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XCOPY
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Posts: 209
Registered: 12-12


Yeah people, Freedoom is starting to get some acceptance in multiplayer ports and that is a good opportunity and reason to give Freedoom some love. As an example in ZDaemon, there are servers that accepts the use of Freedoom 0.7.somenthing as an alternative IWAD in competitive servers for those who doesn't have Doom 2.

I know the main issue are the making of sprites (which sadly, some look a bit goofy, mainly the cyberdemon, arch vile, baron/knight of hell and zombies) but what has been done to solve that? Probably there are many people who wish to learn how to make sprites but why there are no index to give them a start point? A thread mentioning a few tools for each area would be good (sprites, sounds, musics, etc) and maybe point to a few pixel art tutorials.

The engine chosen for testing doesn't help much, too.

code:
* Always test in http://www.teamtnt.com/boompubl/boom2.htm[Boom] itself rather than a derivative such as PrBoom. This ensures that your levels really are Boom-compatible rather than using any extra features. As DOS is rather rare these days, you may not have a system which can run Boom natively, so you may use either http://www.dosbox.com/[DOSBox] or http://www.freedos.org/[FreeDOS]. Source: http://git.savannah.gnu.org/cgit/fr...tree/README#n64


Why not suggest an engine with a higher version that compiles on Linux? Unless there is really something I'm missing in here. Running games on DOSBox is a pain, simple as that. The one I suggest to become official would be the one from prboom.sourceforge.net most likely, or even prboom+, I would suggest doomsday but it doesn't seem to have boom support.

Now regarding to resources like the HUD, I know it's okay, I just dislike the face. Why not asking team tnt to relicense some of their resources under freedoom's license (which is GPL I think, not sure right now)? A reworked version of eternal doom's would be neat.

Please don't get this so harsh, I felt like this needed some feedback to get the development a bit faster, sadly I lack skills to help the project decently but I really, really want this project becoming a reality. And you guys are very near to it.

Good luck.

Old Post 05-19-13 20:43 #
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fraggle
Filled with the code of Doom


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The recommendation to use DOS Boom instead of PrBoom seems needlessly pedantic to me. If a level doesn't work under Boom it is a bug, but we ought to be just fixing such bugs as they're reported rather than bending over backwards trying to be absolutely sure Boom works. PrBoom ought to be the recommended port to test in.



XCOPY said:
Now regarding to resources like the HUD, I know it's okay, I just dislike the face. Why not asking team tnt to relicense some of their resources under freedoom's license (which is GPL I think, not sure right now)? A reworked version of eternal doom's would be neat.

Freedoom is under the Modified BSD License, not the GPL. Eternal Doom's status bar face is very nice; however, I don't particularly like the idea of reusing material from other MegaWADs, especially something as prominent as the status bar face. Freedoom's material is for the most part all original work, and it would be sad if the project got a reputation for ripping off material from other projects, even if it was reused legitimately and with permission.

Old Post 05-19-13 21:45 #
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XCOPY
Junior Member


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Well is it fair enough to test with this, then?

ftp://ftp.fu-berlin.de/pc/msdos/gam...m/prboom202.zip

Old Post 05-21-13 07:26 #
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fraggle
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You probably want to use a more recent release of PrBoom, but yes.

Old Post 05-21-13 09:13 #
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Catoptromancy
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Play testing using prboom-plus is perfectly fine, but to specifically find certain odd bugs boom202 is needed.

Old Post 05-21-13 15:36 #
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Amarande
Warming Up


Posts: 13
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XCOPY said:
I know the main issue are the making of sprites (which sadly, some look a bit goofy, mainly the cyberdemon, arch vile, baron/knight of hell and zombies) but what has been done to solve that?


This reminds me. When we release, unless the sprites significantly improve in quality (yup, so many of them do look rather goofy, I agree on that one ...), I suggest we also, for those who prefer the original id sprites, release a PWAD edition of Freedoom that includes the non-sprite resources. (The other freedoom graphics tend to be more than up to snuff, in fact, apart from the visibility issues I noted in the other thread - i.e., the issue being that "variant" textures in a series often do not visibly differ to the same degree in freedoom as they did in doom2.wad - I find they actually tend to be better quality on average than the originals!)

We actually used to have a freedoom_levels.wad build that let the levels be played independently of the new sounds and graphics, but it seems like this has gone by the wayside. In any case, we've got to the point where at least the graphics always have to be released with the levels - in particular, freedoom doesn't always use the same sets of names for animated flat series that doom2.wad did, and at least some levels have had animated flats placed where the specified frame in the wad is one of the freedoom-only ones. These levels will crash the engine, if you attempt to run the level only without the graphics ...

Old Post 05-22-13 01:50 #
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GreyGhost
Why don't I have a custom title by now?!


Posts: 8765
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Amarande said:
We actually used to have a freedoom_levels.wad build that let the levels be played independently of the new sounds and graphics, but it seems like this has gone by the wayside.
They're still available, it's just a matter of knowing where to look.

In any case, we've got to the point where at least the graphics always have to be released with the levels
Same place as the levels wad, though you'll need to open it in Slade and import the PNAMES and TEXTURE1 lumps from your Freedoom IWAD before using it.

Old Post 05-22-13 02:40 #
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XCOPY
Junior Member


Posts: 209
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Okay so I've found a solution for the boom issue, I configured a dosbox conf file where once you run the bat file, it will mount a folder named root automatically, so you just have to drop a boom folder or boom itself, then put freedoom in it and you are done. Here is a download link for it, if anyone gets interested for other uses.

https://www.dropbox.com/s/ruqlrk42w3g9rmk/DOSBox.7z

Also I've found one little bug in map01 near the end secret area. The fog isn't set "inside" the door.

http://i.imgur.com/vtK1BUc.png
http://i.imgur.com/gPWGCTJ.png
http://i.imgur.com/GckY79u.png

EDIT _________________

There is also this place, the player may end up fallin in that hole and there is no way to escape, being stuck forever:

http://i.imgur.com/CTcQ4PH.png
http://i.imgur.com/zmgnXJW.png
http://imgur.com/NL8rHof

If it is intended, disregard this.

Last edited by XCOPY on 05-24-13 at 04:01

Old Post 05-24-13 00:43 #
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