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Jon

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  1. I think something I've failed to really appreciate properly is how steep the learning curve is. I forget that I've been using it, on and off, for nearly 15 years, and even so, the map I started in 2006 I still haven't finished (although I did finish one real actual map in the mean time, and several tech demos. Still, not many!)
  2. I apologise for my tone. I don't want to detract from your awesome achievement. Not using WadC isn't a bad thing, you're in very good company :> True.
  3. This is awesome, but further confirms a theory I've had about doom modders. This kind-of stuff is one of the few places that it makes far more sense to use WadC (or something similar) to handle the labour, because you can scale up logical constructions so easily. (I re-implemented fraggle's binary ripple counter in wadc as an example). So the theory goes: no matter how much more sense it would make to script, the frontier of insane-doom-not-acs "scripting" will always be expanded by maniacs who do it all by hand in a traditional editor.
  4. Jon

    Lost Village (DM Map)

    OK; the time has probably come (probably overdue) for a public alpha/beta of this map, so here it is https://jmtd.net/tmp/brkdown.zip TODO list is still pretty long: find a suitable sky; more variation in main texture; fix a couple of sky clips; fix light levels worldwide; replace placeholder TEKLAMPS with more sector based lights; more I've probably forgotten
  5. Hmm good point. (And Iā€™m behind on instadoom developments and ought to give WOTY edition a spin!)
  6. I've just published the first version of my new doom mod, "MooD": https://jmtd.net/doom/mood/ It's the beginning of trying to build something that could perhaps be used to build other things, that recognise Doom as a platform for expression, and one of the best tools for building our own virtual worlds that we had in the 90s. all the player weapons are gone, except for the player's own fists (and the chainsaw, which might be employed for non-violent purposes). The monsters are still there, but they won't attack you, or each other. You are free to explore people's virtual worlds as a tourist. It's implemented as a DEHACKED patch and for the time being at least is intended to be Vanilla compatible, but that might change in the future. There's plenty of bugs. There's nothing else except the DEHACKED lump. Some of the ideas I've been playing around with might mean I put some levels together in the future, but I'm not sure if I'll take this much further or not. I don't want to commit. I'm not sure if anyone will like this at all. I find it strangely compelling to wander around IWAD maps and see if they are still completable (MAP02 is challenging on skills ā‰„ 3, for completely different reasons to usual). Enjoy, I hope!
  7. Thanks for sharing, and your summary makes me not want to bother reading it :)
  8. Jon

    Lost Village (DM Map)

    Good catch. The primary texture in the WAD is one I created whilst following a tutorial on creating textures back in 1999-2000. I took a photo (on a film camera) of things out and about, including concrete slabs in my parent's back yard, then scanned it in on a flatbed scanner. The slabs were mossy. Anyway the distinctive moss pattern looks jarring when you see it repeated over and over. So I need to make a lot of variants of that. As a first step, I've deleted the moss altogether. The map looks much plainer now though. So I'm looking forward to getting the mossy variants back in. Also another placeholder sky. I wondered if a yellow-coloured sky would fair better in Doom's palette, and if that would nicely contrast with the green/grey. so I quickly mocked one up (it's actually "17 Ghosts II", Nine Inch Nails fans) for this shot. It's a rough mock-up, you can clearly see I've mirrored it to get it to tile...
  9. Have you looked at how Cube or Cube 2 / Sauerbraten do things?
  10. I shouldn't be working on this but I had some inspiration for layout changes so I've hacked them in. Back to the other WAD I'm trying to finish. Edit to add a picture of the WAD I *should* be working on (progress/detail in this thread)
  11. Descent is a great idea. I've often wondered how one would design something like WadC for 3D; but I had Quake-style brushes in my mind when I was pondering the question (and haven't done anything about it).
  12. Jon

    Post Your Doom Picture (Part 2)

    Ah ok, sorry, I misread your message slightly, presuming this was a boom-specific trick. Looks good šŸ™‚
  13. Jon

    DoomEd not working on NeXTSTEP 3.3

    It depends what you are doing and what you are used to. But having fundamental operations on RMB or middle-click is much more common on UNIX/Linux software than Mac software, because it's much easier with a 3 button+ mouse than with simulated double or middle-click on a Mac. (I once beat Quake 3: Arena on the hardest difficulty setting, in SP, using the trackpoint on a Thinkpad X40)
  14. Jon

    Post Your Doom Picture (Part 2)

    Which one? 242 transfer, or something else?
  15. Jon

    DoomEd not working on NeXTSTEP 3.3

    That said, software built around a PC mouse is awkward to use on a mac trackpad (like eureka)
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