[Closed] Things I would like to see...

Feature requests that have been implemented or discarded.

[Closed] Things I would like to see...

Postby cyberspace » 30 Apr 2004 07:18

Hi,
I would like to see the fallowing features added:

-Blood splats and bulletholes(blue blood for cacodemons, and green for barons/hell knights)

-Microphone communication(counter-strike stlye...think of it as a radio communication system)
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Re: Things I would like to see...

Postby Janis Legzdinsh » 30 Apr 2004 17:23

-Blood splats and bulletholes(blue blood for cacodemons, and green for barons/hell knights)
<br>Blood splats could be easely implemented.<br><br>
-Microphone communication(counter-strike stlye...think of it as a radio communication system)
<br>No, that's too much.<br> <br>
-animated textures: nukage, lava, water, skies, and computer textures such as COMPSTA1
<br>It's because the animation script has entries only for first frames of animation but many Doom, Doom2 and Strife levels are using other frame textures. It's not a problem to fix it.<br> <br>
-same as above but glowing textures
<br>I don't think so.<br> <br>
-an option to make ALL monsters pre-aware of your presence (so they arn't in the same exact spot when you get into the room they are in)
<br>Monsters walking around a map like in Quake can be easely implemented, but it should work only in maps that has path points placed in it. In all old maps they should behave like in original games.
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Re: Things I would like to see...

Postby gunrock » 01 May 2004 00:59

I did make by progs monsters wondering around randomly. They didn't use path points.
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Re: Things I would like to see...

Postby cyberspace » 01 May 2004 06:26

BTW, when I say 'glowing textures' I am talking about legacy's style where the lights on switches and certain textures and stuff glow instead of using the standard Doom coloring.<br>
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Re: Things I would like to see...

Postby Casolai » 29 Aug 2004 16:42

The lava and green goo in doom as a glowing light sources would look really neat, it would fill those rooms with red or green ambiance!
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Re: Things I would like to see...

Postby Janis Legzdinsh » 30 Aug 2004 17:54

Light source must be a point, not a sector.
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Postby jaquboss » 01 Oct 2004 14:48

$LIGHTMAP defined by texture too (create lights on some textures , like in Doomsday , that
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Postby RambOrc » 01 Oct 2004 18:19

I'm not sure whether I already posted this before, would it be possible to pre-render lightmaps the same way GL nodes and vis data are? It'd make map files a bit larger, but startup time for a map and in-game perfomance should greatly increase.
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Postby Janis Legzdinsh » 02 Oct 2004 13:33

They could be. But the main problem with Doom engine is that the shape of the level model is changing (moving floors and ceilings, polyobjs), unlike Quake, where it's static. Most likely this part needs a different approach. Some parts definately needs to be changed, at least to allow light sources to be animated.
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Postby RambOrc » 02 Oct 2004 14:23

Would an "intelligent" pre-rendering possible where lights that touch a non-moving part would be pre-rendered and those that'd illuminate moving sectors don't?
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Postby Janis Legzdinsh » 02 Oct 2004 14:56

It should be possible.
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Postby jaquboss » 02 Oct 2004 17:20

Janis Legzdinsh wrote:They could be. But the main problem with Doom engine is that the shape of the level model is changing (moving floors and ceilings, polyobjs), unlike Quake, where it's static. Most likely this part needs a different approach. Some parts definately needs to be changed, at least to allow light sources to be animated.

changing lightmaps in-game DRAIN lot of SPEED
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Postby Janis Legzdinsh » 03 Oct 2004 13:26

I know that.
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Postby Firebrand » 26 Nov 2004 13:56

Would it be much problem to make a static light source activate when a monster / decoration activates, I don't know if I explain myself, I'll try to make an example, suppose you have an unlit torch in hexen, and you activate it with a script, actually you can only see the animation, but it doesn't has any static lightning in it as normal torches (spawned activated).
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Postby Janis Legzdinsh » 26 Nov 2004 14:24

This is something that I want to be able to. This also includes flickering of the ligt (for torches) etc.
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