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Everything posted by Cacowad
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TL;DR: Yes, it is compatible. No, it was not used as original art and CC0 art was preferred. Now, as a disclaimer, i'm not a lawyer. Take my words with a grain of salt. As far i i could research, licenses compatibility go from stricter to broader. For Blasphemer, as example, you cannot use a piece of work \ software that have a license that do NOT allow for commercial use ( CC-NC ), but you can use any that allow it (CC-BY, CC-BY-SA). In the years i've watched over this project, there was a substantial amount of confusion about licenses: the main license for Blasphemer is a classic BSD-3-clause, but it is a SOFTWARE license made for open source binary redistribution. You could argue that a .wad is a binary distribution; but it could be very well argued that is, in fact, no more that a glorified .zip archive... Licensing for art is a bit different, as it use a more fitting licensing system. One of the more popular is the CC one (Creative Commons licenses), wich allow for far more greater "control" on how the resources you create could be used (or reused \ modified). Everyone who gave his\her free time to work on Blasphemer was already fully credited for its work, so we could argue that the project is compliant to the CC-BY license. In addition, the BSD-3 license require that any derivative work is shared under the same license, so we could argue that the porject is compliant to the CC-SA license. By this line of reasoning, the resulting license for Blasphemer should be CC-BY-SA, so any work that abide by that license could be allowed: CC0 enables reusers to distribute, remix, adapt, and build upon the material in any medium or format, with no conditions. BY: credit must be given to the creator. SA: Adaptations must be shared under the same terms. That's all, as far as i understand it. Oh hey, that's me!
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Thank you all for keeping the project going! Going for a fork is the best course of action imho, as i more or less left the scene :)
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Hello there, while, yes, CC0 does not even require attribution, there has been cases where CC0-labeled content was derivative content taken from non CC0 sources. As for this particular set of sprites, it seems to me oddly similar to the Doom3 pinkie... But whatever, if someone can get in conctact with the author it would be best. Otherwise i'm not really opposed to the idea to put it in, just not for the sabreclaw if i may, as i like the uniqueness Bigprojectalone spritework add the the set.
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This is a crosspost from the Freedoom subforum, you can find the the thread here. Blasphemer aims to create a free content package for the Heretic engine, with a theme of metal-inspired dark fantasy. Any limit-removing Doom source port that is compatible with Heretic can be used to play Blasphemer. As of this release we have almost 3 episodes worth of content to play. Blasphemer 0.1.7 is finally here. Grab the latest release HERE: https://github.com/Blasphemer/blasphemer/releases/tag/v0.1.7 Below you'll find a short version of the changes. For the full version please read the release note. What's new? 1) A whole lot of new levels, for a total of 9 SP maps for episode 3 and a test map on e6m3. Added e1m9 : "Courtyard of elements" by fraggle. Added e3m1 : "CottonMouth den" by Suporma. Added e3m2 : "Shipwreck" by Craneo. Added e3m3 : "Fortress" by Craneo. Added e3m4 : "Tyrant tomb" by EttinGrinder Added e3m5 : "Coven" by EttinGrinder. Added e3m6 : "Mountain King's Domain" by EttinGrinder. Added e3m7 : "Valley of Saints" by EttinGrinder. Added e3m8 : "The End?" by Catoptromancy. Added e6m3 : "Test map" by Catoptromancy. 2) No more ":)" ! Most Sprites and menu graphics are now filled in with placeholders, again please see the release notes for the full list. 3) General improvements were made to the build system, makefile now can Clean, Install, Uninstall. Additionally, the deathmatch iwad is always build alongside the main wad. 4) New demos included! 5) Bugfixes! I would like to thanks @Catoptromancy for his incredible efforts, without him we would not have this release. If you like what you see and want to contribute, be it maps, art or feedback, feel free to contact us on the Blasphemer thread or the Heretic & Hexen discord server.
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How do I turn a monster into a two stage boss?
Cacowad replied to St. Mildly Annoyed's question in Editing Questions
Simply do not tag the first one as a boss monster, and then set the last frame as an invisible sprite. It should be enough. At least it should be enough if no other archvile is around. It was a long time since i touched decorate. -
How do I turn a monster into a two stage boss?
