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roarbert

how do i make a doom loader

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im looking for a way to make a doom clone, because im making a websim.ai version of doom, and i dont know how iwads or pwads work at all, and so i have to explain how wads work without knowing how wads work, is there any rescources that could help me?

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  On 7/30/2024 at 8:55 AM, roarbert said:

and so i have to explain how wads work without knowing how wads work

 

This statement made my brain hurt.

 

I am not familiar with websim.ai but it seems to me if you want to explain something you need to know how it works. Loosely speaking, a WAD file is a data file, with simple names denoting the beginnings of resources be they sound, graphics, maps or whatever. Almost like a database file where records are identified with a primary key, that primary key being an alpha-numeric string identifying the resource - TEXTURE1 is the texture definitions file, MAP01 is the first map of a Doom 2 based game, E2M1 is Doom's episode 2 map 1, DSPISTOL is the pistol firing sound etc. Not sure if there's a specific end marker for a record or not, there most likely is. One of the more experienced Doom coders can probably answer that question better than I.

 

That's a very basic and simplified outline. But if you need the nitty gritty you need to look at the source code, and if you don't understand code then you might be biting off more than you can chew with this project. These pages go into more detail but whether it's enough detail for what you need I have no idea.

 

https://doomwiki.org/wiki/WAD

https://www.jordansavant.com/book/modding/doom/anatomy_of_a_doom_level_part_1_wad_structure.md

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  On 7/30/2024 at 12:42 PM, dasho said:

I hate the future so much it's unreal

I am more baffled that we still have people asking for resources on common subjects, in this case, what a WAD is.

 

Doom is one of the more extensively documented games out there, simply Googling Doom WAD will get you a great starting point.

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I think before we give this person information we should ask if they even know what a struct is, or how memory leaks can happen...

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AI bro attempts to have AI make something, realises that work might be involved (basic research, very hard), asks someone else to do it for him.

 

More news at 8.

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There's this thing called doom builder where you can make maps. Don't know if that's what you want, but it is probably better than what you have in mind. Just start drawing some lines, bro.

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  On 7/30/2024 at 8:55 AM, roarbert said:

im looking for a way to make a doom clone, because im making a websim.ai version of doom, and i dont know how iwads or pwads work at all, and so i have to explain how wads work without knowing how wads work, is there any rescources that could help me?

 

hi need you to make a lexer in C with no AI assistance.  could you help me?

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Yup. Definitely on board with disliking the current future. I've been spanking YT robo channels down the sewage tank as much as possible, especially since YT does have guidelines against "Auto generated videos being posted with no tangible intent of engaging with the viewers"

 

On topic, Yeah Youtube has plenty of videos concerning doom mechanics, histiry, mod creation, and they also cover the history of many Doom source ports as well

For searching for Vanilla Doom mechanics and history and what. Well here's Decino's playlist on those topics.

 

  Reveal hidden contents

 

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  On 7/30/2024 at 8:55 AM, roarbert said:

im looking for a way to make a doom clone, because im making a websim.ai version of doom, and i dont know how iwads or pwads work at all, and so i have to explain how wads work without knowing how wads work, is there any rescources that could help me?

u shud ask chatgepetto to explain to websimai how to explain rescourges about wads

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  On 7/30/2024 at 9:58 PM, GibFrag said:

Where’s All the Data?

 

I dont know?! Do you?

 

---------

 

Now about the topic, there are very informative videos that are years old at this point. They even told you how it is structured.

 

And if you want the AI to do all the work, good luck. Like really, all AI work has to be reviewed like a children home work. They will do their best but will fail many times. They are supposed to be "assistants" not creators. You can ask them "I need a code to render a 2.5d game similar to the 93´classic DooM" and it will give you a starting point. But from tere to a usefull product?  You will need to KNOW what you want it to do, or this will be a dead end project

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