Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Stroggos

Members
  • Content count

    181
  • Joined

  • Last visited

Status Updates posted by Stroggos

  1. Some of you may know Mr. Hardy, he's a guy that completely ripped off Doom and pasted his face all over the place and then sold it for 20 bucks. Anyway, if you're in a mood to read about this guy's exploits I recommend clicking on the url below. It's a eleven part blog with comments from Mr. Hardy himself, so only read it if you're dedicated but it's still fascinating how low this guy is on the "smarts" scale.

    To entice you more here's a picture of "his" commercial game called Asylum v1.666:



    Does that scene look familiar?

    http://youfailit.net/?p=49

    1. Show previous comments  4 more
    2. Planky

      Planky

      One more page, then bed. Ok another page. Damnit, one more.

    3. Stroggos

      Stroggos

      Planky said:

      One more page, then bed. Ok another page. Damnit, one more.


      That's what I was like when I read this.

    4. 40oz

      40oz

      Stroggos said:

      Does that scene look familiar?


      That's E2M5 of Asylum - Command Center.

  2. If anyone here is like me and scours IndieDB you might have noticed the increase of Indie games using the UDK and Unity engies. I know middleware in this generation of gaming is a massive thing but does that mean that it needs to be used in every game? What's wrong with cracking open MinGW and Code::Blocks and and programming a simple 2D engine for a platformer? PLEASE STOP THE UNITY INVASION.

    As a whole I don't have a problem with these engines it's more or less the lack of imagination that goes into the games that use them. I know that quite a few of these games are original and a fresh look on whatever genre they are but the latter portion of these games are just copies of the other games that actually got somewhere.

    Now I've been researching a few things in relation to voxels and general 3D programming and I'm obvously working on something otherwise I would've put my cyberhand up for taking over work GZDoom but I think one major project and another side project is good enough for me to handle at the moment.

    However at least a handful of people will be interested in the side-project, a Turn Based FPS engine akin to Doom and Wolfenstein RPG. My plans at the moment are a Win32 only as I'll make use of DirectX 8. So far plans will be things like PNG for textures and sprites as well as Voxels obviously. So I'll happily answer any questions you may have about the side project and I'd love to read your views on both the Unity and UDK engines as well s the games that use them.

    1. Show previous comments  1 more
    2. Remilia Scarlet

      Remilia Scarlet

      Csonicgo said:

      Visual Studio is where it's at.

      lol you'll pry Emacs from my cold dead hands.

    3. Xeros612

      Xeros612

      Stroggos said:

      What's wrong with cracking open MinGW and Code::Blocks and and programming a simple 2D engine for a platformer?

      Well, there is the fact that platformers are/have been just as oversaturated as shooters are now, if not more so...

    4. deathbringer

      deathbringer

      I paid £150 for Unity, then they bought out the next version which was £0. I've still not made a damn thing in it because I don't have a 3D Model programme that I can use (mind you I can barely use Sketchup) and which works with it.

      Dunno why "the engine" would make all games look the same though, surely that's just lazy developers?

      Also any love for Multimedia Fusion 2?

  3. We just got a new dog, well a pup, and aside from being a hand full we had to choose out of two names we had lined up. First was Hendrix and secondly was Kaiser, as in Doom Veteran Kaiser from these very forums. The name Hendrix stuck but still I nearly named my dog after Kaiser which really would of made an interesting thread.

    1. Show previous comments  13 more
    2. Megalyth

      Megalyth

      Name him "Tall red firestick" or "Hanging victim, twitching (blocking)". Sure to get a WTF look from anyone nearby when you call him.

    3. DuckReconMajor
    4. Creaphis

      Creaphis

      My cat's official name is Patches5000007.

      "Patches" was already taken, unfortunately.

  4. I'm quite excited about my new project which now involves Octrees and a in-game editor as well as use of FLTK. It's essentially a new game engine designed with Voxels and modifiability in mind. I'm all jittery and giddy at the thought of this game!!!

    1. Show previous comments  5 more
    2. Csonicgo

      Csonicgo

      Stroggos said:

      I'm quite excited about my new project which now involves Octrees and a in-game editor as well as use of FLTK. It's essentially a new game engine designed with Voxels and modifiability in mind. I'm all jittery and giddy at the thought of this game!!!


      I thought you were going to code voxel rendering for EE. :(

    3. Stroggos

      Stroggos

      Sorry Csonicgo I pretty well scrapped all plans for other projects when I took this on. I probably should have told someone. But after this project is over I might be able to take over EDGE development. But if that fails I'll beg Graf Zahl to let me to take over GZDoom development. Also if Eternity hasn't got voxel rendering by the time I'm done here I could probably use my code for EE. So there are still many things I can do for the DOOM community after this project.

      The reason I had to scrap all other projects, in case you're wondering, is because I have to juggle my time with programming and playing in a fairly successful band. So I can spend 12 hours programming and then another 6 hours practising to going out and playing which as you can see leaves me very little sleep. This is made even worse recently a I have stayed up later to program. Currently I'm going to sleep and 4-5 in the morning and not getting until 1-2 in the afternoon. Programming is fun but very draining mentally.

      Also, has anyone ever used FLTK? Every time I seem to build it is compiles with one warning and when I link it to my project it comes up with a load of undefined references to various functions. I'm using the latest SVN release of FLTK 1.2 along with TDM MinGW (Latest) and CodeBlocks SVN 6906.

