Cacowad Posted January 5, 2018 On hold, like usual, someday it will resume. Personally i was trying do make another map, but i had to switch computer and then suffered an hard drive failure on the new pc, so my motivation collapsed a little bit lately. 0 Share this post Link to post
AxelMoon Posted January 12, 2018 Funny. I felt like I was forgetting about something, Do we still have a list up of the things missing? 0 Share this post Link to post
Cacowad Posted January 13, 2018 Apparently, last time i messed with it i was lazy and didn't updated the sprite completion list... Just as a reminde, the "wiki" is here: https://github.com/Blasphemer/blasphemer/wiki With that out of the way, the big things we are missing are: 1) a replacement for the chicken (both weapon and model) 2) touching up the vulcano's sprites\ sounds (need to look into it again to be sure) 3) 2 more maps to fill the firt two episodes 4) finding sprites for the maulotaurus and de'sparil Honestly i'm going by memory, and i need some time to dig in and compile a list of what is missing, since the big bulk of it are missing projectile sprites or puffs that are barely rememberable. 0 Share this post Link to post
Teivman Posted January 18, 2018 The first level crashes in chocolate heretic. 0 Share this post Link to post
Cacowad Posted January 18, 2018 Most of the levels are limit removing, so you should play them with that in mind. But just to be sure, what kind of error did it give upon crashing? 0 Share this post Link to post
Ferk Posted January 18, 2018 (edited) Where's the latest version of the iwad available for download? The "heretic.wad" in the github repo hasn't changed since 2010 and when I try to build it myself I get the following error regarding a missing WAV: [... output before this is cut, no warnings or errors before this ...] i PL05 Palette is Heretic i CM30 Making lumps i CM50 Making TEXTURE1 w TX38 Texture SW2OFF: width 192 not a power of 2 w TX38 Texture SW2ON: width 192 not a power of 2 i TX44 Read 100 textures from ./textures/texture1.txt i CM55 Making TEXTURE2 w CM56 Can't find TEXTURE2 in main WAD i TX44 Read 167 textures from ./textures/texture2.txt i CM41 Making PNAMES i CM60 Making sounds w SC14 ./sounds/amb1.wav: sample rate != 11025 Hz, won't work on Doom < 1.4 w SC14 ./sounds/amb10.wav: sample rate != 11025 Hz, won't work on Doom < 1.4 w SC14 ./sounds/amb11.wav: sample rate != 11025 Hz, won't work on Doom < 1.4 w SC14 ./sounds/amb2.wav: sample rate != 11025 Hz, won't work on Doom < 1.4 w SC14 ./sounds/amb3.wav: sample rate != 11025 Hz, won't work on Doom < 1.4 w SC14 ./sounds/amb4.wav: sample rate != 11025 Hz, won't work on Doom < 1.4 w SC14 ./sounds/amb5.wav: sample rate != 11025 Hz, won't work on Doom < 1.4 w SC14 ./sounds/amb6.wav: sample rate != 11025 Hz, won't work on Doom < 1.4 w SC14 ./sounds/amb7.wav: sample rate != 11025 Hz, won't work on Doom < 1.4 w SC14 ./sounds/amb8.wav: sample rate != 11025 Hz, won't work on Doom < 1.4 w SC14 ./sounds/amb9.wav: sample rate != 11025 Hz, won't work on Doom < 1.4 w SC14 ./sounds/artiup.wav: sample rate != 11025 Hz, won't work on Doom < 1.4 w SC14 ./sounds/artiuse.wav: sample rate != 11025 Hz, won't work on Doom < 1.4 E CM63 Can't find sound ./sounds/blshit.wad, WAV make: *** [blasphem.wad] Error 2 Note that ./sounds/blshit.au exists, but as an AU, not a WAV. Edited January 18, 2018 by Ferk 0 Share this post Link to post
Cacowad Posted January 18, 2018 I do belive everything is still on the "experimental" branch, so try compiling that instead (or download it from here: https://github.com/Blasphemer/blasphemer/wiki/Experimental-build(s) , i do belive the links are up to date). The merge with the main branch will occurr once we get the missing player sprites (AKA once we reach the current milestone of DM ready). Regarding the .AU files: they where there in the original repository, i guess they were just placeholders, but i don't know how the compiling process was done back then. 0 Share this post Link to post
Nikita_Sadkov Posted February 6, 2018 I have produced some more sfxes under BSD license, so they could be used with freedoom project:https://github.com/saniv/free-game-sfx/tree/master/sound/nikita_sadkov 0 Share this post Link to post
Cacowad Posted February 10, 2018 I'll be sure to give them a proper look once this busy period has ended. Thank you for your contribution. 0 Share this post Link to post
