact:

Post by Cutmanmike »

Ew
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

Isn't it? ;) It's just so much fun bashing the deficiencies in other source ports... :twisted:
User avatar
HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

Personally, I think ZDoom's DECORATE lump is very well laid out and easy to use. But then I'm a C programmer, so maybe that's why. :P
User avatar
Lexus Alyus
Posts: 4220
Joined: Tue Jul 15, 2003 5:07 pm
Location: Nottingham, UK
Contact:

Post by Lexus Alyus »

Personally I think Zdoom is the worst port ever!

:twisted:
NiGHTMARE
Posts: 3463
Joined: Sat Jul 19, 2003 8:39 am

Post by NiGHTMARE »

Neither ZDoom nor EDGE have support for an unlimited amount of sprites, since there's a limit to the number of possible 8-character combinations :P.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

Well, assuming that you could use 50 different characters in the 4 char prefix it'd be 6250000 combinations. Multiply that with the 29 frame characters and you have 181250000 distinct sprite frames. I think we can safely say that is more than all Doom mods ever created contain altogether... ;)
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Post by TheDarkArchon »

Graf Zahl wrote:DECORATE was inspired to a large degree by the monster definition capabilities of DDF.
Agreed. I found it easy to transfer from DDF to DECORATE. Hopefully weapons implementation will be similar.

EDIT: And FYI, Graf, JDoom's models animate smoothly while VaVoom's (at least Silent Steels's, which were Q2 rips.) models jerk-from-on-one-frame-to-another-just-like-sprites-but-it-is-more-noticable-with-models.
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Post by TheDarkArchon »

wildweasel wrote:And most of all, Immoral Conduct.
The best weapons mod, period, I'll give you that. But it's the ONLY reason I have EDGE as there are still too many flaws with it, especially with it's GL renderer. And when .64 comes out, Cory Whittle is BOUND to port it to ZDoom, seeing he has used ZDoom before.
WildWeasel (AGAIN) wrote:dynamic lights
The flawed GL renderer mean that activating these with Immoral Conduct kills your framerate.
User avatar
HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

NiGHTMARE wrote:Neither ZDoom nor EDGE have support for an unlimited amount of sprites, since there's a limit to the number of possible 8-character combinations :P.
If you want to get picky, there's really no such thing as "unlimited" when it comes to computers. Eventually you've got to run out of hard drive space... :roll:
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

TheDarkArchon wrote:
Graf Zahl wrote:DECORATE was inspired to a large degree by the monster definition capabilities of DDF.
Agreed. I found it easy to transfer from DDF to DECORATE. Hopefully weapons implementation will be similar.
If Randy didn't change anything, yes.

Here are 2 test weapons with which I tested the format:

Code: Select all

WEAPON HolyCross 10181
{
	PuffType PlasmaPuff

	PickupSound "misc/p_pkup"
	PickupMsg "You got the holy cross. use it wisely!"
	FireSound "*fist"
	AmmoType Faith
	PerShot 1
	GiveAmmo 100
	States
	{
	Spawn:
		CRSS A -1 BRIGHT
		Loop
	Ready:
		CROS A 1 A_WeaponReady
		Loop
	Deselect:
		CROS A 1 A_Lower
		Loop
	Select:
		CROS A 1 A_Raise
		Loop
	Fire:
		PUNG B 4 
		PUNG C 4 A_CustomPunch(10000)
		PUNG D 5
		PUNG C 4
		PUNG B 5 A_ReFire
		Goto Ready
	}
}


