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  1. Is that your way of saying it'll be another decade until you finally change your avatar?
  2. This is one of those videos where, even though I say I'm just going to take a quick peek, I end up watching the entire thing just because it goes by so fast. Very impressive. Also, you have a bad habit of shooting yourself with your own rockets. Living up to your name I guess.
  3. It's easy if you live in China or North Korea, but it won't be Google that's banning you.
  4. Oh you guys can still see that huh.
  5. Not my place to say. The processing/bandwidth requirements of the new software are being weighed against VB, among other things. Ling's testing, he'll make comments in the blog post. I really hope the transition works though, especially with how much the software cost. VB was only $160 when I bought it.
  6. It was worth browsing that entire list just to find this.
  7. Adding a forum or subforum is one of the easiest things to do in the admin control panel, so the possibility isn't even a question. It's the likelihood that's up for discussion. I think some manner of project management would help greatly, and subforums would be a significant aid in that process. That said, let me set aside practicality for a moment and summarize the best game project management system I've seen. I have no expectations for a thing like this being implemented here. It's a lot to ask of anybody, especially with all that Ling's working on already, and even I probably wouldn't do a project of this caliber unless I were getting paid, since it would require creating a whole new database and interface, then integrating it with the forum. But here we go: I use another classic game site that integrates a forum (IPS in fact) with a project database. It's for the original NES Zelda, and the main site's here. On the nav bar, you'll see a Quest Projects dropdown. This is where people can post the mod(s) they're working on. The projects can be viewed as a list, where they're presented by Title, Author(s), primary screenshot, project specs, and a brief summary. The list can be sorted be A-Z/Z-A, Date Opened/Updated/Closed, Version (Source Port), and Genre. Now let's open a random project from the list: Triforce. You get the basic info up top, the screenshot highlights bar below, and a number of management tabs below that. Feed shows all updates, Description allows an extended summary, Screenshots displays the full screenshot gallery, Comments provides an area for non-project members to leave feedback, and Staff is where the project leader(s) can assign different members to different categories, i.e. Creators, Advisers, Beta Testers, Contributors, etc. But the Updates tab is where it gets interesting: this is where the projects and the forums coincide. The project leader(s) can post a public forum topic that goes directly into a dedicated Project Updates Forum, and if you open a thread in that forum, you'll see the project it's attached to at the upper right. (Threads to that forum can only be posted through the project page itself.) Now, if you view the primary Zelda Classic forum index, you'll see not only the Project Updates forum 3rd down, but you'll see Custom Quest Discussion above it - this is where people talk about finished projects, and where things like DW Megawad club would go. (Also to VGA's point, the Developers' Exchange forum is where texture/audio/etc. resources would go.) Furthermore, each project page also has its own private "forum" that only staff members (i.e. Creator, Beta Tester, Adviser, etc.) can see. It functions exactly like the regular forum, except it's exclusively limited to the people the Creator assigns. Here, you'll never have to worry about project development topics falling off the main page. Finally, all public project activity is also summarized in the project feed, which shows all latest project updates in every category: descriptions, updates, screenshots, demos, etc. But that's just for WIP projects. On the nav bar, you'll also notice a Database tab, which is where finished projects are hosted, along with graphics, MIDI, scripts, and tutorials. That's a totally different system, but a thing like that would probably be the successor of Hosted Sites, as far as WAD projects go at least. Anyway, coming back to practicality, one of the core components that makes that system so well organized is the division between the In-Development Projects forum and the Completed Projects forum, as well as the division that the Developers' Exchange forum creates between full projects and miscellaneous resources. The new setup on ZDoom's forum is perhaps a little too expanded to be duplicated here, but it's a good forum equivalent in lack of an integrated project management system. All that to say, I think separate forums for WIP projects, completed projects, and project resources would be a good idea. However, we might want to wait on that until/if the new forum software is installed.
