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Status Updates posted by fraggle
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Ah, it sounds like you didn't get past the tutorial stage then? I completely understand.
I recently got my wife into playing it with me so I've been watching her experiences learning to fly a ship. It's certainly not an easy game to get into - the learning curve is almost comically steep by modern game standards. I've compared it to learning to drive a car, except you're doing it in 3D. Lots of crashing into walls, crashing into ships, etc. In her case using a proper flight stick instead of a gamepad helped a lot.
But it can be quite a bit more fun once you do get the hang of it. Particularly as a multiplayer game it plays quite nicely, though it's a shame the multicrew feature isn't available on Mac.
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Anyone remember my bent-up, stomping Arachnotron figure? Ever wonder what happened to him?
Well, in October last year I finally got around to fixing those bent legs, and I think you'll agree the result is a lot better:
But the story doesn't end there. I recently hired Jay Adan to do a professional model paint of my set of reaper minis. But I have two Arachnotrons now and I had to decide which one got painted.
It was no contest. Stompy got the star treatment:
I hope there's someone out there who will enjoy this heartwarming tale of redemption.
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Happy Birthday to deca2.wad, which friends and I published 20 years ago today:
https://www.doomworld.com/idgames/levels/doom2/deathmatch/d-f/deca2
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Here's Don Ivan Punchatz's EGM magazine cover, color shifted to match the Doom palette (original is here). I did this a while back for whatever reason (I think I was just interested in palette shifting and how to better adapt things to the Doom palette). Feel free to use it in your mods if you like.
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Just discovered that my oldest post on Doomworld turned 18 years old last month, meaning that it's now of legal drinking age in the country where it was born, and could in theory now get married to another > 18 year old post, or even appear in a porno.
On 12/26/1999 at 3:14 PM, fraggle said:That's right. Enjoy, and email me if you have any queries
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That is one sad post for one sad hacker. I now know why you report my blog. You couldn’t handle my doomness. You’re just a nerd. Welcome to the real world, where people actually think about what they write. You ain’t so bright announcing that you’re a hacker on a forum site. My path is before me and I’ll be your doomslayer tonight.
You americans, you have a lot to learn. You Americans think you have been teaching the world. America will be taught the harshest lesson of all. Don’t fuck with others, AT ALL.
the USA is gonna have a reading demise day
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My blogs have recently been accused of being boring, so maybe this will be more interesting.
I'm seeking feedback for my Vanilla Doom Smooth Weapons mod which I think is now close to ready to release. Instructions are in the included text file; please take a look and let me know what you think. If you encounter bugs please let me know, and for the record, vanilla demo desyncs count as bugs. The only bug I'm currently aware of is that the chainsaw jumps about on ZDoom-based ports.
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Oh my god the only actual video of qzdoom on Youtube is by the kingnoger guy who posted all those weird threads about having made a multicore rendering source port.
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I've tried this with ZDoom and the chainsaw still seems to be having problems. When I attack with it, DSSAWFUL plays in its entirety, with no DSSAWIDL afterward, and then the jittering the decorate entry was supposed to prevent comes back.
Another thing I've noticed about playing in ZDoom is that pistol pickups no longer work, which can break some wads like Shadows of the Nightmare realm where players have the pistol taken away from them for one reason or another and have to find a new one.
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Taking moderating to the next level baby
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Harder, Better, Faster, Stronger, Control, Meta, Super, Hyper?
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This weekend I put together a cool hack as part of work on my vanilla Doom smooth weapons mod. In recent years custom palettes have become popular and I was curious to what extent these palettes deviate from the original Doom palette. It turns out that with the exception of Ancient Aliens, not much. Anyway, I put together this which may be useful for people making gameplay mods, and here's a video of Back to Saturn X E1M07 in Chocolate Doom with smooth weapon animations.
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Agree with the sentiment but think it's a shame that 99% of places people come to discuss ideas they may not necessarily agree on are privately owned, often by people who have an agenda to foster a certain point of view and silence another. Still, the comic is factual and pretty funny.
(To be clear I'm mainly talking about social media platforms, Doomworld has been tenfold better since political "discussions" stopped happening)
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This weekend I put together designs for these backdrops for displaying my Doom miniatures. These are just some initial prototypes but the basic idea works. I wrote a Python script that does perspective transformations from a Doom screenshot to generate floor and curved wall patterns. When assembled and viewed from the right angle it looks like the figures are "inside" the screenshot.
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Who else is on Mastodon that I'm not already following? Reply with your profile link for a follow.
