Playing DOOM within Half-Life 2
Ramblings about how to make a screen out of pixels in HL2, how to read image and animation data into them, how to make them interactive, and some programming nonsense.
Inspiration by PortalRunner: • Turning Portal 2 into an NES Emulator
doomgeneric: https://github.com/ozkl/doomgeneric
MUS File Format: https://www.doomworld.com/idgames/docs/editing/mus_form
Music Credits:
0:00 Komiku - Poupi's Theme
0:22 Komiku - Time to go to space now !!
1:43 Komiku - I'm on a boat !
2:18 Komiku - Night in a seashell
2:39 Bad Apple!!
3:15 Komiku - Mr Angst Theme
3:43 Komiku - Travel to the Horizon
5:22 Komiku - Fracture of the universe will happen soon
6:51 Komiku - Surfing
8:28 DOOM Soundtrack
12:34 Komiku - Cat City
14:04 Komiku - The Moment of Truth
14:53 Komiku - Ending
Some notes:
Before this video's idea came to be, I was messing around with material proxies. Maybe they could be used to store more than one color per pixel, thus increasing fidelity without requiring more entities.
I could've probably done sound effects by finding the "play sound" method of DOOM, and hooking into that. But that would require some queue structure or event system, which seemed like too much effort.
The nodraw idea could've probably worked out if I switched to an older engine version, but I didn't really think of it at the time, so maybe one day tm.
Initial testing showed that using models would indeed give higher limits than brush entities, but the FPS of the many more "rendercolor" commands would slow the game down as well. It's a tough balancing act...
Yes I had no idea "getpos 2" was a thing, and yes I only realized while recording filler video material...
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