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TerminusEst13

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Everything posted by TerminusEst13

  1. TerminusEst13

    DUMP Episode 2: Dump Harder [RELEASED]

    And time. Well, probably not time for some people. Some people probably need a little bit of extra time to tweak their and make a few last-minute changes. Regardless, now we're entering the next phase. I'm going to take a couple days to compile the build, put everything together, have the hub connect to everything, make a final boss battle, and then release a test build for everyone to play with. Everyone should be willing to give it a run, run through several levels, and write down their thoughts and feedback. Obviously, I don't expect everyone to play through all 46 fucking maps, but even just a couple lines of "I liked this and this" or "I didn't like this or this" would be fantastic. If you haven't submitted yet and are still working, don't panic. I've said before I'm not really a stickler for time; the emphasis on this project is to JUST DO IT, rather than adhering to a specific schedule. Compiling a test build together is going to take a bit of time, after all. If you need a couple more hours to polish things up, sure, go right ahead. If you need a couple more days, well, all right, just don't go overboard. If you're gonna need a week, yeah, no, that ain't happening. But congratulations to all 46 contributors and mappers who have come together to make DUMP 2 a reality. Community projects are a bit of a crapshoot in that only a fraction of people who say they're going to do things will actually do anything, but DUMP 2 blew this out of the water--almost 2/3rds of the sign-ups have submitted their maps! Bloody hell! Congratulations to everyone. As a personal hall of fame, here is going to be the maplist, along with the name of the and the authors. If you have any quote you want to display on the opening of your map, a la DUMP 1, now's the time to say it. Otherwise I'll make something up.
  2. TerminusEst13

    Any good map packs for Demonsteele?

    Nax is being sarcastic. He's cool and funny. Gustavo, on the other hand, REALLY doesn't like DemonSteele and has been very insistent in letting people know. There has been a bit of a rivalry growing as of late, though. Some more hardcore Burt Lamb fans are going on about how the mod is evil and the worst, and some more hardcore Donutsteele fans are roaming around saying how Brumble is the antichrist and DamnitSteve is the superior in every aspect. Not really sure why, considering they have very little in common aside massive amounts of blood. It's not like the actual modders have any rivalry either, since Mark and I have been quite amicable even with our massive creative differences--Mark even offered to help out on DemonSteele's gore, which I turned down due to wanting to learn how2blood myself. As biased as I am, I think it's kind of nice. It plays completely differently from typical Doom, being focused on going fast, dodging attacks, and hitting dudes with melee, with guns reserved for a backup role. Ideally, you'd want to W+M1 as much as possible, and the skill cap of the mod pretty much focuses entirely on how well you can W+M1 without getting hit--and for some people this is really super-cool while for others it's boring and predictable. Recently I made a second character that focuses more on guns and gunplay, and she's got all the pitfalls of a typical "still in development" update. If you're really not into gameplay mods and prefer the typical Doom, I'd definitely not suggest it. It's really not much like Doom in any way, shape, or form. If you're interested in something that completely redoes the gameplay into something different, though, you might think it's something neat.
  3. TerminusEst13

    DUMP Episode 2: Dump Harder [RELEASED]

    It's the 8th! And we are a go, ladies and gentlemen! I hope you've been using this time period to great effect--all prepared, motivated, and got ideas? Excellent! Time to start getting to work! Whether you start blitzing through your map with a fury or just prod at it a bit in order to get it done a step at a time, I hope all of you do your best and work your hardest in order to make something. It's not going to be easy! There's going to be moments where you say "Ugh this is just so boring", but keep going! There's going to be moments where you say "I don't know what to do next", but keep going! There's going to be moments where you say "I can't make anything interesting, other people are making much better stuff", but keep going! Mapping is hard, but it's also incredibly rewarding. It's quite literally sculpting a world, with only your own hands and mind! Also a map tool of choice. ...I'm talking a big game, but to be honest I'm overwhelmed by the amount of response. Over 70 people are interested in participating? Bloody hell! I'm staggered by the incredible feedback this has received. I kind of just started this to be selfish and have buddies to learn to map with, y'know? But this has really blown up, and I'm sincerely thankful for the support everyone has shown. Not gonna lie, though. This is gonna make the compiling-and-feedback stage a little difficult. But I guess I'll jump that hurdle when we come to it, eh? Start mapping, mates. And have fun.
  4. TerminusEst13

