At last I got huge node tables work with my DOS port - not a bit feat, more of overcoming one's own dumbness:

Spinel
@Spinel
My email does not work at all with Universe board, so instead or recovering my password I end up creating a new account every time. That's ludicrous to say the least.
- Peridot
Best posts made by Spinel
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RE: Post screenshots of the projects you're working on!!
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RE: Post screenshots of the projects you're working on!!
Oh, and finally this as well:
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Bernewfie - Hexen hack-of-a-port for DOS
EDIT: Okay - no familiars in this one, a pity though
ORIGINAL POST:
Spent some time over the weekend cross breeding Marine's Best Friend and Hexen original source code into a lovable and playful creation I am sharing here: https://gitlab.com/ludicrous_peridot/bernewfie/-/blob/master/README.mdIn short this is a close to vanilla port for DOS that uses patched and updated Allegro and also state of the art (
) VESA code from recent MBF build to add 640x400 resolution to Hexen. The hybrid has lost some of the parent breed well known features in the process (see readme), but has all the recognizable traits and some minor, ahem, 'quality of life' improvements (see readme).
If there are DOS gamers on the board and you are not frightened off by somewhat
irresponsiblehasty production process behind this and want to give it a try, let me know, as I am interested in how the port runs on different hardware. I used to have a Core Duo DOS machine where I would test such stuff, but, alas, don't have it anymore.Oh, and for the screenie... see readme.
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RE: Post screenshots of the projects you're working on!!
Yes, I've previously posted screenies of Jumpwad Map03 in Tartar, then captured in DOS, not DOSBox, but tall textures and extended nodes were really half done. I've now made improvements to this and also added loading of DeepSea nodes, so that, say, Map31 of Eviternity, Map09 of Avactor can be loaded, skyscrapers don't have texturing artifacts in Map02 of Jumpwad and in Map03 geometry is correct which was required for this nice little diamond animation. DOSBox I'm using now struggles with more advanced maps, but the target platform for Tartar is native DOS (plain or with Windows 9x), where performance is much better.
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RE: Bernewfie - Hexen hack-of-a-port for DOS
Eventually fixed the glaring issues (well, at least those I knew about, like the one mentioned before) with this port and recorded flics of Hexen and Deathkings original demos being played:
Original 1996 demos played in Bernewfie - Hexen source port for DOS – 04:16
— Drivelling Spineland
Deathkings demos played in Bernewfie - Hexen source port for DOS – 05:13
— Drivelling Spinel
Latest posts made by Spinel
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RE: Ludicrous WAD (DoomRetro primarily, but most ports/vanilla work)
Hey, @joe-ilya . Thanks for trying it out and sharing your opinion. I get that you don't like it at all, so I imagine there's not much reason in explaining every bit, and also find that what you say sounds logical, especially when it comes to weapon changes made.
One thing I would like to say is that none of the sprites are my work and that I have been using Realm 667 lower tier monsters that I though could be easily altered to fit vanilla enemy slots and brought over from zscript/decorate without much alteration of the frames. 2 of those monsters are likely based on Imp "stencil", one on pinkie and of the other two one seems to be based on the other.
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Ludicrous WAD (DoomRetro primarily, but most ports/vanilla work)
This is not a new release by far, but I thought why not post about it on a board after all. Every time someone mentions replacing hitscanners with projectile throwing monsters I have this knee jerk post reaction of mentioning this LUDICR~1.WAD in response.
(PS and if you loath moddb, this is on idgames as well)So, the premise is simple: no more identical looking former humans, brownish imps and pink, erm, pinkies. Demons lowest ranks are now, well, more daemonic looking with Realm 667 asstets put to use to achieve this.
And ther's no more of endless pump gun shuffle in Doom 1.
And grunts now have slimeball projectile attack, same as imps, but with slightly faster missiles than original imps used to have.
And Doomguy wears gloves all the time... and kicks butt (courtesy of the Innocent Crew)
And there's a boss brain that doesn't break the fourth wall as much (unless one has been trained to hear backwards).
And Doom II secret levels reference pre-release Doom rather than Wolf3D.
And poor fellow Keen is not there anymore, but you can blast 3 Romero's heads at once instead.
And you can do this to the a nice tune by Bobby Prince to add insult to injury.
And... by that time I though I had enoigh of wacking at the annoyances of Doom and Doom II, so thus the WAD was done.Personally I mostly used this with DoomRetro (for which this has string replacement godies built in, green blood where appropriate and such) and with Doom 1, but it also works with vanilla/DeHackEd, only one needs to pull DEH patch from the WAD and use deusf first. For some reason Choco gets confused with the WAD, so it needs deusf first as well (!) and also -dehlump.
Sounds are not changing, so you will still hear them coming. There are no new maps, nor new enemies.
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RE: Post screenshots of the projects you're working on!!
Yes, I've previously posted screenies of Jumpwad Map03 in Tartar, then captured in DOS, not DOSBox, but tall textures and extended nodes were really half done. I've now made improvements to this and also added loading of DeepSea nodes, so that, say, Map31 of Eviternity, Map09 of Avactor can be loaded, skyscrapers don't have texturing artifacts in Map02 of Jumpwad and in Map03 geometry is correct which was required for this nice little diamond animation. DOSBox I'm using now struggles with more advanced maps, but the target platform for Tartar is native DOS (plain or with Windows 9x), where performance is much better.
-
RE: Post screenshots of the projects you're working on!!
Oh, and finally this as well:
-
RE: Post screenshots of the projects you're working on!!
At last I got huge node tables work with my DOS port - not a bit feat, more of overcoming one's own dumbness:
-
RE: Bernewfie - Hexen hack-of-a-port for DOS
I've done a fairly "lazy" attempt at making OPL music sound better in Bernewfie by replacing the Doom 2-specific sound bank of MBF 2.04 with plain conversion of GENMIDI from Hexen IWAD.
The conversion was done with Wolfstan's soundbank editor, hence "lazy" above. For those who have an FM synth trained ear, there's an emulated recording of the result up for critique:
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RE: Bernewfie - Hexen hack-of-a-port for DOS
Hey, @kvsari . Good to hear Hexen is still being played. Is your playthrough via GZDoom?
On Bernewfie, I wanted to whine about "how cool would a port assets wad be" , but in the end broke my Slade abstinence and made one. Strangely, I had issues with my currently installed Slade 3.2 which was hanging when accessing Hexen graphics assets, but did not have any with 3.1 that I had to download.
The wad has these gargoyle wings in the status bar by Nash Muhandes (I guess?) - for which I didn't yet ask for a permission to use - and slightly differently packed original sound effects.
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RE: Bernewfie - Hexen hack-of-a-port for DOS
Eventually fixed the glaring issues (well, at least those I knew about, like the one mentioned before) with this port and recorded flics of Hexen and Deathkings original demos being played:
Original 1996 demos played in Bernewfie - Hexen source port for DOS – 04:16
— Drivelling Spineland
Deathkings demos played in Bernewfie - Hexen source port for DOS – 05:13
— Drivelling Spinel -
RE: Bernewfie - Hexen hack-of-a-port for DOS
Thanks, @Gibbon . Just a note to add to the readme and to set expectations right - there will be glitches, hence I'm sharing the live source code for now and not build.
E.g. I am struggling with monster "faster than light" movement this weekend, (which drives me insane tbh) ... and there are some others that I've spotted, so if you try it out and notice suspicious stuff, please let me know.