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i don't mind waiting if it means we can get more people on board for this. 
 
Yeah, no rush. God knows I don't REALLY have time for this ... but I was going to do it anyway. :P 
 
Yeah, I didn't want to mention it... but kind of busy with a map for Sock's mod, learning how to do Doom mapping might be a bit much to throw on top. I've never made a Doom map, but it would be fun to learn and make one. 
A Website Where Modders And Mappers Can Download Entities And Such 
Some days ago Jon on the#terrafusion irc chat suggested a website similar to Doom Bestiary, where people could download monsters, weapons and items for them to use in their maps/mods.
Each entities would also have their .qc files alongside their models and sounds of course, but the website could also tell people how to implement them (download qc1.06, text editor of choice, compiler, etc.).
The complicated part is for the weapons however, as they need bit slots. But that can be solved by having a section dedicated to weapons and teach people how to properly implement them (weapons.qc part, how do bitslots work and how to implement them according to the slots used by other weapons).

Me, I'm all in. That would make creating maps, mappacks and mods easier when we're looking for entities that are out of mods of vanilla quake, and that would make people that make entities for the hell of it a way to share them without resorting to creating a map or mod. I'd also deliver my stuff in there was well as my mod's sourcecode (something happened with the mail I sent to Preach, so I'm resorting on creating my own monsters). 
 
Daya: For monsters, it could work.

It could be a dedicated section for monsters in Quaddicted, along with Quake Injector functionality for adding the .qc file to progs.src and calling a QC compiler. This way, no manual editing would be necessary for the end user � and this could help to popularize it. 
DoomJam 
Sure thing, it can wait a little. I'm actually surprised this many people would be up for it. 
 
Should Quake engines replace QC with this?
http://lhartikk.github.io/ArnoldC/ 
 
He should make an ArnieHub and self-host like Linus. 
 
Do robots dream of electric sheep?

http://imgur.com/gallery/kDTbkhS 
 
The Quakes 
they sure dropped out before their hair could fall in tune. 
DoomJam 
I'm up for attempting something if it happens. Still have a Doom mapping itch since contributing a level for 50 Shades of Graytall.

Speaking of the Jam - a suggestion, mainly because it worked well in the project above;

Boom (Doom Format) and maps tested using PrBoom+ -complevel 9 info for maximum compatibility across engines and help avoid Zdoomism mapping mistakes.

These might be useful tutorials/references for those who haven't mapped for Doom before; Doomworld Link. There is also Slade3 as an alternative editor. It will also provide an easier means to edit the final wad compilation at the end.

I might repost this if a DoomJam specific thread is opened. 
50 Shades 
http://onemandoom.blogspot.co.uk/2015/09/50-shades-of-graytall-50shadeswad.html

...limiting the available textures to what are widely considered to be the three least attractive options - DOORTRAK, GRAYTALL, and FIREBLU...

...create a mapset whose limited capacity for visuals forced the authors to focus on the aspects of level design related to gameplay...

Note the bolded bit. That's what they'd like to happen. In my experience though (and this often happens with "greybox" map projects) is that the opposite happens - mappers just spend all their time trying to come up with novel and clever ways to use the limited textures and wanking over geocomp-style funky brush work. 
Oh Yeah 
I'd be totally up for a Doom jam! 
 
It would have to be vanilla Doom 2, no Boom, no high-limit, no fancy stuff. Keeping it simple for the people here who are new to Doom mapping, and in order to maintain a fun jam character. And in this sense, only Func regulars and lurkers, no public hyping. 
I Wont Be Participating 
but I think vanilla doom 2 and no crazy stuff like negke said is probably the way forward. Although I already did hype the jam to Brett Harrell :P 
Good Post, Negke 
I hope we're allowed to have custom sky replacements and custom music in our levels. 
 
If it's vanilla doom2: music will work, sky won't. 
 
No problems with vanilla Doom 2 - but not even limit-removing? 
 
It's a map jam ... I can't imagine you'll have time to hit limits. 
No Public Hyping 
because we wouldn't want level designers to hear about a map jam would we :P 
 
I'm no expert on vanilla limits, but there is a high chance the visplane or seg limit will be hit before you even realise it - even within the first area depending on your intentions.

If we're speaking strictly vanilla doom2.exe, better keep close tabs on these. Any cases of visplane-overflow crashes or HOMs caused by seg-overflow in either doom2.exe or similar classic-engine (Chocolate Doom) will need to be hunted down and fixed - often by reducing scene complexity or blocking line of sight.

If there is no concern regarding doom2.exe compatibility - as long as it works in a modern engine - you might as well classify this jam as a limit-removing project. The Doom community is pretty specific about engine compatibility, especially for vanilla doom2.exe.

Just bringing this stuff up to avoid potential problems creeping up later and ensure that the Jam's outline is as intended. 
 
Quakis, I highly doubt it's vanilla limits specifically, but some source ports support room-over-room and sloped floors etc which restricts the playability of the wad. 
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