Cacowad replied to St. Mildly Annoyed's question in Editing Questions
You could take a page from Heretic and copy how D'sparil work: https://zdoom.org/wiki/Classes:Sorcerer1 https://zdoom.org/wiki/Classes:Sorcerer2 In practice it is how SOF2Fragger suggested, in the last frame of the death animation of the first boss, spawn the second boss. It's up to you how to distribute the frames of the death\rise animation. -
I'm liking the direction. I think the feedback you got from the freedoom discord server was very beneficial.
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Well, up to a certain point (i think, late 2019, not so sure anymore) i always tested every map in heretic+, just to assure it ran on the original software. I do not know wich dos ports exist in the wild, but i would like to encourage as any compatibility reports as possible :) About the Elk: i hope it is going to stay, as i personally like it. As of now one of the variants cover the sabreclaw slot, but it could be shuffled around the other placeholders (waredragon or knight) if necessary.
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This is a crosspost from the Freedoom subforum, you can find the the thread here. Blasphemer aims to create a free content package for the Heretic engine, with a theme of metal-inspired dark fantasy. Any limit-removing Doom source port that is compatible with Heretic can be used to play Blasphemer. As of this release we have almost 3 episodes worth of content to play and brand new monsters sprites. Blasphemer 0.1.8 is finally here. Grab the latest release HERE: https://github.com/Blasphemer/blasphemer/releases/tag/v0.1.8 Below you'll find a short version of the changes. For the full version please read the release note. What's new? Levels Fixed medusa on E1M1. Removed incorrect player 1 start on E1M6. E3M2 reworked by the author. Sprites Added Ghoul (Mummy) by Rei, replacing BigProjectAlone's deer demon. Added Harpy (Imp) by Rei, replacing Cwolf's lost soul. Added Ogre (Maulotaurus) by Rei. Added Morphed Eye (Chicken) by Rei. Added Unknown (Lich) by Oplexitie, replacing Freedoom's cacodemon. Textures Added archways variations by Kwc General Changes Added optional GL definitions by Jackie. Note: They are not included in the main build, you may find them on the repo page. Lot of offset fixes. AutoPage darkened. Added a script to generate the versioning on the titlepic. Thank you to @Catoptromancy @HorrorMovieRei @Oplexitie and all other contributors for making this release possible. If you like what you see and want to contribute, be it maps, art or feedback, feel free to contact us on the Blasphemer thread or the Heretic & Hexen discord server.
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Blasphemer 0.1.8 is finally here. Grab the latest release HERE: https://github.com/Blasphemer/blasphemer/releases/tag/v0.1.8 Below you'll find a short version of the changes. For the full version please read the release note. What's new? Levels Fixed medusa on E1M1. Removed incorrect player 1 start on E1M6. E3M2 reworked by the author. Sprites Added Ghoul (Mummy) by Rei, replacing BigProjectAlone's deer demon. Added Harpy (Imp) by Rei, replacing Cwolf's lost soul. Added Ogre (Maulotaurus) by Rei. Added Morphed Eye (Chicken) by Rei. Added Unknown (Lich) by Oplexitie, replacing Freedoom's cacodemon. Textures Added archways variations by Kwc General Changes Added optional GL definitions by Jackie. Note: They are not included in the main build, you may find them on the repo page. Lot of offset fixes. AutoPage darkened. Added a script to generate the versioning on the titlepic. Thank you to @Catoptromancy @HorrorMovieRei @Oplexitie and all other contributors for making this release possible.
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Uh, hello. Been a while. @Shanoa Sorry for the exceptionally late response: yes, there a currently no guidelines for episodes 4 & 5. @Shino1 Nice to see a concept of the vampire :). Regarding the lich: if i remember correctly, we can only add rotation frames.
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When did Old School FPS fans turn around on Halo?
