Author Topic: nDOOM - Work in progress  (Read 63777 times)

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Offline Silver Shadow

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Re: nDOOM - Work in progress
« Reply #45 on: January 03, 2011, 01:28:34 pm »
I see you have fixed the .TNS issue... ;)

EDIT: also, do you think distributing Ndless 2.0 with it is a good idea? I mean, it's getting updating very often, so you won't be giving the latest version...
« Last Edit: January 03, 2011, 01:58:13 pm by Silver Shadow »
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Offline ExtendeD

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Re: nDOOM - Work in progress
« Reply #46 on: January 03, 2011, 04:25:29 pm »
And this distribution of Ndless doesn't comply with the Mozilla Public License, both for version 1.7 and 2.0, so it's a problem for me.
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Offline Mrakoplaz

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Re: nDOOM - Textures bug fixed!
« Reply #47 on: January 03, 2011, 04:39:37 pm »
First of all:
EDIT: also, do you think distributing Ndless 2.0 with it is a good idea? I mean, it's getting updating very often, so you won't be giving the latest version...
And this distribution of Ndless doesn't comply with the Mozilla Public License, both for version 1.7 and 2.0, so it's a problem for me.
Oh shit, I am such a noob! Messing up on something like that... I disabled the first download link, and this new one doesn't have Ndless in it. I hope you'll forgive me this one time, I'll make sure it doesn't happen again. Again, really sorry.

Anyhow, I've managed to finally fix the textures bug. The game is slowly getting into a state one might consider trying out.
GIF hyperlinked for those with low bandwidth:
http://img146.imageshack.us/img146/2302/10005.gif

Download:
http://www.box.net/shared/8ryc3coo68

There are two major problems with this build: One, level transition is broken, so you can only play the first level. And two, it's too dark... to fix this, just imagine you're playing Doom 3 instead ;D

I see you have fixed the .TNS issue... ;)
Yes, and I forgot to announce it was you found the problem. Many thanks for that, it was getting quite annoying...


Critor, thanks for cross-posting this over at tibank. I can read French, but nothing more so I'm afraid I won't be joining that community :(
Just one thing, I seriously wouldn't call nDoom anything like "beta"... more like pre-pre-alpha, at least in this state. Could you upload this new version as well?

Oh, and apologies to the community in general for not contributing to other topics and only replying here... it's a personal flaw of mine, when I decide on a project I concentrate 100% on that and ignore everything else until it's at least partly functional... just one or two further releases of this (level transition, screen brightness, menu), and I'll start looking at other things, promise! The remaining stuff should be pretty easy and shouldn't take too long, actually, at least compared to the textures bug which was driving me crazy (a three byte offset! three bytes, and so much suffering! aaaargh).
Well, that, and I still haven't quite switched from lurker mode yet...

PS: One (more? last?) apology to Goplat... it was not his emulator that was failing in the file transfer, it was my stupidity. Even 4MB files get transferred perfectly. Sorry!

Hmm, a post full of apologies... let's hope this trend doesn't continue.

Offline ExtendeD

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Re: nDOOM - Work in progress
« Reply #48 on: January 03, 2011, 04:42:10 pm »
Oh shit, I am such a noob! Messing up on something like that... I disabled the first download link, and this new one doesn't have Ndless in it. I hope you'll forgive me this one time, I'll make sure it doesn't happen again. Again, really sorry.

Don't worry :) Good luck with your improvements.
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Offline critor

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Re: nDOOM - Work in progress
« Reply #49 on: January 03, 2011, 04:46:22 pm »
Ah, it's so great with "good" vertical textures.
Thanks for fixing that.

I'm updating everything.
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Offline apcalc

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Re: nDOOM - Work in progress
« Reply #50 on: January 03, 2011, 04:49:06 pm »
Great to see these updates!  You are adding great functionability to my Nspire!  :)


Offline c.sprinkle

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Re: nDOOM - Work in progress
« Reply #51 on: January 03, 2011, 04:52:08 pm »
Nice textures and good work Mrakoplaz! Too bad z80's don't have the capability for this. Although, I could just get an Nspire.