//===========================================================================
//
// Shotgun
//
//===========================================================================
WEAPON TestShotgun 12001
{
	PickupSound "misc/w_pkup"
	PickupMsg "You got the experimental shotgun!"
	AmmoType Shell
	GiveAmmo 8
	PerShot 2
	FireSound "weapons/shotgf"
	PuffType PlasmaPuff
	HitPuffType YPlasmaPuff
	OptionalAmmo
	Scale 2
	States
	{
	Spawn:
		SHOT A -1
		Loop
	Ready:
		SHTG A 1 A_WeaponReady
		Loop
	Deselect:
		SHTG A 1 A_Lower
		Loop
	Select:
		SHTG A 1 A_Raise
		Loop
	Fire:
		SHTG A	3 A_JumpIfNoAmmo(14)
		SHTG A  0 A_GunFlash
		SHTG A	0 A_FireCustomMissile("PlasmaBall")
		SHTG A	0 A_FireCustomMissile("PlasmaBall", -3, 1, -5, 0)
		SHTG A	0 A_FireCustomMissile("PlasmaBall",  3, 1, 5, 0)
		SHTG A	0 A_FireCustomMissile("PlasmaBall", -6, 1, -5, 5)
		SHTG A	7 A_FireCustomMissile("PlasmaBall",  6, 1, 5, 5)
		SHTG BC	5
		SHTG D	4
		SHTG CB	5
		SHTG A	3
		SHTG A	7 A_ReFire
		Goto Ready
		SHTG A  3
		SHTG A  0 A_GunFlash
		SHTG A	7 A_FireBullets(10, 0, 15, 10)
		SHTG BC	5
		SHTG D	4
		SHTG CB	5
		SHTG A	3
		SHTG A	7 A_ReFire
		Goto Ready
	Flash:
		SHTF A 4 BRIGHT A_Light1
		SHTF B 3 BRIGHT A_Light2
		SHTF B 0 A_Light0
		Stop

	WL2_Fire:
		SHTG A	3 A_JumpIfNoAmmo(10)
		SHTG A  0 A_GunFlash
		SHTG A	0 A_FireCustomMissile("BFGBall")
		SHTG BC	5
		SHTG D	4
		SHTG CB	5
		SHTG A	3
		SHTG A	7 A_ReFire
		Goto Ready
		SHTG A  3
		SHTG A  0 A_GunFlash
		SHTG A	7 A_FireBullets(10, 5, 25, 6)
		SHTG BC	5
		SHTG D	4
		SHTG CB	5
		SHTG A	3
		SHTG A	7 A_ReFire
		Goto Ready

	}
	Weaponlevel2
	PuffType YPlasmaPuff
	HitPuffType PlasmaPuff
}


(BTW, that was 6(!) months ago... :( )
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Post by wildweasel »

TheDarkArchon wrote:
WildWeasel (AGAIN) wrote:dynamic lights
The flawed GL renderer mean that activating these with Immoral Conduct kills your framerate.
I'll admit my system is a semi-decent one (933 MHz with Geforce 4 TI), but the latest version of EDGE does not have poor framerates. I've played it with ICD-SE, and it still runs happily at 35 FPS. (Kinda makes me wish it had that uncapped framerate...)

Like I said though, EDGE isn't my preferred port. I use it now because obviously 2.0.64 isn't out yet, so I can't do cool stuff with its weapons yet.
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Post by TheDarkArchon »

Graf Zahl wrote:
I wrote:
Graf Zahl wrote:DECORATE was inspired to a large degree by the monster definition capabilities of DDF.
Agreed. I found it easy to transfer from DDF to DECORATE. Hopefully weapons implementation will be similar.
If Randy didn't change anything, yes.

Here are 2 test weapons with which I tested the format:

Code: Select all

WEAPON HolyCross 10181
{
	PuffType PlasmaPuff

	PickupSound "misc/p_pkup"
	PickupMsg "You got the holy cross. use it wisely!"
	FireSound "*fist"
	AmmoType Faith
	PerShot 1
	GiveAmmo 100
	States
	{
	Spawn:
		CRSS A -1 BRIGHT
		Loop
	Ready:
		CROS A 1 A_WeaponReady
		Loop
	Deselect:
		CROS A 1 A_Lower
		Loop
	Select:
		CROS A 1 A_Raise
		Loop
	Fire:
		PUNG B 4 
		PUNG C 4 A_CustomPunch(10000)
		PUNG D 5
		PUNG C 4
		PUNG B 5 A_ReFire
		Goto Ready
	}
}