    [ZDoom/Zandro] DUMP Episode 1: Fuck Time Limits

    Thank you very much! Yeah, Bloody Castle seems to be the buggiest of the batch--we've ended up giving that map a bugfix run over three times and it still insists on breaking in various new and interesting ways. It probably would've just been better to cut it... Well, hindsight is 20/20, I guess. I'll pass along the comments to their respective authors, they'll appreciate the input!
  5. Mapping is hard. A lot of us have been wanting to map for a while, but can't really get over that initial hump. There's only one way to improve, but oh man is it painful to just grind, grind, grind until you get a clue and figure out what to do. We get awesome ideas! Oh, man, this would be so cool! Then we jump in and...stare at the grid for hours. For 2016, I really want to better my mapping abilities and put out some good stuff. Two friends, Mystical and Gardevoir, said that a good experiment might be to try speedmapping. Just get the shit out of the mind and into the editor, stream-of-consciousness work. 4-6 hours, Zandro compatibility, vanilla monsters/weapons. Then a friend decided to jump on board. Then another friend. Then another friend. Then we had a whole bunch of people making maps, vet and newbie alike, all pushing against a 4-6 hour deadline to make some ZDoom maps to jump up and down on. Then we compiled them into a single pack and gave 'em one more run through for polish and decoration. Obviously, we finished. We now present to you, a small hub leading to a handful of different maps. Beat each map to unlock the exit, and exit to win. Gameplay mods should be supported. Pistol start is enforced, though, so something like DoomRLA or Hideous Destructor will likely piss you off. Monsters are vanilla, except for the secret/final map, which comes to a grand total of two new enemies. The primary purpose of this project is to have a way for all of the newbies to try and push over that initial hump together, to MAKE something. It's a way for the vets to lead on some new mappers, welcome them into something they wouldn't normally try. Please enjoy, a lot of people really fought tooth and nail in order to hurdle over the hump and make it in. Also please feel free to point out any issues, troubles, errors, imbalances, and etc about the maps. Don't feel the need to sugarcoat, give it to us straight--none of us are pro-tier mappers. We can't improve if we don't know what's wrong. https://www.dropbox.com/s/4gkomcyrmz7k88c/DUMP-1.pk3?dl=1 - Download here. (14.2 megabytes) CREDITS:
  6. TerminusEst13