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kain said:
yall dont know what a nut cheack is? its a game we play in my ghetto school where we go aroun to randome aponents who are " wide open " and attempt to punch them or slap them ( back hand works best ) in the balls. if they fall or limp or hunch over, you get a point. or its mostly all the time a free for all no holds barred nut check fight.
One time at school...at gym..everyobody decided to jump in. I sat down, in the corner, proteciting my nuts, wacthing the horror :P Two people just wiping everyone else out XD it was the funniest thing to watch. everyone was dropping like flies XD -
kain said:
yall dont know what a nut cheack is? its a game we play in my ghetto school where we go aroun to randome aponents who are " wide open " and attempt to punch them or slap them ( back hand works best ) in the balls. if they fall or limp or hunch over, you get a point. or its mostly all the time a free for all no holds barred nut check fight.
Heh, it's evolution trying to preserve the quality of the human genome.
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<Quasar`> actually calling FraggleScript half-working is giving it a complement it doesn't deserve
<Quasar`> apparently fraggle never tested them
<Quasar`> basically fraggle broke everything in SMMU that he didn't use
<Quasar`> because of a change fraggle apparently accidentally made in SMMU
<Quasar`> but for the lesser among us, fraggle made that variable ehehe
<Quasar`> but I ran into limitations in fraggle's system and had to make new menus
<Quasar`> don't learn fragglescript now
<Quasar`> for some reason in SMMU fraggle changed vertical mouse sensitivity
<Quasar`> fraggle actually fixed SMMU to do that on linux, but in doing so he also broke it under DOS/Win32
<Quasar`> fraggle admitted that most of the stuff in SMMU was crude ehehe
<Quasar`> fraggle can't help the fact that he didn't consider the NULL termination of string buffers to be an important factor at that point in his life ^_^
<Quasar`> fraggle decided to start rewriting the demo code for some reason
<Quasar`> fraggle did that in SMMU but he didn't implement it totally correctly ;)
<Quasar`> fraggle FUBAR'd it up in SMMU
<Quasar`> fraggle goddamn it what did you do this time
<Quasar`> fraggle kinda botched it up in SMMU :/
<Quasar`> fraggle likes to write inefficient code :P
<Quasar`> fraggle made one that could compress sidedefs but I consider it unsafe
<Quasar`> fraggle probably fucked with those too
<Quasar`> fraggle really dropped the ball on that
<Quasar`> fraggle really hacked this up
<Quasar`> fraggle SHOULD have taken care of it in SMMU but you know how that goes
<Quasar`> fraggle sure monkied up RunGameTics in SMMU
<Quasar`> fraggle took them out of SMMU though, teh basrad
<Quasar`> fraggle was gonna put it in I_ShutdownGraphics but that's no good
<Quasar`> fraggle was on something when he wrote it I think
<Quasar`> fraggle wasn't very organized with it apparently
<Quasar`> fraggle wrote the same reallocation code in SMMU in about 20 different places
<Quasar`> fraggle's code is better, but some good features were lost
<Quasar`> fraggle's skills are not at question, just his pace of work :P
<Quasar`> FraggleScript has about 200 distinct problems ranging from minor to severe
<Quasar`> FraggleScript is crap
<Quasar`> FraggleScript is not worth using
<Quasar`> FraggleScript was rife with problems
<Quasar`> FraggleScript's "section" system was so opaque, none of us can understand it or properly modify it
<Quasar`> FS, though I've said fraggle did a really good job on it, had some quantifiable design problems :P
<Quasar`> go try to save your game in a FraggleScript-enabled level in Legacy while it's running a loop and then tell me fraggle didn't drop the ball
<Quasar`> god I wanna kill fraggle
<Quasar`> I already spent a year and a half trying to write a FraggleScript compiler before I changed to Small
<Quasar`> I am assuming fraggle pulled that # out of his ass
<Quasar`> I can tell you fraggle's system is braindead though
<Quasar`> I just wish fraggle had actually tested this before moving on to something else
<Quasar`> I love how when fraggle rewrote the menu code he didn't give a crap to make sure everything still worked at least as well as it did before
<Quasar`> I think SoM's part was right, but was triggering bugs in fraggle's code :P
<Quasar`> I'm glad fraggle rewrote it, even if he did make some boo-boos
<Quasar`> I'm scared about bugs in Eternity left over from fraggle's messing around in SMMU
<Quasar`> I've almost eliminated all of fraggle's hacks in the MapInfo code ehehe
<Quasar`> I've had to rewrite at least 75% of fraggle's code so really it was a setback more than anything
<Quasar`> in typical style, fraggle put a static limit on the number of skins, and then allows ANY number to be added
<Quasar`> it claims to have net support but they dragged in all of fraggle's bullshit, including the console, without fixing or rethinking any of it
<Quasar`> it should really be a comp option, thanks a lot fraggle 9_9
<Quasar`> it was fraggle's fault :P
<Quasar`> it's fraggle's fault for fucking with it in SMMU
<Quasar`> it's impossible to understate how braindead fraggle's netcmd system iss
<Quasar`> it's probably one of fraggle's goddamn cvars that aren't saved or set properly in demos.
