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About Ru5tK1ng

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  1. Ru5tK1ng

    Novis - Boom compatible map

    Nice map. Arg would be proud.
  2. Nothing wrong with having mirrors. If anything is silly, it's your nitpicking.
  3. I got ya fam: https://www.mediafire.com/file/vdl5wv1h9djz4ih/zdaemon10611_win32_src.zip/file
  4. Ru5tK1ng

    Progressive Duel 3 - Final

    Final version has been released and the download link has been updated. The quest is now complete for the time being.
  5. Ru5tK1ng

    Progressive Duel 3 - Final

    Hope you had a happy Halloween folks because tonight Ru5ty Sh4ck Productions proudly delivers a special treat of Progressive Duel 3, rc1. The project started a bit over a year ago when I first brought up the idea of doing another entry in the ProgDuel series. Joining me for the ride are core members Razgriz, Hatedaddy and guests @Dragonfly and Killer Kouhai. Development has been a bit shaky (mainly my fault) but it has been very steady since the end of summer and we are now almost ready to bring out 14 new maps for a total of 30. The approach for the new entries is less SSG, more everything else. Prog3 introduces a new lobby map that features a map select screen to pick and choose your map as opposed to traditional cumbersome lobby maps. Additionally, there is a Lightning Gun visual update with colors, more balanced Chaingun, OGL player model, new SBAR, edits to latter prog2 maps and a F1 help screen that summarized the armor system. Download links, game settings and screenshots are below. The PK3 only runs on Zandronum, so no ZDaemon or Odamex support. Have an ice day. Download: https://allfearthesentinel.net/zandronum/download.php?file=progduel3.pk3 Credits: Inside pk3 Gameplay Settings ================= dmflags: 4347140 dmflags2: 4195844 zadmflags: 32800 compatflags: 0 compatflags2: 0 zacompatflags: 1704714 sv_forcerespawntime 4 Maplist: Prog17: Bitter Struggle - Dragonfly Prog18: Orbital Bliss - Razgriz Prog19: Overgrowth - Dragonfly Prog20: Perpetual Haunting - Ru5tK1ng Prog21: Geo-Deengineering - Razgriz Prog22: Disorienting Library - Dragonfly Prog23: White Noise III - Ru5tK1ng Prog24: Spacewalk - Hatedaddy Prog25: Chapel of Harmony - Ru5tK1ng Prog26: Beyond the Inferno - Razgriz Prog27: Life in the Mines - Hatedaddy Prog28: Rituality - Ru5tK1ng Prog29: Neon Lites - Hatedaddy
  6. Ru5tK1ng

    Opinions on jumping in doom?

    If you're playing by yourself in single player, it would be worth to at least have 1 play through of a wad with intended settings. But at the end of the day, you can play however you want locally. No doom police is going come and toss your computer out the window just because you enabled jumping in a mapset not designed for jumping. It's really not that serious of an issue... Crouching is a bit different. It's pretty broken (op) and you're most likely going to get trapped some how in a map eventually. But as stated already, play how you want. No one is going to beat you up for not adhering to their definition of 'the right way'.
  7. Ru5tK1ng

    Strife's gameplay balancing suggestions

    UH... The Acolytes get dropped quickly when you tap fire the 3 shot assault rifle. Even if you don't tap it, full auto still mows down acolytes and even more so when you have accuracy upgrades. The AssaultRifle is at least on par if not better than the Chaingun though I'd lean far better especially with accuracy upgrades (or even targeter). Reavers and Templars aren't scary at all when you start smacking them with the Mauler, FlameThrower and MiniMissiles (with accuracy). Mauler is literally the SSG of the game and Mauler secondary fire takes up the mantle of a mini-BFG. Although I do agree that Strife did drop the ball on the stealth system in general. In the latter half of the game, you don't really have many alternate paths to take to avoid fire fights.
  8. @anotak Hey some most of your Strife includes are pretty out of date. I updated a few of them while I was making a Strife UDMF config. See attached file. Strife_Includes_Update.zip
  9. For anyone that wasn't fond of BitBucket, Torr sync'd up his hg-git bridge repo on github: https://github.com/TorrSamaho/zandronum
  10. The video you linked is over 2 years old and outdated:
  11. Ru5tK1ng

    Strife: Veteran Edition

    Has anyone had any success in compiling the source: https://github.com/svkaiser/strife-ve Trying to compile with VS 2019 and even after obtaining SDL and pointing to FFMPEG, I still seem to run into missing header files and linker errors. Documentation on github isn't much either so I don't know if there's more dependencies needed or anything.
  12. Ru5tK1ng

    Discussion on the current state of classic DM/Duel.

    You're both wrong. Essentially Doom weapons are pretty balanced (albeit with minor issues) until you bring in the SSG. And you're confusing balance for utility. My work has shown it's possible to make the gap between SSG and all the rest smaller while not sacrificing each weapon's utility. Balance does not mean I can kill you with a pistol with the same ease as an SSG. Anyway, thanks to all the advanced engines out there (more than just GZDoom btw), you don't have to go play a new game. You can make changes to the gameplay as you see fit and share them with others and have a good time. Vanilla style mapping for duel is pretty difficult to get right because everyone is so picky and little things add up that can ruin the map (spawns & placements). If it doesn't play in a certain style, players won't touch it. On top of this difficulty in just map creation, you have to put in even more effort to pander and shill your creations to even be played regularly. Even then, your work probably won't even be adopted as part of the 'standard' set of maps.
  13. Controversial? Strife offers more of an interesting gameplay experience that pushes for stealth while allow the option to run-n-gun (albeit with consequences) than Doom.
  14. Honestly, I'd say a better question to start the FAQ would have been 'Why aren't you forking Zdoom?'. D2K's aim is MP C/S and as expressed in this topic time and time again, just tacking C/S onto GZdoom isn't a 1 week feat. Essentially if you want to implement a netcode different from Zandronum, Zdaemon, and Odamex, you'll have to start somewhere different and that means not using ZDoom+csdoom as your base. Ladna came to the conclusion if he was going to refactor a lot of the engine, it would be slightly less painful to start with prBoom. This short bit gives a quick overview of why he even wanted to implement a netcode different from ZDaemon and Co.: https://github.com/camgunz/totaltrash/blob/master/content/post/d2k.md D2K appeals mainly to those who have long suffered with netcode problems that plague the 3 multiplayer ports listed. If you're a user who just plays SP mods by yourself, it wouldn't matter to you at all.
  15. For what it's worth, it was laid out in the Goals of D2K that Decorate would be supported. LUA would just fill a similar role that VavoomC does.: https://github.com/camgunz/totaltrash/blob/master/content/d2k/goals.md This short faq explains why he went with a fork of prboom+: https://github.com/camgunz/totaltrash/blob/master/content/d2k/faq.md