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Thread: General DoomSharp() Discussion

  1. #241
    Retired G&G Mod NoteMe's Avatar
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    Re: Framerates improving...

    Hmmmm...not good. WIll have a look at it when I can run the whole project again.....but for now it looks at least not that bad.. Proud of you..


    - ØØ -

  2. #242
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    Re: DoomSharp

    I merged the extra thread you made wossy, now they're all mixed up


    Has someone helped you? Then you can Rate their helpful post.

  3. #243

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    Re: DoomSharp

    Quote Originally Posted by NoteMe
    There is still miles to go to be done. Don't think it serves any purpose to hand out unfinished and smashed code. At least I have a tendensy to leave things hanging, and don't comment code before i am sure it is supposed to be that way for the rest of the project. Havn't seen wØØsys code yet, but I have a feeling it is not as pretty as he want it yet. But when it is done, I guess it will be free out in the open. At least everyitng I have done..


    - ØØ -
    Yeah my code is at that "lets hard-code this bit for the time being and make it dynamic later on when it works" stage

    I did sort out all the namespaces before I sent it to Note so we should be fairly well structuresd in general. We currently have 3 projects in DoomSharp:

    1: The Game
    2: The Map Editor
    3: The math stuff which is referenced by both Projects 1 and 2 because they both use some of the same classes.

    I'm currently working on the editor and once I managed to match up the interface to the map class we'll be ready to start loading different maps at runtime by selecting them in a file dialog.

    I'll be storing all the textures within the map files themselves, this will increase the file size of course but it will make things 10 times simpler and more stable, it'll decrease runtime file dependancy too. I'm predicting complex maps to be around 2 megabytes on disc.
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  4. #244

  5. #245
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    Re: DoomSharp

    Or wait a sec...just going to dump this one here..

    Last edited by NoteMe; Sep 15th, 2005 at 07:31 AM.

  6. #246

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    Re: DoomSharp

    HEY!! That's the answer!!!, it looks way better when we render at 100x75 pixels resolution



    DoomSharp, the worlds smallest FPS.

  7. #247
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    Re: DoomSharp

    Quote Originally Posted by wossname
    HEY!! That's the answer!!!, it looks way better when we render at 100x75 pixels resolution



    DoomSharp, the worlds smallest FPS.

    And the solution...buy a bigger screen......or use DX... ...hehe....I loved your comment about DX and JR in CC...

  8. #248

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    Re: DoomSharp

    hehhehe

    I'm going to retrofit my desktop with Hercules 2 bit graphic adaptor. Feel the 4 color power!!
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  9. #249
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    Re: DoomSharp

    well you could try rendering at half or 1.5 of the size of the screen and then use GDI+ to display it larger, depending how much time that takes, be a bit fuzzy though

    I hope you were joking about the small screen thing

  10. #250

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    Re: DoomSharp

    Quote Originally Posted by Phill64
    well you could try rendering at half or 1.5 of the size of the screen and then use GDI+ to display it larger, depending how much time that takes, be a bit fuzzy though
    It would look rubbish and it would be even slower to expand the image at runtime.

    Quote Originally Posted by Phill64
    I hope you were joking about the small screen thing
    You don't like the idea?? Damn.
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  11. #251

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    Re: DoomSharp

    Mental notes - wøssy...

    Class DoomSharpMap:

    - Contains a 25x25 MapCube array (unused elements will remain null to save space in file (wouldn't be much anyway);
    - Contains all texture bitmaps, could be a mixture of image sizes and color depths.
    - Provides a single method for extracting all wallparts from all the cubes in one go (returns an array of wallparts in no particular order) this will be called one time only probably by the 3d engine at startup. The textures will be extracted in a similar way and passed to TexEng.

    Map Editor program:
    - All map data will remain within the DoomSharpMap object at all times.
    - Previews of each cube will be available in the editor in 3D.

    Ideas:
    - drag & drop to replicate similar cubes (make corridors faster to design, use .Clone() to copy them, may need to implement ICloneable)
    - rotate a cube by 90 degrees? (around the Y axis only, could be done simply by rotating the values in the last 4 elements of texture index array )

    Code:
    THINKING:
    To rotate a cube north-->west (90 degrees anti-clock  (shift + left click)) do this:
    int temp = tex[2];
    tex[2] = tex[3];
    tex[3] = tex[4];
    tex[4] = tex[5];
    tex[5] = temp;
    
    To rotate the other way clockwise (shift + right click):
    int temp = tex[5];
    tex[5] = tex[4];
    tex[4] = tex[3];
    tex[3] = tex[2];
    tex[2] = temp;
    - autosave feature? (to a separate temp file)
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  12. #252
    I'm about to be a PowerPoster! kleinma's Avatar
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    Re: DoomSharp

    not sure if u guys know this (i didnt read through all 7 pages of posts) but if it helps for any reference, they did release original doom source code. You can download it here, it may help with some of the logic if you get stuck...

    http://www.3ddownloads.com/showfile.php3?file_id=7430

  13. #253

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    Re: DoomSharp

    I'll take a look tonight. Doubt I'll understand these hallowed scriptures though. Rumour has it that the Doom Source was originally carved on 2 stone tablets on Mt Sinai.
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  14. #254
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    Re: DoomSharp

    Yeah, Both Doom 1 and 2 code is released. And Quake 1, 2 and 3 too. But it is hell to try to find anything in there....not commented at all, and they are hacking eveything they can hack..


