
I didn't have time to do much with the vid, or even record a decent looking one - so I didn't go near YT this time.
I will try to convert the next one properly though before uploading to YT
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Thx,dml wrote:The YT encoding looks pretty accurate and no borders, nice
I didn't have time to do much with the vid, or even record a decent looking one - so I didn't go near YT this time.
I will try to convert the next one properly though before uploading to YT
I'll ping you before the next 'big vid'FedePede04 wrote: but if you need any tips (hint) on converting videos, then please feel free to PM me, and i will try to help
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Sounds like a lot of fun!dml wrote:Tonight I added direct support for WAV files in WADs.
I then used this to add a wide selection of ricochet/bullet-ping sounds for the pistol, chaingun and shotguns. It's waay more fun!
I don't think it will be too long now - still got a few things to do and tidy up but it's looking ok.dhedberg wrote: Sounds like a lot of fun!Can't wait for the beta to be released!
--Daniel
Great! Sounds like a win-win case. More interesting/challenging game play - improved performance. That's not a too common situation!dml wrote: Today I got a little time to finish the 'freelook' code, so the player has to actually aim the weapon at enemies - in classic Doom the vertical aiming is done for you and you just need to manage the left/right part. With freelook the auto-aim was really wrong because you could be looking up while your missiles etc. were flying downwards.
Fixing this has one extra benefit (apart from making the game a bit more interesting, increasing difficulty and the need for additional kit and secrets in the maps) - which is that auto-aiming was really expensive!
I'm in favor of all changes benefiting the performance of the the chain gun!dml wrote: Auto-aim fires rays across the map to find the nearest contact and determine if it is an enemy, and then has to do it again to actually shoot at it (with some D&D style error rolled in on the second attempt). This has really helped the performance of the chaingun and plasma gun where it was increasing the setup cost for each shot. (Not so much the shotguns because there is one aim ray, followed by 7-20 pellet rays but firing rate is low)
So how's the frame-rate holding up compared to the alpha?dml wrote: There are still a couple of weird things like not being able to shoot at the roof properly and make puffs of smoke on the roof or floor, but those things are minor.
Have also reduced the probability of puff sprites which suck CPU time, and of ricochet sounds etc.
Still some performance work needed on weapons but its much better now than it has been in the past.
I bet! I've always found it easier to keep the motivation up if you have decent number of varied tasks to choose to from, rather than completing all the fun stuff in the beginning, and then at the end, get bored and give it all up.dml wrote: It's nice to be working on game and audio/visual stuff for a change and less on optimizations. That went on too long![]()
I'm always happy to find freebiesdhedberg wrote: Great! Sounds like a win-win case. More interesting/challenging game play - improved performance. That's not a too common situation!![]()
Hopefully the new sounds will add a bit to the experience. The shotguns were always great, and plasmagun/bfg sfx were ok, but the others IMO not so much.dhedberg wrote: I'm in favor of all changes benefiting the performance of the the chain gun!![]()
It's hard to measure 'properly' because the tests needed are not equivalent (incompatibility of recorded demos, saved games etc.). Measuring fixed views does work but will typically be missing game/AI costs. While there have been some small speed improvements to drawing, the biggest speedups are in the game code.dhedberg wrote: So how's the frame-rate holding up compared to the alpha?
Yep, doing all the fun stuff at the start is definitely a good way to give up in the middledhedberg wrote: I bet! I've always found it easier to keep the motivation up if you have decent number of varied tasks to choose to from, rather than completing all the fun stuff in the beginning, and then at the end, get bored and give it all up.
Haha, awesome! Sounds like you're having fun!dml wrote: I've now discovered another 'bonus' - with the weapons respecting freelook properly it's now possible to aim rockets at the floor/roof to cause splashdamage, like Quake! This wasn't really possible with Doom because the rockets went straight to the target, if anywhere useful at all.
That's great! I'm glad to hear that your hard work is paying off! Has anyone looked into the possibility of adding multi-player/network support in Bad Mood?dml wrote:Based on playing it, I'd say the best case FPS is around the same as that for alpha - but worst case is much improved. I can tell because it's now possible to play many (if not all) of the Doom II maps without turning it off in disgust. That wasn't really the case for alpha - only a few were tolerable.dhedberg wrote: So how's the frame-rate holding up compared to the alpha?
No - there have been some discussions about it, including MIDI ring and TCP/IP. However I don't know if/when anyone will consider adopting the jobdhedberg wrote: That's great! I'm glad to hear that your hard work is paying off! Has anyone looked into the possibility of adding multi-player/network support in Bad Mood?
You could play with Hatari emulator and re-direct MIDI traffic over internet using e.g. socat.dml wrote:dhedberg wrote:MIDI ring obviously means 'multiple machines in a room' which probably isn't easy to arrange with Falcons
It's certainly a good way to test it while writing it.Eero Tamminen wrote: You could play with Hatari emulator and re-direct MIDI traffic over internet using e.g. socat.
I was in the US for a week and didn't get much free time (or sleep) while away - but I'm back now so there's a chance I can get a new release together soon.dhedberg wrote:Doug, how's it going? Several days since your last update, makes me worried!![]()
Don't tell me that your Falcon main board actually did die!
You're right - I'm still in a bit of a daze. Gone for 5 days, 2 of them completely consumed by travel (trip to CA, stopping at NY). Should back to normal soon though.dhedberg wrote:Ah, my better half is from the U.S. so I have to go there once in a while as well.![]()
It always take me a while to adjust to the change of time zones though, especially when going from the U.S. to Europe. So I'm usually very unproductive for a few days after coming back.
Not quite there yet but recoveringdhedberg wrote: Sounds like you're back on track however! Great!![]()
Yeah its very nice, Zamuel has been ultra productive, and no sign of slowing downdhedberg wrote:Fun, with so many things going on on the Atari again. Just had a great time playing the improved Giana Sisters on the STe.
I expect that it won't be possible to drive external MIDI hardware and do MIDI ring networking at the same time - it would be one or the other. The program could still support both but not simultaneously.Dal wrote:Just a quick question. I like the idea of multiplayer over MIDI - does this mean we lose MIDI music during multi-player death matches or has this been accounted for?