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April 20th, 2005, 10:17 AM
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#1 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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Hard Coded limits in Doom that should be removed in jDoom:
Give me a list of the hardcoded Doom limits that still exist in jDoom (that have been removed in other "limitless ports") and I will look into removing them for jDoom/jHeretic/jHexen. EDIT: So far I''ve removed the limits on:
What about MAXBUTTONS, MAXLINEANIMS etc etc? Last edited by DaniJ; April 20th, 2005 at 06:00 PM. |
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April 20th, 2005, 10:30 AM
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#2 |
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Commander Keen
Join Date: Aug 2003
Location: The Lowlands
Posts: 3,135
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Is it possible to change the 64 grid barrier? It would greatly save some time with mapping and applying large surfaces 'n stuff
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April 20th, 2005, 11:33 AM
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#3 |
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Commander Keen
Join Date: Aug 2000
Location: East Wenatchee, WA, United States
Posts: 340
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Most definately the 64 Grid barrier.
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April 20th, 2005, 12:19 PM
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#4 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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By the 64 grid barrier I take you mean being able to align the flat used on floor ceiling as you can wall textures?
There is a greater issue with that as how would be the best way to do it? For example Zdoom does this in a very cack-handed way by using ACS. There are many things that I would like to see that are related to this (rotated/scaled textures amongst others) but it requires a lot more thought. A new lump could specify these values or extended versions of the existed lumps that include the new data. I would like to see a standard here among the various ports. Technically that would be a new feature not removing a hard coded limit. |
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April 20th, 2005, 12:28 PM
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#5 |
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Join Date: Apr 2005
Posts: 248
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MAXBUTTONS and MAXLINEANIMS are in desperate need of being removed. Even back in 1995 I managed to make one level with a lot of shoot switches crash due to this limit.
I don't think that this one is that urgent but you should replace most of the P_Find* functions in p_spec with the versions from Boom. Some still contain unnecessary limitations, for example P_FindHighestFloorSurrounding can't find anything below -500 and P_FindNextHighestFloor uses a very inefficient algorithm with a table although it can be easily done without. |
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April 20th, 2005, 12:33 PM
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#6 | |
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Join Date: Apr 2005
Posts: 248
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Quote:
If you are interested you may join this discussion. http://forum.zdoom.org/viewtopic.php?t=5929 This is something that definitely has to be dealt with. Not only for better positioning of flats but also to make future improvements easier instead of having to resort to inconvenient hacks like (not only) ZDoom is forced to do far too often. |
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April 20th, 2005, 01:20 PM
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#7 |
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Commander Keen
Join Date: Apr 2004
Location: France
Posts: 715
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There is a limit with the bullets of rifle of the weapons of the HUD
If the distance is too big, the bullet doesn't appear and therefore nothing happens This limit was correct in ZDoom but it would be terrific of more to have it also in jDoom (it is notably convenient for my sniper )
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April 20th, 2005, 01:39 PM
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#8 | ||||
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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April 20th, 2005, 02:19 PM
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#9 | |
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Join Date: Apr 2005
Posts: 248
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Quote:
I think he means that hitscan attacks have a limited range of 2048 map units. It can be increased but the math tends to become erratic when this is done. I have seen the weirdest effects after increasing the range. |
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April 20th, 2005, 05:56 PM
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#10 | |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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Just finished removing the MAXSWITCHES limt, now for MAXLINEANIMS...
I noticed that even PrBoom hasn't 'bothered' to fix the MAXBUTTON limit. Is it really an issue? Quote:
What kind of weird effects are we talking here? |
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April 20th, 2005, 07:05 PM
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#11 |
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Commander Keen
Join Date: Oct 2004
Location: in the doom hotel biatch
Posts: 242
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belive me dani j the max switches is bad
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April 20th, 2005, 08:39 PM
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#12 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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Like I said, I fixed it.
After a bit of thought on the subject MAXLINEANIMS will be fixed as part of the process of adding BOOM support so I'll leave that for now. |
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April 21st, 2005, 01:40 AM
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#13 | |
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Join Date: Apr 2005
Posts: 248
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Quote:
![]() If you go for full Boom support you should consider using MBF's friction code instead of Boom's original. It is much closer to what Hexen and Heretic are doing with their low friction sectors and it is more intuitive. And with the exception of Legacy it's the code used by all other Boom compatible ports. |
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April 21st, 2005, 04:43 AM
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#14 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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Well I'm not actually just gonna copy the code from Boom/MBF or anywhere else. I'll use it for reference certainly but I plan to completely intergrate it with XG so most of that code will be of little use. The existing friction code used in XG sectors is VERY similar so I'll probably stick with that.
I can't say it'll be full support though. Just the often used features (at least initialy anyway). |
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April 21st, 2005, 06:07 AM
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#15 |
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Commander Keen
Join Date: Oct 2004
Location: in the doom hotel biatch
Posts: 242
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just a guess by is skyjake using his time on hawthorn and letting you do some doomsday codeing
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April 21st, 2005, 10:50 AM
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#16 | ||
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Join Date: Apr 2005
Posts: 248
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April 21st, 2005, 12:55 PM
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#17 | ||
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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Quote:
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Last edited by DaniJ; April 21st, 2005 at 01:04 PM. |
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April 21st, 2005, 01:41 PM
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#18 | |
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Join Date: Apr 2005
Posts: 248
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May 5th, 2005, 11:16 AM
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#19 |
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Commander Keen
Join Date: Apr 2005
Location: England
Posts: 252
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Some of the sound lumps are special ones which will actually play a random sound out of two or three under the same name just with a number on the end. For example the wakeup/death sounds of all three zombie types, and imps.
Vermil has mentioned to me that these are currently hardcoded. So perhaps that's something which could be removed, and controlled externally via a DED file instead? It'd be nice for my soundpack(and whatshisname's ambience pack) if we could define a number of sound lumps that will play a random sound out of two, three or maybe more via a DED file. Just imagine how cool it'd be if not only did the monsters each have their own individual 'nearby' sounds like they do in my current soundpack, but actually played a few different sounds at random! |
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May 5th, 2005, 12:25 PM
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#20 |
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Commander Keen
Join Date: Jul 2000
Posts: 125
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I know one limit. No sector-over-sector!
;-) /flee -Rob |
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