Xindage Posted February 17, 2018 On 13/01/2018 at 7:50 AM, Cacowad said: 3) 2 more maps to fill the firt two episodes it's still needed? 0 Share this post Link to post
Cacowad Posted February 20, 2018 On 17/2/2018 at 11:51 AM, Xindage said: it's still needed? Yep, once we get those we'll have 2 complete episodes worth of material, and a couple of maps would be needed to be modified to include a secret exit for ot to work properly. 0 Share this post Link to post
A Nobody Posted March 26, 2018 On Wednesday, April 22, 2015 at 9:54 AM, DragonMorpheus said: Heretic's textures and monsters were more colorful and cartoon-like, the music was more adventurous, Just because something is colorful doesn't mean it's a freaking cartoon. 0 Share this post Link to post
DooMAD Posted April 17, 2018 Just a quick mention that I still have no idea what's wrong with the teamhellspawn phpBB forum. You may wish to remove that link from the Blasphemer wiki, as I don't see a fix forthcoming any time soon. It's probably better to keep all the chat in one place here anyway. 0 Share this post Link to post
Cacowad Posted April 19, 2018 I was wondering what was up with that. Allright, will do. 0 Share this post Link to post
DooMAD Posted April 19, 2018 Sorry, though. It always had a problem where it would fall over once a month or so, but emptying the sessions table would fix it. But no idea what's causing the current error. Probably should have learned some basics for php and SQL before deciding it would be a great idea to host my own forum. Frankly, I'm surprised it lasted as long as it did, heh. 0 Share this post Link to post
A Nobody Posted April 19, 2018 Is there any Rebel Moon/Rebel Moon Rising TC available? 0 Share this post Link to post
Teivman Posted April 19, 2018 3 hours ago, The-Heretic-Assassin said: Is there any Rebel Moon/Rebel Moon Rising TC available? That has nothing to do with the current thread. You should post that somewhere else please. 0 Share this post Link to post
Teivman Posted May 21, 2018 (edited) Could somebody post a link to the latest version of blasphemer? Edited May 21, 2018 by MrD!zone 0 Share this post Link to post
A Nobody Posted May 21, 2018 On Thursday, April 19, 2018 at 5:23 PM, MrD!zone said: That has nothing to do with the current thread. You should post that somewhere else please. Sorry, that was a mistake. 0 Share this post Link to post
Cacowad Posted May 22, 2018 12 hours ago, MrD!zone said: Could somebody post a link to the latest version of blasphemer? Repository to build from: https://github.com/Blasphemer/blasphemer/tree/experimental Prebuilded Iwad (may be slighly outdated, i can't remember): https://github.com/Blasphemer/blasphemer/wiki/Experimental-build(s) 0 Share this post Link to post
Wereknight Posted August 14, 2019 (edited) Have there been any progress on project? I just wonder. Had some ideas for this project, might to share them once I get back home from my current place. It’ll be before Christmas I hope. and yes I understand this topic was abandoned for quite a long time. Still, it must have some spark of life yet. 5 Share this post Link to post
AxelMoon Posted August 15, 2019 (edited) It's laid quite dormant. But I have been in the process of attempting of making some midis for the project. I just haven't gotten around to truly submit them if anything. Still needs some tuning up. 0 Share this post Link to post
Cacowad Posted August 18, 2019 Hello there! Yes, the project is dormant, but i'm still keeping an eye on it, since only me and Springy have access to the repository management atm. Personally i took a big break from mapping and i don't know when i'll get back into it (if ever, but i belive), this slowed the already meager progress on the maps development. Of course, any ideas and submissions are very welcomed. 1 Share this post Link to post
Wereknight Posted August 20, 2019 Good to know. I’ll contact with you later then. 0 Share this post Link to post
DooMAD Posted August 21, 2019 I'm still lurking in the background. There's always a small chance the urge to map could strike at some point. 0 Share this post Link to post
Shino1 Posted September 11, 2019 Hi, I'm a pixel artist and a beginning Doom mapper, and I'd like to participate in this project. From what has been said, is working on Maulotaur replacement sprites a good way to start contributing? 1 Share this post Link to post