Offline critor

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Re: nDOOM - Work in progress
« Reply #52 on: January 03, 2011, 05:56:16 pm »
Wonderfull!

The screen blur is allmost invisible while moving forward/backward.
It's only visible while turning left/right (which is not your fault).


You've made a great work.


Sincerely (again), you should let the users set the contrast themselves during the game with the "plus" and "minus" keys.
It's very simple: you just have to increase/decrease the value stored at 0x900F0020. Default value is 0x80. I'm using values between 0x60 (full-white) and 0xC0 (full-dark).

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Offline ztrumpet

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Re: nDOOM - Work in progress
« Reply #53 on: January 03, 2011, 06:04:08 pm »
Wow, this looks wonderful!  It's times like these when I find myself wishing for an Nspire. ;D

Offline Goplat

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Re: nDOOM - Work in progress
« Reply #54 on: January 03, 2011, 07:53:02 pm »
I keep getting this error. Is there a particular folder the .wad.tns is supposed to be in? I looked at the source and it seems to be trying to load .wad.tns files from the current directory, but I can't find where the current directory is set.
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Offline apcalc

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Re: nDOOM - Work in progress
« Reply #55 on: January 03, 2011, 07:54:38 pm »
I keep getting this error. Is there a particular folder the .wad.tns is supposed to be in? I looked at the source and it seems to be trying to load .wad.tns files from the current directory, but I can't find where the current directory is set.

I think you have to send it to the root directory.  Sadly, I can't figure out how to do this on the emulator (when I try to copy-paste it, the emulator crashes).


Offline Mrakoplaz

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Re: nDOOM - Work in progress
« Reply #56 on: January 03, 2011, 07:59:52 pm »
I keep getting this error. Is there a particular folder the .wad.tns is supposed to be in? I looked at the source and it seems to be trying to load .wad.tns files from the current directory, but I can't find where the current directory is set.

I think you have to send it to the root directory.  Sadly, I can't figure out how to do this on the emulator (when I try to copy-paste it, the emulator crashes).

First of all, sorry Goplat for not mentioning that in this release... I mentioned it the first two times, but forgot to do here  :-[

Anyway, to fix the copy/paste crash, there's another way to save it: Press the menu button, then select "save as", save to root directory, then delete the original. Horrendously overcomplicated, but gets the job done. I fixed the path because my dynamic approach kept crashing and I wanted to move on to the rendering engine... I've added it to my to-do list for the next release (hopefully tomorrow).

Critor, thanks for your kind words - the contrast adjustment will be in the next release as well, don't worry... but fixing the vertical textures took a lot of effort (even though it was a trivial bug in the end), and I was too lazy to do anything more for today.

Oh, and Goplat? Nspire_emu is AWESOME. Just thought I'd say that again  ;)

Offline critor

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Re: nDOOM - Work in progress
« Reply #57 on: January 03, 2011, 08:12:22 pm »
Thank you Markoplaz.

Together with Levak, we have tested your game and have experienced some little bugs.

Note it might come from Ndless 2.

- if the WAD file is not in the soft-root directory, after validating the dialog box the calculator does freeze (4 times on 3 different calculators)

- when exiting game with the "esc" key, the calculator does freeze (1 time) or reboot (2 times)


It would be a good idea too to accept the arrow keys together with the numeric keys.
On the ClickPad keypad, we have some alpha keys between the numeric keys, which is "horrible" for an action game.
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Offline XVicarious

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Re: nDOOM - Work in progress
« Reply #58 on: January 03, 2011, 09:52:53 pm »
I didn't experience the game being too dark. For me, it was very very light. Had to squint eyes and be like an inch or less from teh screen to see.

Offline willrandship

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Re: nDOOM - Work in progress
« Reply #59 on: January 03, 2011, 10:43:33 pm »
I personally think the clickpad keys aren't too out of place, but i think I would still prefer having the Dpad control it. Maybe just allow setting the keys used? :P

Just one thing, the jumpy screenshot is because Calcapture (or whatever you use) simply records the emu badly, right? I think I remember reading that.

Really nice work BTW. :)