    - ØØ -

  15. #255
    I'm about to be a PowerPoster! kleinma's Avatar
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    Re: DoomSharp

    yeah i have to imagine lots of games get hacks here and there just to "make stuff work" I found a website that a guy had posted a lot of the comments from the original half-life source code that was released to the MOD community. The comments were funny as hell and even displayed the primitive AI in the game (although to credit it, it is like 7-8 years old now)

    comments were like
    //this is the ugliest hack I have ever seen, how does this even work?
    or
    //enemy grunts, looks left, fires once, ducks, fires 2 more times

  16. #256

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    Re: DoomSharp

    I saw a bit of code from some clone of Blood and one of the coder's had put

    //If image load failed then don't animate NPC use static image only.

    Meaning that the enemies would just slide towards you like ducks in a shooting gallery That must have looked hilarious.

    And:

    //if shotgun pattern is too slow to calculate then just kill the enemy anyway

    ...so if my machine is really slow then I only need one shotgun shell per monster
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  17. #257
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    Re: DoomSharp

    Why is there a TIE fighter flying around in your maze?

    I like it though.

  18. #258
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    Re: DoomSharp

    i think that's the gun sight/cursor

  19. #259

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    Re: DoomSharp

    Quote Originally Posted by zaza
    Why is there a TIE fighter flying around in your maze?

    I like it though.
    Hehe, yeah it does look like that

    OK, sneak preview of the map editor...

    The blue line shows the dragdrop from the listview into the small black pictureboxes, this assigns that particular texture to that side of the current cube. The letters on the pictureboxes show you which wallpart on the cube we are talking about (C=ceiling, f=floor, NESW = north, east, south, west).

    The 3d preview isn't up yet, maybe tomorrow. Also nothing else currently works, not even the dragdrop but I need to research that. I think kleinma has done some dragdrop on VBF somewhere, if anyone has a link I'd be much obliged.
    Attached Images Attached Images  
    Last edited by wossname; Aug 22nd, 2005 at 04:08 PM.
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  20. #260

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    Re: DoomSharp

    Hmm, its a bit annoying that our map editor looks better than the game itself
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  21. #261
    I'm about to be a PowerPoster! kleinma's Avatar
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    Re: DoomSharp

    aren't you going to need a 3d map editor? that looks a little more like a 2d tile based editor..., not that I am an expert on map making, but I have used the CS:S/HL2 hammer program, and while the top down view looks sort of like that, they also have a side view, and a 3d view, how else would you specify object heights or build stairs, etc...

  22. #262

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    Re: DoomSharp

    Whoa there. This is not Quake 5

    All our maps will be on flat ground and all the cubes will be the same shape and size (currently 2 metres on a side but can be scaled easily). Truth be told this will be more like Castle Wolfenstein than Doom, map-wise. Orthogonal rooms and corridors. The 3d area will let you look at a single cube in perspective in order to get the decor to [camp]coordinate[/camp] (make sure the curtains match the wallpaper so to speak).

    Kleinma, do you know how to drag and drop from a listview to a picturebox? (I need to drag the listview's SelectedIndex value as an integer into the picturebox so I can load the corresponding image.

    I need some sleep. BB tomorrow.
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  23. #263
    Frenzied Member zaza's Avatar
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    Re: DoomSharp

    Well, Doom wasn't really 3D anyway. It was just a 2D map in which the various areas had their heights offset to include stairs and such things.


    Maybe you could make a game based on making maps? I remember I had one game for my BBCmicro which involved doing just that. Hours of fun...

  24. #264
    I'm about to be a PowerPoster! kleinma's Avatar
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    Re: DoomSharp

    sure ill work up an example for u in a little bit...

    lol i understand its not supposed to be super advanced or anything.. but in that case you will have no objects... even Wolfenstein had tables and beds and things that were built into the map... not saying you need to have it.. just sort of the thing you would need to think about before coding the engine..

  25. #265
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    Re: DoomSharp

    Quote Originally Posted by wossname
    Hmm, its a bit annoying that our map editor looks better than the game itself

    Don't flatter your self now...

  26. #266
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    Re: DoomSharp

    Quote Originally Posted by kleinma
    sure ill work up an example for u in a little bit...

    lol i understand its not supposed to be super advanced or anything.. but in that case you will have no objects... even Wolfenstein had tables and beds and things that were built into the map... not saying you need to have it.. just sort of the thing you would need to think about before coding the engine..

    Just wait untill you see our billboards...






