nxDoom features
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- DC Developer
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nxDoom features
I don't know if I dare ask this, but I'm going to do it anyway. Call me insane or suicidal if you will, but I'm goind to do it anyway. No, it's no use trying to stop me. I know I'll probably get all sorts of rubbish, and I probably won't be able to take it all, but I'm going to ask for...
Ideas for future versions of nxDoom? I'd like ideas from both the game players and mod makers perspective, if possible. Please note that if the suggestions are too complex, impossible, stupid, require too many changes to the engine, or I just don't like them, I may well totally ignore them. And even if I do pay attention, forces may conspire to prevent it. Or I may just not bother.
Here's what I've got so far. These are ones that might turn up sometime in the next few months (I have some free time from November to late January that I might be able to use)
1. Bugfixes (what bugs? )
2. MIDI music support, and (maybe) MP3/OGG/CDDA
3. Prettier modlist
4. Keyboard support
5. Mouse support
6. 2/3/4 player split-screen support
7. Some new game modes to go with multiplayer mode
8. Ability to customise episodes/map lists for Doom/Doom2
9. Faster loading (already in prototype phase)
Ideas for future versions of nxDoom? I'd like ideas from both the game players and mod makers perspective, if possible. Please note that if the suggestions are too complex, impossible, stupid, require too many changes to the engine, or I just don't like them, I may well totally ignore them. And even if I do pay attention, forces may conspire to prevent it. Or I may just not bother.
Here's what I've got so far. These are ones that might turn up sometime in the next few months (I have some free time from November to late January that I might be able to use)
1. Bugfixes (what bugs? )
2. MIDI music support, and (maybe) MP3/OGG/CDDA
3. Prettier modlist
4. Keyboard support
5. Mouse support
6. 2/3/4 player split-screen support
7. Some new game modes to go with multiplayer mode
8. Ability to customise episodes/map lists for Doom/Doom2
9. Faster loading (already in prototype phase)
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- Psychotic MOD
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Just some sort of basic scritpting language so you can hit a trigger and have multple effects happen I.E. Floor raise to 128, wait 5 clicks, floor lower to 0, wait 10 clicks, floor raise to 256, ect. Nothing fancy, just enough to be able to make a few interesting puzzles, and to give the effect of defective elevators, or perhaps even to be able to spawn items in.
Another idea would of course be alternate fire, such as having a blaster that can fire as normal, but then if you hit the alt fire button, it fires much faster.
BOOM, MUCH NEEDED!
Another idea would of course be alternate fire, such as having a blaster that can fire as normal, but then if you hit the alt fire button, it fires much faster.
BOOM, MUCH NEEDED!
END YOUR SLAVERY!!!
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- Psychotic MOD
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Oh ya, another feature which would be GREAT is the one like in Legacy where you can add in a texture to a wad that is just basically a bmp file of a certain color, for example llight green. Once you have that added in, you can go into the game and assign that color to the lighting in areas, I.E. PSX DOOM, or better yet, DOOM 64. So you can have one room that glows light green, and another dark red, and so on and so forth! It really brings the game alive!
END YOUR SLAVERY!!!
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- DCEmu Cool Poster
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Well, I think this is maybe stupid, but I would like that when you finish a level, the game give you the possibility to save the game at the beginning of the next level. This savegame should only save the weapons, life and armor you have at that point, and the level you should start. As this savegame don't need to save the level status, it should be very small, that is what I am interested in...
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- Psychotic MOD
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Ya I'd be happy with that save feature as opposed to a save anywhere fetures if it would make working in saving easier and more compact.
Also I like the HUB system from HEXEN, to progress to one level, then be able to return to where you were, and everything remains the same as you left it, this could make for a great addition for TC's, though it will make the save feature more complicated to implement.
Also I like the HUB system from HEXEN, to progress to one level, then be able to return to where you were, and everything remains the same as you left it, this could make for a great addition for TC's, though it will make the save feature more complicated to implement.
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- Psychotic MOD
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Tyne wrote:Bring that 35 framerate lock up to 60 if possible.
Change the video res to 640x480 with Blinear filtering (Smoothed textures!) using the PowerVR2 DC.
Scripting language support.
BOOM/ZDOOM/Legacy features.
Yes, yes and yes!
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- Psychotic MOD
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Oh ya and we need support for DOOM III models!
