The Unmaker is up and operational! Thank you! I will do the same with the Lightning gun now that I know what to do. TerminusEst13 wrote:If you're unfamiliar with Decorate, it may be better to start with something simpler than trying to backport a big mod like Project Brutality-you should get acquainted with what things do and how things work and then try fiddling with a big project like that. Contents 1 Notes 2 Install dependencies 2.1 Debian/Ubuntu 2.2 Fedora 2.3 openSUSE 2.4 Mageia 2.5 Arch Linux 2.6 Gentoo 2.7 PCLinuxOS 2.8 Solus 3 Compile ZMusic 4 Create gzdoombuild directory 5 Download and prepare the source 6 Download FMOD 7 Compiling 7.1 Latest stable version 7.2 GZDoom 1.8. So the most common error in loading is that Zandronum expects there to be an end ) instead of an extra parameter, which causes it to balk. ZDoom has a lot of additional parameters for Decorate functions that Zandronum doesn't have. Removing another parameter would be A_ChangeVelocity(cos(pitch) * -1.5,0). Ergo, removing the last parameter would be A_ChangeVelocity(cos(pitch) * -1.5,0,sin(pitch) * 1.5). A sample pushback call in Decorate, for example, would be A_ChangeVelocity(cos(pitch) * -1.5,0,sin(pitch) * 1.5,CVF_Relative), with A_ChangeVelocity being the function and everything in the ( ) and separated by, being the parameters.īy removing parameters, you would be removing the things in the ( ) separated by the, bit by bit. DoomCenter E1 Mapping Contest (E1CONTEST.If you're unfamiliar with Decorate, it may be better to start with something simpler than trying to backport a big mod like Project Brutality-you should get acquainted with what things do and how things work and then try fiddling with a big project like that.īut in short terms, Decorate operates off functions, which are divided into parameters.Now let's take a look at this settings menu: There are many options under Beautiful Doom Settings, but these five are the most important ones for compatibility. Max Saga: Escape From Skull Dungeon (MAX1.WAD) gzdoom.exe -iwad doom2.wad -file BeautifulDoom700.pk3 OtherModName.pk3 Beautiful Doom Compatibility Settings.What needs to be done here is to rethink the movements altogether, but guess what, it's even more work, and requires some serious artistic skills in addition to technical ones.Īnd people would probably yell that it's not Doom enough. Taking a direct approach to interpolating sprites is a great deal of work already, but leads to the same result. This is why frame interpolation in Quake doesn't look good, but is acceptable in Quake 2, where it's supported out of the box and the models were designed for it. Anything less and the brain won't have enough to work with, and you don't have the precision for anything more. What you're forced to do when you only have, like, 4 frames per second to animate a slashing monster is to make it slow, tracing a number of basic positions to convey an idea of the movement, not the movement itself. Most other problems are due to an interesting property of such old-school "discrete" animation: not only does it forgive simplistic, unnatural movements - it encourages them. The last one is an exception, because it's an artistic decision that was made on a whim and cannot be justified as improving the technical specs. Back in the 90s there wasn't much point in polishing the frames to perfection, or at least whoever worked on them didn't think so, therefore there are a lot of discrepancies that jump into view when you approximate a "seamless" animation.Īnd don't get me started on those muzzle flashes that get sucked back into the barrel instead of feeling more powerful, which is what the authors' intention probably was. All frames (yes, ALL frames, including the "untouchable" ones made by id) would have to be altered so that the weapons stop changing shape as they go. The dynamics would have to be significantly altered first, so that this weird swinging of weapons back and forth wouldn't feel like ballet. But, I imagine, it's way too much work for something of this kind. Maybe applying some motion blur would help. Probably because the new frame rate is too much for the brain to start filling in the blanks, but not enough for it all to blend together. But the shotgun still somehow feels jerkier than vanilla. Courtesy of id drawing a fairly substantial amount of unique frames on their own. I think some effort has been put into offering dynamic to reloading beyond simple frame interpolation, but the whole thing didn't progress much in the past years.Īt least it doesn't look like Flash, unlike something like Zen Dynamics.
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