<Quasar`> it's supposed to work but fraggle clearly spent all of 5 minutes making sure it did, and I've spent the last 5 years mopping up the messes that were left
<Quasar`> its time for funny fraggle comments in eternity, btw
<Quasar`> like fraggle's little tmp = screens[1]; screens[1] = Z_Malloc(...); V_DrawPatch(W_CacheLumpName("CONSBACK"), x, y, 1);
<Quasar`> like I just spent to fix fraggle's lax string handling
<Quasar`> like the mess fraggle made with the console
<Quasar`> looks like some more of fraggle's lax global variable handling
<Quasar`> man I forgot how much FraggleScript blew :P
<Quasar`> not as unfeatured as FraggleScript :P
<Quasar`> of course I didn't know then how fucked up it was, especially FraggleScript
<Quasar`> oh well fraggle did it, blame him :P
<Quasar`> one time fraggle said he was drunk when he wrote most of SMMU, but apparently he was drunk when he said that, because he claims he didn't say it now
<Quasar`> problem is, fraggle took out the code for multi-page menus
<Quasar`> see fraggle didn't find everywhere that it calculates light levels, and he got invulnerability completely wrong
<Quasar`> see if you can fix0r FraggleScript
<Quasar`> since I sent him that message about FraggleScript being a barrel of monkeys
<Quasar`> so much stuff in SMMU was screwed up just because fraggle started rewriting it
<Quasar`> thanks a lot fraggle
<Quasar`> thanks to fraggle's bad strcat calls
<Quasar`> that was the one thing FraggleScript really had going for it
<Quasar`> the only things I blame on fraggle are the crazy bugs that were in SMMU.
<Quasar`> the vertical slider was fine too, but the setting it gave was used incorrectly due to one line of code that fraggle changed
<Quasar`> the wait function in fragglescript is totally wrong
<Quasar`> there COULD be bugs with that because fraggle mangled it in SMMU
<Quasar`> under fraggle's system the relationship was totally arbitrary
<Quasar`> warning: fraggle's makefile for Linux Eternity is NOT properly configured
<Quasar`> we just fixed fraggle's sector colormap shit a couple of betas back though
<Quasar`> well fraggle wrote that makefile so its probably his fault
<Quasar`> writing into string constants for instance (/me looks at fraggle)
<Quasar`> xooz: fraggle goofed up the HUD code in SMMU :P
<Quasar`> yeah it has a really crude system that fraggle programmed
<Quasar`> you are using the original TeamTNT swantbls right, and not the one that fraggle hacked up for SMMU?
<Quasar``> and fraggle made it worse in SMMU :P
<Quasar``> fraggle made a mess out of it :P
<Quasar``> FraggleScript is terrible btw
<Quasar``> however, I have not tested this because I have no wads that use it, and fraggle may have broken it in SMMU
<Quasar``> nor could I fix the fragglescript interpreter -
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fraggle said:
I guess it must have moved. Try this.
Haha. Brilliant.
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Lets see...
I'll try to approach this by thinking about distance as it is easier for me. So, half the distance of two spots in space. Now do it again. If you half the distance all the time the two points will always get closer to each other, but you can't really say that they reach each other, since they don't. And there's a big difference in "it is so close that it practically reaches it" and "the two points have touched each other".
So, this leads to a question: can there be a distance so small that it cannot be divided into two anymore? Is there some kind of minimum unit for distance? And similarly: can there be a number so small that it cannot be any smaller?
Okay, of course when it's about numbers you can always add another digit, but how can you add a digit to a series of numbers that goes forever?
Hope these thoughts make some kind of sense.
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Fire destroyed one of the buildings at my old University a couple of weeks ago. I don't study there any more but I still live in the same town and it's sad to see.
Pictures of the fire and
some pictures of the remains. -
http://www.doomworld.com/vb/avatar.php?userid=7009&dateline=1246515041
What the hell, dude? -
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