    ''Complex '' maps are cancer

    When loaded with Complex Doom!
  7. TerminusEst13

    [WIP] DemonSteele

    It's been a while, huh? Well over eight months, specifically. So I suspect this deserves a little bit of background. DemonSteele is designed to be a melee-emphatic mod, so of course the hwando is going to be tip top above everything else. But some people want a different way to play other than being a blender; whether the melee should be slower and a bit more intricate, or that there should be just as much focus on the guns, or there should be a couple more nuances. This is fine! This is a reasonable concern. Sometimes people want to do more than just w+m1. Sometimes people aren't down with all the chaos, or want to use a variety of guns. So to try and accommodate these criticisms, I started work on a second character, Sun Shihong--she's sort of an overall catch-all for some of the bigger points of feedback that people have been tossing at me. Since DemonSteele is still a melee-focused mod, of course Shihong still has a lot of focus on punching. But there's significantly more nuances here. Her punching is slower, so a w+m1 approach will leave you wide open to enemy return fire. Her punching have more variety and can make use of jump kicks, crouch kicks, and more. She can swap between different styles to make use of different approaches to play--people who're more interested in shootybang can make use of a style specifically catered towards shootybang. She's tech-based, so she fits in a lot more with the techbases and sci-fi settings so prominent in maps. Etc, etc, etc. It took me a long time to do. About eight months, in fact. Not something I'm proud of. But here it is, a new release with a new character. http://www.best-ever.org/download?file=demonsteele-v0.9.pk3 https://www.dropbox.com/s/pblm1zzsdhqlpkn/DemonSteele-v0.9.pk3?dl=1 http://www.best-ever.org/download?file=demonsteele-nowthatswhaticallmidi-v3.5.pk3 I'm not gonna lie, I'd wanted to get a lot more done with this release. Even as massive as it is, there's still a whole ton more I could have done with this. Like what? Well, just off the top of my head, I really wanted to have: - The ability for the player pawn to know when it's not the player and then morph into a properly-sized actor, for voodoo doll-emphatic maps. - Player sprites for Shihong. - Polished up player sprites for Hae-Lin, it's still too clearly a model. - Arrange the music in the MIDI jukebox alphabetically. Seriously, now selecting a song is just a matter of slapping in random numbers and hoping you get it. - Automatic/manual fire classes. - dst_cl_toaster support for Shihong. - Cvar to remove the sounds from environmental decorative objects. - Dramatically rehauling the Emperor to be more interesting. - Deathmatch optimization. - Arrogant weapons for Shihong. - Redone sprites for the Testament. - Excess health pickups being able to heal Sentinel/Ravens - Being able to "put down" Sentinels/Ravens to use them as turrets. - Ravens firing only when you attack, rather than firing freely. - Gun smoke/ejected casings for Shihong's weapons. - Cvar for zombies to drop their respective ammo type. - Rehauled Iron Maiden specials (not simply clones of the sword attacks) - More decorative item replacements - Arrogant weapons for Shihong - A third Arrogant weapon for Hae-Lin But, well, there comes a point where you should just stop polishing and working and polishing and working and just release, and a deadline for the end of the year was a fantastic way to make me do just that. Even if it pushed me a little raw at times--I've been rushing up until the last minute to do as much as I could do, and I wasn't able to dedicate a lot of time to testing, bug-crushing, or balance. Still, that's what the new year is for, yeah? We're not at 1.0 just yet, and we've still got a long way to go. Thank you all for your support, thank you all for your encouragement, and thank you all for your criticism and feedback. I'm glad to be able to provide this for all of you, flaws and rough edges intact and all. Please enjoy. Changelog for v0.9: Changelog for metal jukebox v3.5:
  8. https://github.com/marrub--/GLOOME/ GLOOME: GLOOME is a commercial-friendly GPL-compliant rebrand of the GZDoom 1.8.10 engine, which is based on the ZDoom engine, which in turn is based on id Software's Doom engine. It's a little bit incestuous. There's been a lot of discussion as of time of this writing about the viability of using Doom source ports to create full-fledged indie games. A lot of people have come out with some astounding projects; massive mapsets, complete gameplay overhauls, redone graphics, etc. But every now and then, there's a project that's completely unlike Doom at all, to the point where people say it would be better as its own thing, rather than a "mod". And sometimes these discussions just kind of...end with the usual question marks. Is it possible to do this? Can mods really become standalone games? Would it even be feasible to undertake all the work for a small community? What draws the line between an extremely in-depth "mod" and a fully standalone "game"? Wouldn't we still need to have a doom2.wad to run? If we still have ties to Doom, won't that cause legal issues? What would Carmack do? This fork hopes to address these issues. All of the licensed code has been rewritten. All of the legally-questionable code (such as Ken Silverman's Build code) has been plucked out and replaced with either more legally-compliant code or outright rewritten. The engine itself is completely open-source and free for anyone to modify, adjust, distribute, or whatever as they please. With this, we hopefully have an engine where someone can make a completely new not-Doom game with and distribute among other sites, like RPG Maker was to Yume Nikki or Cherry Tree High Comedy Club. Someone completely unfamiliar with Doom, the Doom modding scene, or anything at all can just download a game, fire up the .exe, and play it without needing any know-how or "drag this .pk3 onto this .exe" or "load up multiple files" or "DON'T PUT IT IN YOUR SKINS FOLDER FOR THE LOVE OF GOD". If somebody wanted to make a full-fledged indie first-person-shooter, they can use this engine to create a slew of new maps, new enemies, new levels, new items, new weapons, and more, and then throw it up on Steam without worrying about Doom copyrights. CREDITS: Project 67 / Nocturne in Yellow: / The demonstration projects for GLOOME to show off the engine's capabilities to the world and to show people unfamiliar with ZDoom what can be done with Decorate and ACS. They're small, not exactly on par with BTSX, Golden Souls, Putrefier, or even Zen Dynamics, but they'll suffice. We even have placeholder graphics and everything. Project 67 is a straightforward science-fiction run-and-gun arcade action shooter, with an emphasis on killing robots, getting points, and using rad guns. It is being made by marrub, the head developer of the GLOOME engine, and nobody knows better how to showcase the features of the engine than he. Nocturne in Yellow is an entry for the 2015 Indie Game Maker Contest, a challenge to make a complete game in a single month, and is a more slow-paced gothic adventure intended to be reminiscent of a first-person CastleVania than Doom. It is being made by TerminusEst13, some dork. While both of these projects are early on in development, we will be keeping the topic up to date with progress and contributions.
  9. TerminusEst13

