Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
IThrowDonkeysIntoTornadoes

crazy source port features that will never get added

Recommended Posts

ik this idea will probably never be implemented

but imagine if when you got stuck in a level, and like had no idea where to go to proceed (found every secret but not the actual way out)

you could just press a key on your keyboard (the step bro key). and the sourceport would go to dsda, search for the wad you are playing, download a demo for the map you are on. and then it would play it in a small screen at the corner of the screen, the same time you play doom, so that you can just copy what the speedrunner is doing to find the exit to the level.


that would be so cool.


anyways, post what crazy ideas you have for doom that will never get added

 

Spoiler

this idea just came to my head while watching speedrun videos on youtube, and because I have no friends, you are now forced to witness my stupid posts >:)

 

Share this post


Link to post

An equivalent to Geo-Mod, the destruction engine from Red Faction, which allowed for a level of environmental destruction not seen up until that point. Alternatively the ability to switch sound back-ends without restarting the game.

Share this post


Link to post
5 minutes ago, Dreemurr Deceevurr said:

Mouse driven demo player controls, as well as an XBLA Duke 3D style rewind and replay feature.

In dsda-doom you can rewind back to keyframes that are saved at regular intervals.

Share this post


Link to post

An option for OpenGL based ports that actually emulates the refraction affect of sprite fuzz in vanilla Doom, maybe even implementing the theorized fixed version that Linguica suggested in the "Things about Doom you just found out" thread

And that Edward850 actually made a fork of Choco Doom that demonstrates this:

Demo in question (doesn't have a setup executible, so you'll just have to suffer with the pioneer-days default scheme)

 

(at the very least someone pls make it so that sprite fuzz doesn't scale like ass in software mode [altho that might be even tougher then emulating it in a hardware accelerated mode])

Share this post


Link to post
19 minutes ago, Firedust said:

Not a feature, but core parallelisation pls

Of what, the renderer? Already in progress. Of the playsim? Not practical to implement without fundamentally changing how Doom's cause and effect structure works. For comparison, try changing the rules of Monopoly so that everyone makes their turn at the same time, and then try to solve the collisions of doing so.

Edited by Edward850

Share this post


Link to post
17 minutes ago, Jacek Bourne said:

256K linedefs or more.

 

I mean... Limit-removing source ports already support this in theory.

Share this post


Link to post
1 hour ago, MFG38 said:

 

I mean... Limit-removing source ports already support this in theory.

They do not, because the 65K linedef limit is a limitation of the map format, not the source port. That said, this should already be possible with UDMF.

Share this post


Link to post
9 minutes ago, spineapple tea said:

If I can't have sex with a source port I'm not using it.

Fortunately for you, that doesn't actually limit your choices:

 

Share this post


Link to post
On 1/12/2023 at 1:41 AM, Edward850 said:

Of what, the renderer? Already in progress.

Although what GooberMan is doing is beyond what was already done, if I recall correctly Mocha Doom was the first to do a multithreaded renderer, and GZDoom has had one for awhile now too.  Not sure what other ports may have one off hand.

Share this post


Link to post
29 minutes ago, Shepardus said:

Fortunately for you, that doesn't actually limit your choices

I appreciate the notion, but I think you've misunderstood my needs. I don't want to have sex with a source port, I want to have sex with a source port. Also I'd like a source port that lets me take damage in real life when I take damage in game. Thank you for your consideration.

Share this post


Link to post

For ages, I've wanted these modern MBF 21/Boom/whatever ports to have a mid-level auto-save feature, similar to autosave mods for ZDoom. Of course, I have no idea if this is possible or how you'd do it. However, every time I die and end up right back at the start because I forgot to save, I dream.

 

Previously I've also wanted similar ports to have a "pistol start" option in settings rather than having to do it through command lines or launchers, but I've noticed this already in a couple source ports.

Share this post


Link to post

Isn't the multicore source-port something of a legend now? Iirc, it was believed to be possible at some point. I'm not very versed into the techbabble of it, but iirc, due to the way the Doom engine is created, it is simply not possible to render it using more than 1 thread, which is why some modern sourceports don't benefit from multicores at all and ultra high end multicore processors end up not being used to their full potential.

Share this post


Link to post

The next major update to GZDoom should have full Half Life support. If this is not added then I will be severely disappointed and write a formal letter to Gabe Newell asking him to bring back WinDoom as part of Source 3 in order to compensate.

Share this post


Link to post
55 minutes ago, spineapple tea said:

I appreciate the notion, but I think you've misunderstood my needs. I don't want to have sex with a source port, I want to have sex with a source port.

Yeah, it's actually a little surprising that no source ports currently support Buttplug.io for what may euphemistically be called "haptic device control", which I assume is what you're looking for (it's what I'm looking for, at least).

Share this post


Link to post

How about the ability to switch between and combine multiple gameplay mods while already playing?

 

Like if you're halfway through a level and you're bored, you can suddenly play the rest of it with Brutal Doom and Russian Overkill.

Share this post


Link to post

Support for more complex 3D map geometry, like Arcane Dimensions for Quake.

Edited by Artman2004

Share this post


Link to post

I can't think of many I'd personally like, but a built-in radial weapon wheel for GZDoom would be cool. I just don't know the likelihood of such a thing being done, or if it's been done before.

Share this post


Link to post
5 minutes ago, Dweller said:

I can't think of many I'd personally like, but a built-in radial weapon wheel for GZDoom would be cool. I just don't know the likelihood of such a thing being done, or if it's been done before.

Doom 64 CE, which is for GZDoom, has one. Should be possible to extract it from that I imagine.

Share this post


Link to post
3 hours ago, Endless said:

Isn't the multicore source-port something of a legend now? Iirc, it was believed to be possible at some point. I'm not very versed into the techbabble of it, but iirc, due to the way the Doom engine is created, it is simply not possible to render it using more than 1 thread, which is why some modern sourceports don't benefit from multicores at all and ultra high end multicore processors end up not being used to their full potential.

It's not really possible for the gamesim, which is to say, the actual gameplay bit. As previously mentioned, modern sourceports bounce other elements like rendering and audio off onto additional cores to varying degrees.

Share this post


Link to post

Built-in Ultra-Violence+ in GZDoom. Right now I'm using a mod that adds it but for some reason it doesn't work all the time, so I'll have to use console commands

Share this post


Link to post

Back when I was using only Unity port, I wished the game would keep tally for on what difficulty a level has been completed, how fast etc. for each level in a wad; Something like DoomLauncher does, but in-game. Something akin of the rank tables you see in games like Devil May Cry. Maybe even keep a demo of fastest completion (with some percentage of kills/secrets/items, and I know this would present a tiny-weeny problem, but we're not being realistic here, or reasonable?).

Share this post


Link to post
7 hours ago, Endless said:

Isn't the multicore source-port something of a legend now?

 

2 hours ago, Mr. Freeze said:

Multi core support for GZDoom

 

You guys will be happy to know that this is actually doable and being worked on. The Selaco devs, I believe, are working on adding multithreading into their GZDoom fork - I remember I was involved in a discussion about it a while back. I don't know the current status of that particular project, but I do know that it's going to be a game changer when it's done. With enough luck, it'll make its way into mainline GZDoom as well.

Share this post


Link to post

Switching palettes per map thru mapinfo

 

Also coloring sectors with colormap but without heights transfer

 

Rotating sectors

 

EAX 4.0 or at least 3.0

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×