Cacowad replied to Mr. Freeze's topic in Everything Else
Had a blast reading this topic. I recently replayed all halo 1 to reach with my (now) ex, they are decent games with some occasional not so decent mechanics. As someone else said, the level design is usually corridor -> mini arena -> corridor -> backtrack to start, wich can get stale after a while. I'm currently 30 this year, and thus ashes upon a river, and i remember both sides when halo came out: on one side holy moly the visual tech was quake on steroid, and the IA was great, actually see the monsters panic and dodge missiles and granates was great. The rechargeable shield makes sense in game, as both elites and you share the same mechanic. On the other hand, i don't particularly like the shield, and i don't really like that it goes down in a single hit most of the times, forcing the player in a costant state of be perfectly always aware of every enemy (the radar supposedly help, but i was never able to use it) and also take cover every half second of gameplay. Also the limited inventory, fuck that, i want my rocket launcher AND my pew pew guns AND my boomstick thank you very much, constantly recicling weapons from the ground was not a particularly good time. Last but not least, it is a bit slower than necessary, it serve it's purpose, as you actually need to kill stuff to progress (speedrunners excepted), but as a avid quake 3\live player before and warframe after, i do appreciate when there is a little bit of speed involved with my shooting. Uh, i remembered that i need to try ultrakill, it seems pretty fun, that'll go after wolfenstain i suppose. -
From the wiki page about compatibility: The project is currently vanilla+, meaning it should work on the original heretic executable modded to be limit-removing. tested ports include: Heretic+ (G)zdoom Dsda-doom Crispy-heretic Vavoom To be fair, i have not received reports on port compatibility in a long time. So some informations may be outdated and\or incorrect.
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Hello, yes, very much so. Here's some links as a refresher: Latest "stable" release on github, from there you can find everything of note. Latest compiled snapshot, not much happened since, but can be used as iwad on your editor of choise.
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Hello and welcome back! To be fair, if you are willing to go the extra mile, you could try to fit the golem as a d'sparil replacement by giving it a second form. Just brainstorming here, but maybe destrying the golem just release the evil spirit trapped within, regaining it's true form. This could be an elemental, a literal on the nose devil, a mass of eyes, etc, as long it could appear to be capable of teleporting around. Those are actually really good concepts, would love to see them in action ;)
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"The Box of a Thousand Demons" - 32 Boom maps by Thelokk - on /idgames
Cacowad replied to Thelokk's topic in Map Releases & Development
Gave it a try on HMP, reached map 4 until i got my ass handed to me by the ssg only style. Posting this to remind myself to continue it once i'm a little less tired :) -
Late to the party, but hey. Let me say: holy backtrack batman! Played on UV, continous (exept for m9, since i never remember when to search for the secret exit). It was a nice dungeon crawl experience, lot of switches to find and press, and a lot of backtraking to do. Fortunately i could always rely on the newly released baddies to guide me to the next waypoint. I'd say you nailed both the aestetic and the feeling, so good job on that part. There is way too much ammo everywhere, but it get better in later maps. only time i run out of ammo was in m9, since i took the wrong turn once arrived at the sewer. Also there is ammo for weapons not present on the map, which is weird but inconsequential. Overall i enjoyed it.
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The Village of Archensheen - A single level for Heretic - v2 update!
Cacowad replied to Egregor's topic in Map Releases & Development
Today i gave it a go during lunch break on UV without the wayfare tome, same as you did. Crossbow ammo can be a little tight as it is severely dependant on the drops from weredragons, but i never actually run out. Health was not a problem, but it was also my second run, so i knew what was coming. -
Well, up until now two variants were already used as the mummy and the sabreclaw replacement, it is a bit small for the weredragon spot. I suppose it could be upscaled if necessary... I do like the design, and would hate to see it unused.
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When something is replaced, it get sent to the attic: https://github.com/Blasphemer/attic There are probably a lot of things missing from the attic, but i don't have the time to check among the various versions\thread posts. I do belive there is a link somewhere in the previous pages to a snapshot of Doomad's old forum, where some of the old submissions took places (among those, Bigprojectalone elk enemy). Edit: went to the wayback machine to check, most of the spritesheet did not survive, but fortunately the elk did:
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The Village of Archensheen - A single level for Heretic - v2 update!
Cacowad replied to Egregor's topic in Map Releases & Development
Short and sweet, played on HMP with gzdoom 4.8.2 and latest wayfarer mod. The demo is a fda, apparently i'm less rusty that i belived to be. The wayfarer mod never fail to smooth things out eh? The demo will speak for itself: less tricky than i expected, but the map has a nice theme and flow really well. Good job! egregor_1.zip -
Nice catch, thank you.
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The Village of Archensheen - A single level for Heretic - v2 update!
Cacowad replied to Egregor's topic in Map Releases & Development
I would like to try to record a demo too, if possible. On what engine (and version) did you test it on? -
It's probably something wonky going on with the offset in the wadinfo. I'll look into it, thank you for the report.
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Here i am: here's a link to the latest compiled snapshot let me know if you find any issues. Anyway, @HorrorMovieRei has been very prolific, and even made the chicken sprites! Barring any surprises, we could have a 0.2 release very soon.