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Posts posted by mrthejoshmon
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Recently got together with the boys and rewatched Hard Boiled, hell of a film.
Immediately started playing John Woo's Stranglehold after the fact, pretty cool game actually, as over the top and entertaining as the films but difficult as hell.
Currently on the bit where you need to defend a jazz band, getting my ass kicked.
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I was curious on what Doom shit was out there, found it through a link on Doomwadstation and tried to load it on the school's library computer (2011 I think?)
The computer was so shit that it bombed out and I couldn't close the page, we weren't supposed to use the computers for anything outside of work so rather than get caught I hard reset the power (pulled the fucking plug out).Good memories.
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Quote"Joshmon is taken, suggestions:
MrJoshmon, TheJoshmon, AJoshmon, ElJoshmon
TheJoshmon is taken, suggestions:
MrTheJoshmon, TheTheJoshmon, ATheJoshmon, ElTheJoshmon
Greetings MrTheJoshmon"
Thank you 2011 YouTube name generator, thank you apathetic teenager making a choice.
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https://www.doomwadstation.net/
First thing I did on the school computer was Google for Doom maps and mods, led me straight there.
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If TNT has a million fans, then I am one of them. If TNT has ten fans, then I am one of them. If TNT has only one fan then that is me. If TNT has no fans, then that means I am no longer on earth. If the world is against TNT, then I am against the world.
I like TNT so much that I have based my entire Doom modding/mapping career exclusively on TNT and TNT adjacent projects, my user name on other sites/platforms is literally "The Evilution", I breathe TNT, I am TNT.
I never got that good at math autism, I got that auTNTism.
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On 8/31/2024 at 5:05 AM, Majin said:i play on UV most of the time because that's what usually had the most content in it. There were times in maps where playing on UV was an entirely different experience than on anything else. However I decided to play on HMP because I have noticed that the balancing it out of whack for most maps.
Damn, hard mode is hard, how could this be?
If only hard mode could've been more like normal mode, that would've fixed it. You should give them feedback telling them that the hard difficulty is unfit for a first time playthrough.
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I dislike them heavily, have no interest in playing them and actively avoid them (and often stop playing a megawad if they start getting slaughtery), can tolerate when eased into them later into a set but honestly I'd rather not to be honest.
It isn't how I like to play my Doom, I prefer things on a smaller scale with more intimate threat allocation tactics over larger scale crowd control tactics.It ain't for me boss, good on those who can enjoy it.
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Doom 2 is pretty good, always has been, got some wack ass maps mind you (hot take, The Chasm isn't particularly good, I will die on that molehill) but it makes up for it in so many ways.
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Yes, I know this because I have narrowed a niche and fully intend to stick to it.
Even if these people didn't play the maps it wouldn't matter as I am making these purely for my own enjoyment. -
Things can get repetitive with a mere 10 enemies, let alone hundreds.
It's not the count that matters it is how it is used.
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4 hours ago, RataUnderground said:It is funny that this situation did not happen in their respective communities of fallout or elder scrolls
Except it explicitly did, here's an old post (unfortunately from reddit) discussing the matter at the time.
Hundreds of mods were uploaded sans credit on the initial launch, especially those of the pornographic varieties, typically hidden under innocuous names with false thumbnails.
I used to be one of the killjoys reporting them, eventually Bethesda moderation actually stepped into gear.
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It's worth it having a good PC, I saved up for actual years (about 3 ish, with plenty of overtime) to get a computer worth a damn and lemme tell you dude I ain't looking back, the digital world that opens up to you (not only in games but in creative endeavours too) is amazing.
Think of it this way, if you game a lot you will use the PC a lot, like almost every day, that's worth the price of admission alone and makes it not "wasted" per say.
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Pretty good tool, useful for title screens and artworks, also am I witnessing a live Oppenheimer moment right now?
With that said: -
This one I am actually hesitant to mention, but it is an actual garbage 2000s slavjank shooter known as Operation Matriarchy, a game about a virus hivemind infecting women who then turn into xeno headed Giger monsters who enslave men (yes, very indeed a 2000's Russian game).
Not entirely Aliens but quite clearly the designs are straight up Giger, even down to the clearly Alien (the movie) Boneship levels and the infected women's heads clearly being blatantly xenomorph in design, despite aping the designs the game lacks much to be desired really.
Also, just found a developer interview, "inspired" by Aliens indeed:There are some other, uh, interesting inspirations there.
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I haven't said a word in this, because A: Who cares what I think, B: I also don't care for the warfare in here.
But I will say one thing on the topic that isn't clear to me and possibly others too:
How do I use any of this? It's pretty cool and all but the only way I have figured any of it out is through primitive reverse engineering, by dissecting the files currently using it and working backwards from there and I haven't figured out much yet, I'm sure it is straightforward to veterans but being a lighter tier modder/mapper (literally basic as hell releases) I had no idea how GAMECONF worked and to a layman like myself it was somewhat frustrating to have to just "figure it out" until a much more simple "for dummies" tutorial is made (which I fully expect was/is on the way and may have been waylaid by, whatever that was). The document tells you what does what very well but doesn't explain much on how to use it and what it needs to look like (correct formatting and structure ect), the BOOMTEST wad certainly does help my meagre mind to grasp it but for genuinely newer people to heavier modifications the documentation is so, I dunno, "professional" and not accessible to idiots like myself.
