fraggle

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About fraggle

  1. You have to simultaneously take damage and pick up a health bonus. See this video for an example.
  2. How have I never seen this before?

     

     

     

    1. Megalyth

      Megalyth

      I have also seen this nein times.

    2. Liberation

      Liberation

      And that kids, is how the war was won!

  3. I also suggested this to Linguica - I'd love it if people could use their Doomworld account to edit the Chocolate Doom wiki, for example.
  4. If you're happy with using the SDL2 version (and I'd encourage you to use it), you might find that chocpkg makes this a lot easier - maybe give it a try. Basically, git clone that repository and edit buildenv.sh to uncomment this line: BUILD_HOST=i686-w64-mingw32 Then run this command: ./chocpkg/chocpkg build chocolate-doom If you have problems please let me know since it's a relatively new system and I want to hear about any bugs.
  5. I've come to believe that Doom sits in something like a "sweet spot" of technology vs. moddability. FPS games are on a treadmill of ever-improving graphics technology; the transition from Wolf3D -> Doom -> Quake was probably one of the biggest historical steps in terms of technological advancements. Something like Wolf3D is very moddable - it's easy to change textures, making a new level is a matter of filling in boxes in a grid, all the enemies are sprites that can be redrawn by an amateur in MS paint if they want. But modding Wolf3D isn't a very attractive proposition. It's a good game but personally I find it has very limited replay value - the gameplay is very repetitive, it's hard to imagine making anything new with it that hasn't been done before. It's a limitation of the technology itself and the kinds of levels and gameplay you can build with it. By comparison something like Quake is "true 3D" and in theory therefore adds a lot of flexibility to what you can build with it. But the flexibility comes at a cost - check out this video of a Quake level editor for example. Suddenly you need a three-perspective view of the thing you're building to be effective. You can argue that things like using 3D models instead of sprites provide a similar barrier to entry. Anyone can draw sprites in MS paint; making a 3D model is much harder. Despite this, Quake was still a very popular target for modding, but interest in modding it certainly appears to have waned over time. We've also seen interest in modding games in general dissipate as technology has improved. By comparison Doom sits neatly between the two - you have an engine that's advanced enough for you to build interesting architectures and experiment with alternative/new types of gameplay, but at the same time it's primitive enough that any idiot with a bit of spare time can learn to mod it. Simple things are simple; hard things are still possible. Making levels is a simple matter of drawing lines on a 2D plane. Every texture, sprite, weapon, UI graphic, etc. is an image that can be trivially changed or replaced by someone with no specialized artistic abilities. Even stuff like replacing sound effects and music is trivial, and modern source ports have made it orders of magnitude simpler than it once was: just download some stuff off the Internet and put it in your WAD.
  6. "Weapons mods" aren't really something that exists much outside of the *ZDoom world. It's possible you might find some stuff in idgames, but in general it's more a case of "find some TCs to play that also replace the weapons". You might give Twilight Warrior a try, for example.
  7. I only ever used MSYS in the very early days of the project and very quickly gave up on it. The main thing is that you need a functional Unix environment to do a build - that's what Cygwin aims to do (and does reasonably well). MSYS tries to provide something similar but it's a lot further off because by design it (and MingW) are far closer to the plain Win32 APIs. If I have to build on Windows then I use Cygwin and "cross-compile" to MingW - last time I used it, Cygwin has packages for the MingW gcc compiler that make this fairly straightforward. This all seems like a reasonable criticism. I've mentioned this before, but I don't have any machine that runs Windows that I can use to test this stuff. I believe chocpkg should be usable with Cygwin if you have the right Cygwin packages installed but I haven't tested it at all. A quick note on chocpkg - I only started writing it a relatively short time ago and while it works it's by no means finished. If someone would like to put in some work to make this work better on Windows (ie. fixes, and also documentation) it would be most appreciated.
  8. Somehow Village People - YMCA perfectly fits the theme of mall.wad.
  9. I don't know why, but there's something kind of nice about it that's hard to put a finger on. It mirrors a common trope in movies - I specifically associate it with James Bond movies - where the main action is over but there's one last henchman to dispatch who makes a surprise appearance at the end. The elevator imp is kind of similar. Crucially with that trope it's never a big challenge that the protagonist faces, and the imp trope mirrors that. It's almost always an imp although I think I've seen pinky demons a couple of times. It's interesting to consider why an imp and not another monster. Certainly it would be something of a jerk move on the part of the level designer if it was something more challenging like a revenant instead that you had to deal with. Similarly it would be weird to have something like a zombie or a lost soul in the exit room. Imps sit in a sweet spot - they're "a challenge" and not just cannon fodder, but also not really any significant challenge if you at least have a shotgun. Even if you don't, you can probably dodge them and hit the switch.
  10. I just don't think these are good terms. "Health" and "armor" are pretty established terms in video games - their meanings are clear and there's no reason not to use them. At the very least if we were running make a change like this then other things should be changed to match too - it's the worst of both worlds when the status bar calls it "health" but in the HUD it's "vitality". But regardless, I don't think it's a good idea anyway.
  11. The original artwork is by Gerald Brom, as is the Doom II title art. The Art of Brom appears to be an anthology of high-quality prints of some of his work; it may be possible that the Heretic artwork is in there. There's also Darkwerks: The Art of Brom which is older and according to the product description contains Doom II. Maybe the Heretic pic is in there too. EDIT: This video shows that the Doom II art is in there (at 25s, in a small half-page and apparently cropped form :/) but I don't see the Heretic art:
  12. You might not have quite thought this through enough. I get what you're trying to do, but if you want to pick a good resolution, pick one that's an integer multiple of the original 320x200 so that the on-screen graphics (status bar, title screens, menu, etc.) can be exactly scaled up. 960x600 is an example of a good choice (it's 3x 320x200) but 800x500 isn't (it's 2.5x 320x200). It looks like my work here is done.
  13. 4:3 although I don't begrudge anyone who wants to play Doom without big black borders at the sides of their screen
  14. This is a pretty good description I think. I've never looked at it that way before. While I'm not really a fan of Plutonia, I will admit that it doesn't fuck around. The revenants and chaingunners are both monsters that have the ability to sap your health very quickly if not carefully avoided. A couple of revenant rockets can kill a player previously at 100% health and a few seconds under fire from a chaingunner can do the same. If you compare to the gameplay in the original Doom episodes - with the monsters there, it's a much more linear damage curve. What I mean is that, if you run into a room full of enemies, the damage you're likely to suffer in taking them out is proportional to the number of enemies (at worst maybe it's a quadratic function). Doom's health means that dying is a gradual process, a linear scale. If you have 10% health then you're 90% dead. Compare that with arcade games like Asteroids, Space Invaders, or Contra is the most obvious comparison - these are games where there is no health, one hit means death and you must avoid ever being hit or you lose a life. With Plutonia, the basic game and health mechanics have not changed, but the choice of enemies makes damage much more like a step function - the kind you'd find in those arcade games.