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- DCEmu Freak
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save anywhere, and easy way to make the modlist.txt or another thing 4 mods will be nice.
the save anywhere feature likes a save state in other emus (nester, dcgnuboy).
and modlist.txt, man, please, , fix this or make easy first of all other features.
thanxs
darkzero
the save anywhere feature likes a save state in other emus (nester, dcgnuboy).
and modlist.txt, man, please, , fix this or make easy first of all other features.
thanxs
darkzero
!!!!Look I?m doing this!!!
http://www.galeriaartegma.com
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- Tyne
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Mod directories.
Make a sub directory with the .wads you wanna run and .deh
So if you have /aliens/
and in that directory you have
game.txt
aliens.deh
aliens.wad
the game.txt in that directory would be read like "Aliens TC for Doom"
like the current WAD Loader - annd it would load the .deh file and wad.
Make a sub directory with the .wads you wanna run and .deh
So if you have /aliens/
and in that directory you have
game.txt
aliens.deh
aliens.wad
the game.txt in that directory would be read like "Aliens TC for Doom"
like the current WAD Loader - annd it would load the .deh file and wad.
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Hollywood Hasney - The BBA would be a good addition, but I have no BBA. However, most of the netcode is still intact, so I shouldn't have to modify it too much to get it to run on a DC. I know how to do it on a PC, though. Maybe BBA+PC netplay?
doragasu - The tiny saves might be a good idea, but I'm not sure that'll ever get implemented.
Most of the editing/modding features suggested by Tyne/XDelusion sound good, although some of them would be very hard to do without totally breaking standard Doom support. And most of them are waiting for other features to be completed.
I'm considering doing some sort of accelerated graphics at some point, but I'm not sure if that'll happen for a while. I need to try doing it on a PC first.
doragasu - The tiny saves might be a good idea, but I'm not sure that'll ever get implemented.
Most of the editing/modding features suggested by Tyne/XDelusion sound good, although some of them would be very hard to do without totally breaking standard Doom support. And most of them are waiting for other features to be completed.
I'm considering doing some sort of accelerated graphics at some point, but I'm not sure if that'll happen for a while. I need to try doing it on a PC first.
.
DDF support. That is Doom Definition Files. A scripting language that went along with EDGE Doom. There was a better Quake Doom for that engine, known as QDoom. It was a nearly perfect translation. Actually, I would like to see a full port of EDGE since it supported over-under floors and had a couple pretty good mods - not to mention I made a couple pretty clever small ones myself.
Like turning my king alien toy into an enemy with 4 different attacks. Nifty stuff.
Like turning my king alien toy into an enemy with 4 different attacks. Nifty stuff.
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- DCEmu Ultra Poster
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Tyne wrote:Bring that 35 framerate lock up to 60 if possible. Even Doom Legacy runs at 35fps, so I don't think it would make a difference or it would have been implemented in Legacy already. In Jdoom, there is an option to run it at 60fps, but it uses 3d models, so that's different.
Change the video res to 640x480 with Blinear filtering (Smoothed textures!) using the PowerVR2 DC. I agree, although I think it should be an option, just in case you feel like old school Doom.
Scripting language support. I agree.
BOOM/ZDOOM/Legacy features. I agree.
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- DC Developer
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nxDoom's modding abilities will probably not end up as an exact match for any other engine, like Legacy, ZDoom, Edge, MBF or whatever. I've already implemented some unique stuff too. Boom support is the most likely, but if I copy one new engine, I kind of lock myself out of using another engine's features. I'm not going to do that.
I doubt I'd be able to change the framerate limit without serious modification to the code. The whole game runs off a 35Hz clock, and all timing is done assuming that the clock can go no faster.
The 640x480 mode with filtering using the PVR2DC is basically a total rendering system rewrite. Of course, I still want to do it at some point, but I doubt I'd be able to keep the old rendering engine in too. I may be wrong, of course.
I doubt I'd be able to change the framerate limit without serious modification to the code. The whole game runs off a 35Hz clock, and all timing is done assuming that the clock can go no faster.
The 640x480 mode with filtering using the PVR2DC is basically a total rendering system rewrite. Of course, I still want to do it at some point, but I doubt I'd be able to keep the old rendering engine in too. I may be wrong, of course.
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- Psychotic MOD
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Edge would be impossible, it requires waaaaay too much CPU, I tried to run QDOOM on a 700Mhz AMD once, and it ran choppy as hell, prolly a lot of that had to do with the rain effect, I am not shure, all I know it will never happen, but as Aura says, nxDOOM will become a fancy port of its own right, which will be very interesting to see, I can hardly wait for BOOM support!
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