Knee-Deep in KDiZD: Z1M3 screenshot-whoring brigade (12/14)

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Gendo
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by Gendo »

no need for that :) i just find it weird that stuff perfectly supported by doom2.exe isn't supported by modern sourceports :S
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jallamann
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by jallamann »

Gendo: The thing is that most of this stuff that's not supported by ZDoom are (sometimes gruesome) hacks that the engine wasn't designed for but could do anyway.

esselmann: I, uh, meant B.C. :oops:
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esselfortium
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by esselfortium »

jallamann wrote:Gendo: The thing is that most of this stuff that's not supported by ZDoom are (sometimes gruesome) hacks that the engine wasn't designed for but could do anyway.

esselmann: I, uh, meant B.C. :oops:
Interestingly enough, it has no problems at all running in many other modern sourceports :P
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Risen
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by Risen »

Gendo wrote:no need for that :) i just find it weird that stuff perfectly supported by doom2.exe isn't supported by modern sourceports :S
Doom2.exe doesn't support these tricks... it'd be more accurate to say that it tolerates them.
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hnsolo77
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by hnsolo77 »

im still curious to exactly how a fully automated intro map is possible as well as several other tricks

that and ill admit while i was skeptical of this at first im looking forward to playing this on an old ass PC
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jallamann
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by jallamann »

I have my P133 comp running DOS 6.22 ready... :p
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Gendo
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by Gendo »

hmmm... can't slopes be done the same way plane engines in Action Doom were?

Image

Image

Image

Image

Image

i used decreased FOV to "zoom" to the structure in question.
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esselfortium
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by esselfortium »

@Gendo: Not quite like that. Midtextures have been used in KDiKDiZD for a number of visual tricks, including slopes, but one of Doom2.exe's limitations is that no more than 256 segs can be visible onscreen at a time (any extras will just be HOM). Every sidedef is at least one seg, often more, so all the 2-sided lines needed for those plane engines would eat up all the segs and there wouldn't be able to be anything else in the area. We have to be much more careful and conservative with our usage of them, to create structures that appear solid while only actually using a few lines, along with some custom flats and wall textures.
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Gendo
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by Gendo »

alright. eagerly waiting for new screenies :D
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phi108
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by phi108 »

Looking forward to this, I can't wait to see all the tricks!

One wad I know of that uses Doom2.exe in a very awesome way is Suspended in Dusk, but as far as I can tell, it works perfectly in ZDoom. Im guessing that KDIKDIZD will use MANY more Doom2.exe hacks.

I like chocolate doom, except for it's 35 FPS and resolution. So now I've been dusting off prBoom (will it work with KDIKDIZD?), but I can't find any higher resolution option, it only works at 640x480. sad face.

(And neat things in prboom, monsters can give up their chase of the player, and theres a really neat linear depth fog option even in software mode that smoothes the fog level transitions.)
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Gendo
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by Gendo »

i tried SiD and it's indeed quite impressive considering it runs on doom2.exe BUT the annoying this was inability to save the game at level 3, afair (too many things to save). in any case, for definitive answer as to which port is the best for running vanilla doom wads, refer to this:

http://forum.zdoom.org/viewtopic.php?f= ... 15#p386119
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esselfortium
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by esselfortium »

KDiKDiZD is being primarily tested on Chocolate Doom. It should also be compatible with Eternity and most likely PrBoom. Compatibility with other ports is not guaranteed.

And this inevitably has the same problem with saving as Suspended in Dusk map03; there's not any way it could be prevented, though, without either cutting out half the map or just taking most of the monsters out. Even Z1M1 overflows the savegame limit. Chocolate Doom has an option to extend the savegame size, though, and there's also Entryway's Doom2-Plus patch. (Or you could play without saving and hope for good luck? :P )
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Kristus
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by Kristus »

Less talk, more KDIKDIZD
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Gendo
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by Gendo »

esselfortium wrote:And this inevitably has the same problem with saving as Suspended in Dusk map03; there's not any way it could be prevented, though, without either cutting out half the map or just taking most of the monsters out.
yeah, there is. dividing the level into 2 smaller maps : P
esselfortium wrote:Even Z1M1 overflows the savegame limit. Chocolate Doom has an option to extend the savegame size, though, and there's also Entryway's Doom2-Plus patch. (Or you could play without saving and hope for good luck? :P )
or use cheats. or not playing it at all :P
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esselfortium
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Re: [WIP] Knee-Deep in KDiZD - New shots on p15! (08.08.08)

Post by esselfortium »

Gendo wrote:
esselfortium wrote:And this inevitably has the same problem with saving as Suspended in Dusk map03; there's not any way it could be prevented, though, without either cutting out half the map or just taking most of the monsters out.
yeah, there is. dividing the level into 2 smaller maps : P
Heh? Not unless you want all of the larger maps (i.e. most of them) to be divided into 3, 4, or 5 smaller maps. Which wouldn't be even remotely possible, anyway, since you revisit areas.
or not playing it at all :P
lolwut

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