Cacowad

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  1. Installed the free version a couple of days ago, and man, this game feel ancient... it makes feel age of empires 2 like a top modern rts. No rebind able keys, maximum units selection restricted to 12, the fact you have to manually assign each worker to do it's job after it is created and some general ui unfriendliness... edit: you can't select multiple building? this is really bad. BUT, overall i'm really interested in it, if the time zones collides i may even try to join you two @Fonze @Decay to get properly demolished! Regarding xp: here's a post by blizzard, unfortunately, making it compatible with the newer systems may have broke backward compatibility... it's not the fist time i see it happens, so i guess is almost inevitable with older games.
  2. Heretic is a weird one. Lately i've come to terms that it need a lot more setup to be challenging than doom(2): you need to make the player rely on the inventory system (*), abuse the ghosts immunity to physical harm to make the player use the appropriate weapon at all time (**) in addiction to environmental hazards and general crossfire. I have the idea that Heretic is a bit more tactical in it's approach to combat than doom, due to the large selection of artifacts (which are more or less problematic) that can potentially alter drastically the gameplay (the mere existence of the wings of wrath is a complete game breaker for the "standard" doom mapping convention). There is a reason why Doom(2) is extremely more popular than Heretic, and some reasons can be found in this very thread. (*)example: encouraging the player to use the bombs aggressively to clear large groups of enemies which would be inefficient or dangerous to clear one by one. (**) a couple of examples: 1) Undead knights\nitrogolems can shoot trough ghosts, this meaning you, as a mapper, can use it to form a literal wall of projectiles if you need to and/or to protect the hard hitting monsters behind the ghosts. 2) Ghosts are naturally resilient to the crossbow, due the side projectiles not connecting and the already stated huge randomness of the damage of the central one, and flat out immune to staff and firemace, this make sure you need to switch your weapons accordingly to maximize clear speed. 3) Connected to point 2: Heretic have the bad habit of giving out massive amount of crossbow's ammo; this give the false impression that the crossbow should be the heretic's jack of all trade, which in turn encourage the player in using it on everything, which in turn slow down the gameplay every time a ghost is encountered. (this one is subjective, but at least it was like this to me when i started playing heretic some years ago)
  3. Somehow i managed to miss this thread. here's a link to the Blasphemer textures pack, it include 235 textures and 172 flats (plus the palette and whatnot). Those are obviously not mine, but are free to use to whoever needs them.
  4. For what is worth, i actually liked the zams's art and story concept: it felt coesive in both fields and somewhat original enough to stand on its own feets. (I also think that the story should be part of an artistic vision and such managed, or at least shared, by those who make the actual art, to mantain a level of coesion; but that is beyond the scope of this thread.) Regarding op's story proposal... imo it's close to be a good foundation: a former (maybe military) experiment fighting for it's freedoom is a good trope for a fps.
  5. Can confirm about the ipv6 issue, i wasn't able to access the new site until i disabled it.
  6. That was really good, i can't add much more than was already said except i wish i registered an fda for those two. About the gameplay changes: -The wand is really good, so good in fact that it rivals the claw, wasn't the fact that the ammo become really scarce for wand and plentiful for the other. Being able to stunlock almost every enemy is quite good in some close encounters. -Crossbow: being able to occasionally two shots knights felt excellent. Both the spread and the choice to not make the additional sidebolts big ones make it's ups and downs really clear, and i like it. The tomed version is really satisfying to use against crowds. -Could not really get a grip about the hellstaff, i got it really late and just used the old "spray and pray" against the hordes at the blue key, so i couldn't really tell the difference. -The sigil is a nice way to say "Hey, use me here!", but don't really add much imho. It maybe prevent tome abuse in certain parts of the map? can't really tell. -The waredragon still feel like a piece of paper, this may be due some weird rng i got, but it get really demolished by the new crossbow. On paper 300 health is a big number, so i may need some more time with the mod to assert what is going on there. Overall it was a refreshing experience, as the game felt a little more fast paced than usual. Those two maps were excellent and i will wait for new updates!
  7. Sorry for double posting, but the gitub archive is now fully functional and ready to be build. The link will redirect you to the "experimental" branch, where all the new stuff is. So, please have a look and tell me how's going.
