IThrowDonkeysIntoTornadoes Posted January 12, 2023 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 >:) 4 Share this post Link to post
Denim Destroyer Posted January 12, 2023 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. 5 Share this post Link to post
Dreemurr Deceevurr Posted January 12, 2023 Mouse driven demo player controls, as well as an XBLA Duke 3D style rewind and replay feature. 0 Share this post Link to post
Shepardus Posted January 12, 2023 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. 3 Share this post Link to post
Bald Cyberdemon Posted January 12, 2023 (edited) 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]) 2 Share this post Link to post
Firedust Posted January 12, 2023 Not a feature, but core parallelisation pls 4 Share this post Link to post
Edward850 Posted January 12, 2023 (edited) 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 January 12, 2023 by Edward850 7 Share this post Link to post
MFG38 Posted January 13, 2023 17 minutes ago, Jacek Bourne said: 256K linedefs or more. I mean... Limit-removing source ports already support this in theory. 0 Share this post Link to post
Shepardus Posted January 13, 2023 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. 1 Share this post Link to post
spineapple tea Posted January 13, 2023 If I can't have sex with a source port I'm not using it. Also I love your username, @IThrowDonkeysIntoTornadoes. 11 Share this post Link to post
Shepardus Posted January 13, 2023 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: 9 Share this post Link to post
Blzut3 Posted January 13, 2023 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. 1 Share this post Link to post
spineapple tea Posted January 13, 2023 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. 1 Share this post Link to post
Mr Masker Posted January 13, 2023 (edited) 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. 1 Share this post Link to post
Endless Posted January 13, 2023 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. 1 Share this post Link to post
,,, Posted January 13, 2023 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. 0 Share this post Link to post
Foxpup Posted January 13, 2023 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). 3 Share this post Link to post
Captain POLAND Posted January 14, 2023 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. 0 Share this post Link to post
Artman2004 Posted January 14, 2023 (edited) Support for more complex 3D map geometry, like Arcane Dimensions for Quake. Edited January 14, 2023 by Artman2004 0 Share this post Link to post
Herr Dethnout Posted January 14, 2023 Support for steam achievements. Yes, I'm looking at you, Unity Port. 4 Share this post Link to post
Dweller Dark Posted January 14, 2023 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. 1 Share this post Link to post
,,, Posted January 14, 2023 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. 1 Share this post Link to post
Kinsie Posted January 14, 2023 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. 0 Share this post Link to post
Shepardus Posted January 14, 2023 33 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. https://forum.zdoom.org/viewtopic.php?t=71086 1 Share this post Link to post
Votterbin Posted January 14, 2023 (edited) 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 0 Share this post Link to post
RHhe82 Posted January 14, 2023 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?). 1 Share this post Link to post
MFG38 Posted January 14, 2023 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. 3 Share this post Link to post
SilverMiner Posted January 14, 2023 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 2 Share this post Link to post