Doomer Boards Summer of Code: actually useful Source Ports
Jul 24, 2021 2:57:08 GMT -5
Post by Deleted on Jul 24, 2021 2:57:08 GMT -5
Protip: not actually limited to summer, you can do this whenever.
Inspiration: you know, some weird guys like to fork source ports and create their own ones, cause why the heck not. Usually they end up used only by a few friends and his dog, but here are some ideas for source ports people are going to use, trust me.
1. PrBoom+RenderLimits
Similar to Chocorender-limits, implement a toggleable display of visplanes and whatnot Chocorenderlimits does, in a motherfucking PrBoom+ v2.5.1.7um or whatever . Toggling display can be bound to key.
What can be achieved with it:
- Benchmark maps for every format PrBoom+ supports! (find out what slows your map)
- Brag about having more visplanes/numerically measured detail than the other guy
- Find out whether the map can be remade for vanilla compat, or you may just not bother
- Benchmark can be done for every demo ever recorded in PrBoom+
2. Interpolated Doom
Implement support for as a precise lightning variation as possible, within the regular vanilla/Limit-removing compatible Doom II (and also Doom I) format !!! Interpolation done in software.
- Why? Because mapping for Doom format is easier than for Boom (less heavy DoomBuilder UI).
- Doom format seems to support specifying lightning levels in increments of 1 between 0 and 255, but rendering is not that precise. Make every difference of 1 matter!
- The result will be the possibility of making very beautifully shaded levels, with the featureset fully familiar for everyone mapping for limit-removing Doom! Also full demo compatibility with stock game, and levels designed for it remain compatible with stock game or limit-removing port as well, just not as beautifully shaded when loaded in non-advanced ports.
- Doing it in hardware would hardly be useful, since GL-ports already support more fine grained lightning
- Doing it in software means the palette and colormap remain in use, the interpolation will use palette data to generate additional colors, thus remain compatible with most palette hacks (unless someone uses lightning to fake additional, non-existing colors, but then again, unless they use lightning levels between stock increments in their levels interpolation will never happen, and the visuals will remain as designed!)
Prize: eternal glory for creating a source port (or a contribution to a well used source port) that might get mentioned on DoomWiki, and will be actually used by people. You'll be cooler than the Cacowards, cause there can be many maps created with the help of the port that can win the Cacowards! or community's pick for that matter.
Inspiration: you know, some weird guys like to fork source ports and create their own ones, cause why the heck not. Usually they end up used only by a few friends and his dog, but here are some ideas for source ports people are going to use, trust me.
1. PrBoom+RenderLimits
Similar to Chocorender-limits, implement a toggleable display of visplanes and whatnot Chocorenderlimits does, in a motherfucking PrBoom+ v2.5.1.7um or whatever . Toggling display can be bound to key.
What can be achieved with it:
- Benchmark maps for every format PrBoom+ supports! (find out what slows your map)
- Brag about having more visplanes/numerically measured detail than the other guy
- Find out whether the map can be remade for vanilla compat, or you may just not bother
- Benchmark can be done for every demo ever recorded in PrBoom+
2. Interpolated Doom
Implement support for as a precise lightning variation as possible, within the regular vanilla/Limit-removing compatible Doom II (and also Doom I) format !!! Interpolation done in software.
- Why? Because mapping for Doom format is easier than for Boom (less heavy DoomBuilder UI).
- Doom format seems to support specifying lightning levels in increments of 1 between 0 and 255, but rendering is not that precise. Make every difference of 1 matter!
- The result will be the possibility of making very beautifully shaded levels, with the featureset fully familiar for everyone mapping for limit-removing Doom! Also full demo compatibility with stock game, and levels designed for it remain compatible with stock game or limit-removing port as well, just not as beautifully shaded when loaded in non-advanced ports.
- Doing it in hardware would hardly be useful, since GL-ports already support more fine grained lightning
- Doing it in software means the palette and colormap remain in use, the interpolation will use palette data to generate additional colors, thus remain compatible with most palette hacks (unless someone uses lightning to fake additional, non-existing colors, but then again, unless they use lightning levels between stock increments in their levels interpolation will never happen, and the visuals will remain as designed!)
Prize: eternal glory for creating a source port (or a contribution to a well used source port) that might get mentioned on DoomWiki, and will be actually used by people. You'll be cooler than the Cacowards, cause there can be many maps created with the help of the port that can win the Cacowards! or community's pick for that matter.