    PS: I have (didn't mean too) optimized the camera class 2 and a half inch.....


    - ØØ -

  27. #267
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    Re: DoomSharp

    here is an example for u woss
    Attached Files Attached Files

  28. #268

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    Re: DoomSharp

    Quote Originally Posted by zaza
    Well, Doom wasn't really 3D anyway. It was just a 2D map in which the various areas had their heights offset to include stairs and such things.


    Maybe you could make a game based on making maps? I remember I had one game for my BBCmicro which involved doing just that. Hours of fun...
    Uhh, yes it was. It had overhangs, freefloating gantries and windows.

    Did doom have cowboys in it? I can't remember any.
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  29. #269
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    Re: DoomSharp

    Quote Originally Posted by wossname
    Did doom have cowboys in it? I can't remember any.
    Hehehe..no..but it is the only 3D game I have ever made with billboards.....


    [Edit]BTW your post was the 11.111post in this section...

  30. #270

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    Re: DoomSharp

    Quote Originally Posted by NoteMe
    PS: I have (didn't mean too) optimized the camera class 2 and a half inch.....
    Hmm, which version your old one or my new one? Does this mean you finally have C# 2005?

    I need to know where you're at.

    I'll update you with my latest version as soon as I finish the editor.

    PS. We won't have any problems inserting special objects into the maps, anything that can be made out of wallparts can be used. This will be a job for MUCH later though.
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  31. #271
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    Re: DoomSharp

    Quote Originally Posted by wossname
    Hmm, which version your old one or my new one? Does this mean you finally have C# 2005?
    No.. And I can't use that at work anyway...and I spend most of my time at work...

    Quote Originally Posted by wossname
    I need to know where you're at.
    I am here.....and no it was the old version......belive me, I can fix it...the code is 1/3 of the length too...

    Quote Originally Posted by wossname
    I'll update you with my latest version as soon as I finish the editor.
    You better...not that it helps though...


    - ØØ -

  32. #272

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    Re: DoomSharp

    Install it at home, I'm doing it all at home now, they have actually started giving me work to do at the office, can you imagine?

    We can't keep working on 2 different frameworks here.
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  33. #273

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    Re: DoomSharp

    You never know we might get it finished in time for the product release of VS 2005!

    Bill might notice us

    £$$£$£$£$£$££$£$££

  34. #274
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    Re: DoomSharp

    Quote Originally Posted by wossname
    Install it at home, I'm doing it all at home now, they have actually started giving me work to do at the office, can you imagine?
    I am barely at home though. Usualy 2 or less hours each day. And I do eat and do other stuff during those two hours..

    Quote Originally Posted by wossname
    We can't keep working on 2 different frameworks here.

    Yeah, move to mono..

  35. #275
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    Re: DoomSharp

    Quote Originally Posted by wossname
    You never know we might get it finished in time for the product release of VS 2005!

    Bill might notice us

    £$$£$£$£$£$££$£$££

    When is the release date?

    - ØØ -

  36. #276

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    Re: DoomSharp

    December I think. The book goes to press in Nov so it's after then. I'm too lazy to go to MS.com to find out.
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  37. #277

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    Re: DoomSharp

    Quote Originally Posted by NoteMe
    And I do eat and do other stuff during those two hours..
    Well stop it! You're just not committed to the project, food and sleep are for the weak. I haven't eaten solid food since we started, I've had my stomach replaced with a beer filter to capture all the nutrients.

    here the hell do you go the rest of the time? Pulling 90 hour weeks at CERN??
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  38. #278
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    Re: DoomSharp

    Quote Originally Posted by wossname
    here the hell do you go the rest of the time? Pulling 90 hour weeks at CERN??

    Usualy 11-16 hours days 6-7 days a week.. much better here then in my appartment..

  39. #279
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    Re: DoomSharp

    Quote Originally Posted by wossname
    December I think. The book goes to press in Nov so it's after then. I'm too lazy to go to MS.com to find out.

    OK, well depends on how much stuff you want into it. But just the basic drawing should be done way before Dec......before the MVP awards.....hehe..just kidding..

    - ØØ -

  40. #280

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    Re: DoomSharp

    W0o0t, I have done teh code to draw each cube on the editor map layout.

    Orange tracks mean thats where the player can walk through, black lines indicate wallparts. The 2 red circles show that the central cube nas neither a floor or ceiling assigned to it (the upper circle meaning the ceiling of course).

    I'll probably shade the floor with either a shrunken version of the chosen texture or just a plain grey color because the texture might make it hard to look at.

    (*Transparent texture maybe?*)

    If 2 adjacent cubes have a wall between then then we ned to tell both cubes that the wall is there, so it can be seen from both sides, the east side of the central cube on this image shows a double wall because the player is allowed to be on either side of that wall if he wants. (If we only had one wall then it would be invisible from one side due to anticlockwise culling).
    Attached Images Attached Images  
    Last edited by wossname; Aug 23rd, 2005 at 07:38 AM.
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