    4. andrewj

      andrewj

      I have used FLTK in quite a few projects, e.g. OBLIGE.

      So far I have stuck with the stable branch: 1.1.10, so I dunno about version 1.2, most FLTK development is now being done on version 1.3 which recently released a release candidate (1.3.0RC2). That's the one I suggest you use.

      BTW, I'd be interested in trying your editor.

  5. Today I got the pleasant surprise of an early XMas present which turned out to be SoundWave tickets!!! I'm stoked Iron Maiden, Slayer, Slash and the list goes on.

    1. Show previous comments  2 more
    2. Csonicgo

      Csonicgo

      esselfortium said:

      Voxels!!!

    3. DooMAD

      DooMAD

      A one day festival? Not long enough for my tastes. Grown too accustomed to a three day festival with 5 days of camping and drunkenness.

      Also:

      Csonicgo said:

      esselfortium said:

      Voxels!!!

    4. sirjuddington

      sirjuddington

      DooMAD said:

      A one day festival? Not long enough for my tastes. Grown too accustomed to a three day festival with 5 days of camping and drunkenness.

      Unfortunately 1 day festivals are the best you get in Australia. At least for that kind of music.

      I'll be going too, mostly for Iron Maiden.

  6. As most of you know by now I'm currently in the midst of writing an Eternity Engine fork that will include Voxel support I'm also in talks about a C# port of Doom. It does seem like a lot and I am inclined to agree as I am only 16 and I have school next fortnight.
    My primary project will be the Voxel port with the C# thing tailing behind as closely as possible. The reason for me putting the Voxel port first is that I've always wanted to do something not only with Voxels but also incorporating something made by Ken Silverman in an actively developed project. Also the proud people at Team Hell Spawn have been left somewhat in the dark as they have been spitting out these voxel models with no promise of ANY Doom port supporting the format. Hopefully I can start a trend with Doom ports and get the format incorporated in all if not most.

    External Links (that are related to this blog)
    Team Hell Spawn voxel page
    Ken Silverman's Voxlap Engine

    1. Show previous comments  4 more
    2. Technician

      Technician

      Self induced sterilization.

    3. Csonicgo

      Csonicgo

      Technician said:

      Self induced sterilization.


      this.

    4. Snarboo

      Snarboo

      It's about time, I've been dying to see voxels in Doom. :D

  7. I am absolutely sick of this fricking thing!!! I was meant to release a build a month ago but it is still freezing!!! I have come close to scrapping the project for something new and exciting. Something like reverse engineering Blood sounds nice. Ken Silverman's BUILD Engine is much more interesting to me then the DOOM engine at the moment. I think I just need to take a break :).

    Programming is insanity but it is insanity that makes total mathematical sense. I haven't slept for two days because of this stupid little bug and I want it squished. As far as I can tell I'm about two to three months behind Kaiser. So I'll update to the latest SVN revision and try to build the thing from there but it's turning me Hulk-like.

    I'll keep you posted.

    1. Show previous comments  3 more
    2. Stroggos

      Stroggos

      Kaiser said:

      u mad?


      Quite possibly...

      But getting an extra hand might be a good idea. But first I need a good few ours to myself so I can properly go through all of the code and carefully watch all errors. It could be something like me using the wrong version of of a library which is quite likely. So in light of this...

      What exactly are the external libraries are you using and the versions?

    3. Kaiser

      Kaiser

      SDL, SDL_Mixer, and libpng

      All are the latest version me thinks.

    4. Stroggos

      Stroggos

      Okay thanks I'll get to that later today.

  8. As some of you may know I am the developer of the SVN Builds of Doom 64 Ex. I have recently hit a wall as to what to do and wanted to inform you programmers about what is happening. I can build D64 OK but as I play it it just seems to freeze.
    This will, obviously, not be released but I will upload the source as soon as possible so someone can help me figure it out. That is unless Kaiser knows what's up.

    This post is also made to inform you that I am fairly constantly updating the news of D64 at it's project page here: http://gccdoom64ex.codeplex.com/documentation

    1. Show previous comments  2 more
    2. fraggle
    3. Stroggos

      Stroggos

      Yep it freezes as it gets to loading the music. Hopefuly I can get an hour or so in today to fix it.

    4. Kaiser

      Kaiser

      Stroggos said:

      Yep it freezes as it gets to loading the music. Hopefuly I can get an hour or so in today to fix it.


      MP3/OGG? In that case, you may want to see if i_affinitymask is set to "1" in the config. If problem persists, then thank SDL_Mixer for being such a wonderful audio library.

  9. I have looked at the Doom64Ex specifications and features for a while now, about 4-5 months, and have decided to take the first steps towards creating a reliable Doom64 editor.
    Using Doom Builder 2 as a base I will try to integrate all the features of D64EX in to the current DB2 source release. I would realistically hope for a release in a few months but it may take longer as I want to create a fully operational version of Doom with C#.

    1. Maes

      Maes

      You've got a PM.

    2. Kaiser

      Kaiser

      Stroggos, you also got a PM

    3. Maes

      Maes

      No I don't, u be lyin'

  10. AS some of you may know I have been helping Kaiser with his current project of porting Doom 64 to the PC. I have been helping him by porting his VC6 code to the more updated Code::Blocks IDE using MinGW as a compiler. I have recently decided to continually update the builds for the future and longevity of the project.
    [PS. I hope none of you read the older version of this post]

×