  8. Thank you deutex wizards, i converted them to .bmp and now it work (albeit with a warning message about the quantization being slow). It was probably my image converter doing something finniky, so for the time being i'll keep them to .bmp until i find a compatible converter.
  9. This is a question for you deutex wizards out there. I'm currently trying to build an Heretic iwad from the Blasphemer repository, if you don't know what blasphemer is: it is basically the equivalent to FreeDoom, but for Heretic instead. Now, getting to the meat of the problem: i picked up deutex, downloaded the complimentary cwsdpmi.exe and run it in dosbox using the command: "deutex -make wadinfo.txt blasp.wad" as usual. Now, it manages to make sounds, graphics, sprites and wall patches, it starts making flats and then spit out this error message from the title: "Error: GIF: too short". Obviously this error is a bit too vague to understand what's going on, and looking at the github repository this seems related to an incorrect read: /* Initialize the Compression routines */ if (fread(&c,1,1,fd)!=1) ProgError("GIF: read error" ); if (LWZReadByte(fd, TRUE, c) < 0) ProgError("GIF: bad code in image" ); /* read the file */ for(rawpos=0;rawpos<rawSz;rawpos++) { if ((v = LWZReadByte(fd,FALSE,c)) < 0 ) ProgError("GIF: too short"); raw[rawpos]=(v&0xFF); } while (LWZReadByte(fd,FALSE,c)>=0); /* ignore extra data */ this is an extract of the deutex code, you can find the full one here. So my question is: someone know what is happening here?
  10. Uhh, i think i am on either the odamex or zandronum one?... i have no idea, i'm trying to connect to the quake net irc network, but i may take a little bit to reach you.
  11. @Voros: i'm mimicking the way Freedoom handle it's death match components, so yeah, i'm doing as you said, trowing the levels needed for it in the dm(episode #)(map #).wad format and creating a copy of the wadinfo.txt as blasphdm.txt. @Springy: welcome back and cheers for your incoming graduation! i didn't knew about the new IRC, but i didn't used a lot the old one either... I'm now logging into #blasphemer if you need me.
  12. You can't fool me! those are Heretic's textures that i see! It is an Heretic map or you was just trying textures out? @Byeblothingal 1024: The absolute madman has returned. Waiting to see more of it.
  13. @Da Werecat: Nice, since there should not be any problem, i committed them with the .lmp extension to the repository. Regarding the uppercased files... I lowercased then using a script, but unfortunately github does not recognise this change, since it isn't case sensitive. Gave a look around stack overflow and it appear that the only thing i can do is to remove everything that has to be changed from the repository and reupload it. This is obviously asinine, and i am really not willing to rename them one by one manually (we are talking about 1200+ files here). In the meantime i'll do some more research, and if nothing shows up i will do as said before. EDIT: It was ugly, but now everything is in order: there are no more uppercase stuff in the repository. This also mean that the experimental branch is officially fully ready and usable. Nevermind, the wadinfo file for deutex needs to be updated first. I'm currently working on it. To-DO list: -I need to see how Freedoom manage it's deathmatch mapset so i can prepare for the "Death match preparation" milestone and eventually the "Death match ready" milestone. -Update the wiki and the various credits files. EDIT2: Status report: -Bigprojectalone "jade talons" needs to be smaller, since they are more than 509 pixel tall, which is the maximum height deutex can handle. -I'll post an update once everything is ready to go.
  14. Just to clarify this, i just convert them using slade to .lmp files and then put them in (since Da werecat provided the actual .raw files)? Also could you please point me to the "extra unnecessary files" you found? despite the ugliness of having both files in lowercase and uppercase there should not be any duplicates whatsoever.
  15. All right, i'm back. Most of the stuff in the experimental build should be in the newly created branch under the name "experimental". Now, i have a question before i mess up everything: how does the palette work here? Or better expressed: i would like to include Da Werecat new palette, playpal, colormap and tinttab, since the old ones were broken, BUT i don't understand how it work inside the repository: does deutex generate some of them? why some are in .LMP form? should the palette be in the empty heretic.wad (as i see there is a palette duplicate in there)? What is that blasphemer_palette_v2.GPL file i see in the main folder? There is a lot of stuff laying around that i don't understand and would like to know or not touch them if possible.