    Valiant: Vaccinated Edition (on idgames)

    This is really interesting! Valiant by itself was already a fantastic release (one of the top of 2015, IMO) but it'll be really interesting to see how different gameplay mods handle these encounters. Of course, I may be slightly biased, but I'm excited for more Valiant nonetheless. Now there's another reason to play it even more!
  10. TerminusEst13

    Comfy Doom v2

    Big fan of vanilla gameplay? It's time to get comfy! Comfy Doom is a vanilla gameplay mod that uses no new sounds, no new sprites, no new graphics, nothing, just quietly tweaking a few values in order to make things more comfortable. Originally made in honor of a friend's birthday, he was so pleased with it that I decided to release it to the public. Load up on your favorite mapset of choice and go through a chunk of levels, have a blast! https://www.dropbox.com/s/ki1ipghhqxaxhqf/te13-comfydoom-v2.wad - Download here!
  11. TerminusEst13

    Comfy Doom v2

    Is everyone feeling comfy? Why not settle down and play a little bit of your favorite game this evening? https://www.dropbox.com/s/ki1ipghhqxaxhqf/te13-comfydoom-v2.wad?dl=0
  12. Brb alternate weapon skin.
  13. I've been bit with the mapping bug and want to do more. So let's rock this shit.
  14. Sort of. In Decorate, Flash states are considered a separate layer above the weapon. You can put cut-off sprites on top of the existing sprites via Flash to have multiple layers going. Previously, you could hijack the flash state in order to use its separate layers for asynchronized weapon functions, such as realistic(?) dual-wielding or Duke Nukem style shoot-n'-boot other such nonsense. In short, now there are multiple layers like these, all of them independent from each other, so dual-wielding can no longer be a bag of hacks. Or, yeah, you can just piecemeal a weapon together like in Textures. :D
  15. That's...not what I'm saying. But all right, I'll go with that instead! Yes, we were aware of the difficulties going in. And on the contrary, today I've managed to get in contact with almost all of the people that have contributed to GZDoom and ask their permission. All of the ones that returned said they were fine with it, and I have no reason to suspect any different from any of the remaining contributors. Oh shit it's the man himself. Thank you very much for your work and for letting us do this. We will definitely keep things open, and hopefully we'll be able to backport some of the crazier features--multiple sprite layers alone will probably be unbelievably valuable for a lot of people.
  16. A few people have been asking about GLOOME's netplay capabilities. It's functionally the same as GZDoom's. Have a video! Sorry, but you probably won't be able to make GvH standalone just yet. There are "plans" to have client/server/masterserver multiplayer down the line in the future, but this is in the future. Like, far in the future. Like, Zandronum will be at 6.0 future.
  17. Hello, Jon, sorry it's taken a while to get back to you. Pardon? GZDoom-specific code is not under the Doom license. We have not relicensed GZDoom or any of its original code, which is still under the BSD license--and by extension, all of the contributions other people have done to it. The only code we have re-licensed is the Doom code, which was re-released under GPL and ergo is perfectly fine to change the license to under GPL. What you've linked is the Doom source code that was changed to GPL, as per the re-release. It's actually very clear-cut. Are you trying to say that the Doom code in GLOOME/GZDoom is not actually from the Doom source code? http://www.doomworld.com/idgames/?id=14576 Because that would be an entirely separate situation, but incredibly easy to rectify. All it would require is pointing out specifically what code was changed for ZDoom, and then those sections can be properly put under ZDoom's BSD license. EDIT: Or reverting them back to the original. Or re-writing those sections from scratch. Either way. Even with specifically outlining a problem, I'm honestly not sure what you're trying to say here. Could you clarify, please? Are you saying that GZDoom's source port code extending the Doom code should not BSD licensed and should be under Doom's license? Are you trying to say the modifications we made to GZDoom's code should be under the Doom license? Or are you asking what the changes we made to the code are licensed under? EDIT 2: Sorry, I missed this. The ACC code is copyright under Raven's license just as the original ACC is; it shouldn't be distributed with anything, and it's only there because it needs extensions. Marrub says he might open up an entirely new repo for it.