With that said, this was born from frustration making a GAMECONF file to make my mods upload as TNT mods instead of hard crashing, here are my findings for a GAMECONF file to do just that.
Basic Rundown and file structure for fellow dumb dumbs (With links to wiki explaining what to type):
Spoiler{
"type": "gameconf",
"version": "1.0.0",
"metadata": { },
"data":
{
"title": "wad name here",
"author": "your name here",
"description": "Quick description of wad, like "small map for TNT",
"version": "Version number of your release, so normally 1.0 for a full release or 1.1 for a patch ect",
"iwad": "IWAD you are using, Doom.wad, doom2.wad ect",
"pwadfiles": Required pwads (do not use multiple pwads for ulpoaded wads as it only uses one),
"dehfiles": Also bad for uploads (put dehacked in wad),
"executable": "Complevel required for your map to function, so is it Boom? Vanilla? New fancy ID24?",
"mode": "What kind of Doom you are running",
"options": Extra json options to implement
}
}Example:
Spoiler{
"type": "gameconf",
"version": "1.0.0",
"metadata": { },
"data":
{
"title": "Witchell",
"author": "MrThejoshmon",
"description": "a large TNT level with custom textures",
"version": "1.0",
"iwad": "tnt.wad",
"pwadfiles": null,
"dehfiles": null,
"executable": "complevel9",
"mode": "commercial",
"options": null
}
}This example will boot my TNT level correctly instead of launching Doom 2, you must put this text in an entry in your wad file like this (use SLADE3, please):
SpoilerOpen your wad, create an entry:
Name it GAMECONF
View as text:
Input text:
Save and you are done.
Hopefully this helps someone like me who had no idea what to do.
Now to just figure the rest out. -
46 minutes ago, BuffyTheDoomSlayer said:DOF is a tricky thing because it really is as much art as science. I sort of fall back on real-world usage when rendering, in other words - if it's an action scene, you probably want to go a touch lighter on it, versus an artistic scene, where you can go in a bit heavier on it. Either way it does require a strong subject in the foreground, but you seem to have a really good sense of that in the framing anyway. I haven't spent much time with the principled volumes other than a "god-ray" render a couple of years back, but I'm assuming you mean to use that to simulate atmospheric perspective, etc?
I'll have to experiment more with DOF settings and see what I can make.
Yeah I've messed with principled volumes a bit, they can make great cones of light or God rays but I mainly use them for fake smoke or fog (well, background smoke, they're a lot less intensive than actual smoke simulations but less detailed so you have to essentially hide the trick in plain sight) and I found (especially in outdoor scenes) using an incredibly low density but large size volume does wonders to simulate atmosphere and slightly darken backgrounds (before and after).
Also you mentioned you made a few renders, I'm actually interested in seeing those if that's alright? Genuinely. -
30 minutes ago, BuffyTheDoomSlayer said:Those are pretty spectacular for someone who's experienced, much less an amateur. You have a good sense of framing - and honestly, I have basically no critiques, any artist should be proud of these. If I HAD to make a suggestion, it would be to play with depth separation a little more - both with staging elements at more drastic distances from the camera and also with a more shallow depth-of-field. But really, that's such a minor tweak. Really impressive work.
Thank you so much!
I've been trying to mess with DOF for a bit but I do struggle with it, I recently found out how good principled volumes are for separating foregrounds, if I can figure out how to mix both I think it'll be golden. -
SpoilerIt's been a while since I did one of these, thought I'd step out the comfort zone and go for an outside scene (I hate doing them).
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44 minutes ago, inkoalawetrust said:Well, there sort of is. They can't touch the code because it's open source (And if Bethesda or Microsoft tried some shit like closed sourcing it again, it would probably a be a legal clusterfuck that immediately summons the EFF and FSF bare minimum). But they do still have the copyright to all the assets, world, plot, etc. So they could potentially try something with that. And while FreeDoom exists, it would still cause a lot of damage before mods switch to FreeDoom.
I ask again, what does Bethesda gain from pulling such a maneuver?
What is gained? The resources and manpower required aren't free, the end result lacks much of value and ultimately it is almost entirely counterproductive to sales from the required purging and enforcement alone, what benefits would be established?
Would enforcement of purchasing a new port, released to previous owners for free (not once but TWICE now), for approximately £7.99 English pounds a sale whilst drowning in bad press (which is NOT needed after recent events with Bethesda and the increasing scrutiny of their dogwater games) really be a viable strategy?
I'm not saying Bethesda has your best interests in mind (absolutely not) but pulling a stunt like that has no positive profit or benefit for Bethesda outside of a monopoly on shit they don't actually care about.
I struggle to empathise with the fear.
save scummers should be shot out of a cannon and into the sun
in Doom General Discussion
Posted
We should load Doomworld members into a cannon and shoot them at some bitches, maybe y'all get some that way.