//===========================================================================
//
// Shotgun
//
//===========================================================================
WEAPON TestShotgun 12001
{
	PickupSound "misc/w_pkup"
	PickupMsg "You got the experimental shotgun!"
	AmmoType Shell
	GiveAmmo 8
	PerShot 2
	FireSound "weapons/shotgf"
	PuffType PlasmaPuff
	HitPuffType YPlasmaPuff
	OptionalAmmo
	Scale 2
	States
	{
	Spawn:
		SHOT A -1
		Loop
	Ready:
		SHTG A 1 A_WeaponReady
		Loop
	Deselect:
		SHTG A 1 A_Lower
		Loop
	Select:
		SHTG A 1 A_Raise
		Loop
	Fire:
		SHTG A	3 A_JumpIfNoAmmo(14)
		SHTG A  0 A_GunFlash
		SHTG A	0 A_FireCustomMissile("PlasmaBall")
		SHTG A	0 A_FireCustomMissile("PlasmaBall", -3, 1, -5, 0)
		SHTG A	0 A_FireCustomMissile("PlasmaBall",  3, 1, 5, 0)
		SHTG A	0 A_FireCustomMissile("PlasmaBall", -6, 1, -5, 5)
		SHTG A	7 A_FireCustomMissile("PlasmaBall",  6, 1, 5, 5)
		SHTG BC	5
		SHTG D	4
		SHTG CB	5
		SHTG A	3
		SHTG A	7 A_ReFire
		Goto Ready
		SHTG A  3
		SHTG A  0 A_GunFlash
		SHTG A	7 A_FireBullets(10, 0, 15, 10)
		SHTG BC	5
		SHTG D	4
		SHTG CB	5
		SHTG A	3
		SHTG A	7 A_ReFire
		Goto Ready
	Flash:
		SHTF A 4 BRIGHT A_Light1
		SHTF B 3 BRIGHT A_Light2
		SHTF B 0 A_Light0
		Stop

	WL2_Fire:
		SHTG A	3 A_JumpIfNoAmmo(10)
		SHTG A  0 A_GunFlash
		SHTG A	0 A_FireCustomMissile("BFGBall")
		SHTG BC	5
		SHTG D	4
		SHTG CB	5
		SHTG A	3
		SHTG A	7 A_ReFire
		Goto Ready
		SHTG A  3
		SHTG A  0 A_GunFlash
		SHTG A	7 A_FireBullets(10, 5, 25, 6)
		SHTG BC	5
		SHTG D	4
		SHTG CB	5
		SHTG A	3
		SHTG A	7 A_ReFire
		Goto Ready

	}
	Weaponlevel2
	PuffType YPlasmaPuff
	HitPuffType PlasmaPuff
}


(BTW, that was 6(!) months ago... :( )
I LOVE IT!! :wub: Secondary firing, infinite ammo types (Faith isn't an ammo in any Doom-based engine AFAIK. That's something even EDGE hasn't got), random jumping and conditional jumping. GENIUS!!!!
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

Secondary firing is for the Tome of Power, not a second firing key.

As for the ammo types: Randy said he implemented them differently than I did so I didn't post my implementation.

You are still limited to at most 80 weapons in a game because that is the absolute maximum ZDoom can handle simultaneously (10 weapon slots * 8 weapons in each one)
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Post by TheDarkArchon »

Ah well. (Binds a key to "powerup"). EDGE can only handle around twenty in the players inventory at any one time so the 80 weapon limit isn't bad. And who is going to use 80 weapons anyway. Exactly.

EDIT: Just out of curiosity, what is the second number in A_FireBullet's mean.
Post Reply

Return to “General”