  18. aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa i go to sleep and suddenly two pages hello everybody glad you like this This is a fantastic idea and will certainly be a good way to ease people in to this. For a lot of veteran ZDoom modders, this sort of thing is pants-easy to do ("Write a menudef? That's all? Sure, give me like five minutes."), but for people from traditional modding scenes and/or more familiar with something like EGDE/Eternity, there'll probably be a lot to do. I'll start jotting down documentation as I go and continue work on Nocturne. I'm not sure whether to merge it on an existing wiki or start with the Github built-in wiki or what, but...well, I'll figure that out as people need it. Yes, there will be a prebuilt version in the future--probably a soon future. At the moment, priority has been focused entirely on implementing new/separate features in order to assist with full-fledged game development, like the ability to set the ticrate of the world and defining your own cheats. At the moment, there is currently an engine.pk3 which contains all of the ZDoom-esque information, such as predefined actor classes, default menu data, icons, default sounds, and etc, and more importantly contains an IWADINFO lump, which people can edit to include whatever extra file they want that contains the game data. As for anything GZDoom can do that GLOOME can't...well, probably all the super-modern features that came after 2.7.1. I don't have any examples right off the top aside from A_SetSpeed off the top of my head (I've been using Zandronum for all my mods up until now), but I'm sure a few people intimately more familiar could list off a featurelist. Marrub's said he's been interested in backporting stuff (especially if they can point out a specific commit), but if we stay a little bit behind and leave the feature-superior engine to Graf and Randy, then hopefully there's less of a chance of inter-port fights breaking out. I answered this in IRC, but I'll repost it here. Yes, you can redefine the entire options menu. There's also the fact that GLOOME only has one .ini file--there's no zdoom-USERNAME.ini or such going on, there's only one .ini. So a developer can quite easily set up presets about lighting, light level, dynamic lights, fog mode, and etc, pack the .ini along with distribution, and the player will start with those options turned on by default. That way you can specify exactly what kind of lighting you think best benefits the mood. This would be super-cool! If you decide to go ahead with this, please let me know and I'll pass it on to marrub. This would go a long way towards introducing new people to development. Phew. That was quite an info dump. Very sorry if I missed your question. On the development front, marrub's been charging ahead with features and pull requests (the aforementioned cheat code customization and tic rate customization are really cool!), and I've been charging ahead with development on Nocturne in Yellow. As requested by a few people, I've set up a public Github/Copy folder for Nocturne, that people can peruse through and poke at with whatever they'd like: https://github.com/TerminusEst13/NocturneInYellow https://copy.com/l8kOw6GUJwu30lFv Maps still haven't been started and enemy/weapon graphics are still in placeholder status, but we're picking and stabbing at replacing things bit by bit.
  19. No worries, I understand completely. There's certainly a lot of ground to cover, and both of us are figuring things out as well. That being said, marrub answers: <marrub> #1: I'm pretty sure 1.8.10 was the last version to have working GLSL shaders, not entirely sure as I've never looked at or used the code for that <marrub> 2: I don't have any binaries available, but I can make some for windows (and probably linux as I have a triple boot setup) -- it should support everything that gzdoom normally supports as it doesn't have any new system-dependant code as far as I can remember <marrub> #3: I will backport most things that are requested (especially if you point me to a specific commit), pull requests will mostly be accepted <marrub> oh <marrub> also, an extension to #3 <marrub> see the zdoom forums thread for a bit more info, as I do state some of my future plans for the engine there
  20. The software renderer has been gutted due to the Build code. Sorry. If we're talking approximate versions, then 2.7.1, though there's quite a few dev-build features in there. Networking is the exact same as GZDoom's, so it's a peer-to-peer model.
  21. They'd need to be complete and total conversions, everything from scratch. So, yes, you'd need quite a bit of coding familiarity with Decorate, SBARINFO, and ACS. You can't just swap in new graphics in and call it a full game--there's no Doom stuff in here to inherit from.
  22. Yeah, neither of us are great level designers at all, so the maps for our projects will probably what only the most charitable of critics will call "basic". That being said, help would certainly be most appreciated. I'll be moving all supplies and resources for Nocturne in Yellow to github within the next few days for public perusal, and I'll see if I can convince marrub to do the same. Graphical stuff is certainly our weakest points at the moment, but down the line some extra eyes to look over maps and tell us how to make things not bad would also be sincerely appreciated.
  23. Yeah, sorry. 1.8.10 is more compatible with a wider variety of hardware with less issues, with the downside of being a bag of dicks to wade through on the programming end. Plus, if we purposely don't try and stay 1:1 with GZDoom, less chance of getting into any potential upsets with Graf/Randy, since they'll still have the feature-superior engine.
  24. TerminusEst13

    Doombuilder Overlay Image?

    It's not impossible.
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