  8. I see a few classic systems, but let me take you all the way back to the Intellivision era with Astrosmash, BurgerTime, and Locomotion. Next, the same year the NES was released, there was the Atari ST home computer with Deja Vu, Zany Golf, and Speedball. And of course, the NES had Zelda 1 & 2, Mario 3, Mickey Mousecapade, Wizards & Warriors, Shadowgate, and Contra. SNES took a fair bit of my time with Zelda 3, Sim City, Super Mario Bros, The Magical Quest, and Zombies Ate My Neighbors. Sega Genesis rivaled it with Kid Chameleon, Golden Axe, NHL '94, The Addams Family, and Toejam & Earl. But Sega CD was top dog with Lunar, Sonic CD, AH-3 Thunderstrike, Bram Stoker's Dracula, Microcosm, Night Trap, Flashback, Ecco 2, Road Avenger, Puggsy, Soulstar, Lunar 2... yeah, I pretty much lived off this system for a few years :P During that time, I was also transitioning to PC games with Doom, Doom2, Heretic, Hexen, Warcraft 2, and Worms. After that, my console era ended and I've been exclusively with PCs ever since. Jeez. Way too addictive. Every "just a quick gauntlet run" turned into at least 2-3 hours. And it worked especially well with the game music off and my own music playing in the background. For whatever reason, Tristania's World of Glass became one of my official Zuma soundtracks. Maybe all the glass balls shattering reminded me of it. Unfortunately, for whatever reason, the sound stopped working entirely about a year ago, and now it gives a fatal error when I try to load it at all ("expecting levels tag"). I'm on Windows XP, so it's not like some system or driver update could cause it, and I never once changed the directory or anything in it, so whatever. I never did get the full version of Revenge either. I played the hour-long demo and knew it would consume my life. Maybe it's best I didn't get it.
  9. Ohhhh gawd. Yeah, scripting is one of those deep dark corners of the human soul that I never peer into. Or any kind of coding for that matter :P I mean, some people have kindly written some for me, and I can use them just fine once they give me the in-game configurations and arguments, but I can only cry when I open the .z files.
  10. Thanks :) Yep, sounds like we've both been at the same place these recent years, in terms of project development at least. Have your other projects been for Doom, or something else? I got caught up in Zelda Classic about a year and a half ago. It basically takes the original NES game and gives it the ZDoom/Eternity treatment. It came with a game editor, and I got carried away with it - I finished one game over a year ago and am currently working on another one, this time assembling an absurdly expanded tileset for public release in the process. The devs are pretty active over there too, so I've been getting involved with features/suggestions/bug reporting as well. But now I'm going to have to split time between the two, because my testing of these new EE builds is coming along very nicely so far. Oh come on, I don't die that often.
  11. I'd say this as well, except that back in the day, that would have been the most ridiculous thing anybody could have said about it. I guess I'd expand on that by saying that great gameplay can give a game staying power beyond the eventual dating of its graphics.
  12. Oh yeah that's right, I've seen you there. I thought that name looked familiar. I was wondering how many of the Doom fans there might also have been registered here.
  13. Rogue One. It was better than I expected. Maybe the characters weren't as intriguing as the classics, but that massive infiltration/action scene that took like the entire second half of the movie might have been one of the best such sequences I've seen in years, maybe even top 5 in my entire life. I think I liked it more than Force Awakens, if only because it wasn't so derivative. A movie whose plot is so dependent on another always invites comparison to the original, and in that regard, it had quite a number of shortcomings. I thought it was decent enough, though I suppose it depends on what you look for in a movie. To me, you watch movies first and foremost, and they definitely nailed the visuals on that one. Glowing brains I could have passed on, but IIRC the studio forced that for a PG-13 rating. On the other hand, the acting was TV quality at best, and for people who need believable and convincing characters, I can see why they'd rate it lower. For me, in a movie like that, I just need them to get me by, and they mostly did that, so no huge complaints there. I didn't even realize the sequel was happening. If the trailer shows improvement, I'll probably give it a try.
  14. For ones I've actually been somewhat active on over the last 5 years: Doomworld PureZC Filmtracks Then there's at least 20-30 others that were either one-shots, or are places I post the occasional help-me topics, i.e. Tom's Hardware, Ableton Live, [H]ard|Forum, etc.
  15. Double-COUGH. Good call, thanks. By the way, I suppose this is as good a place to post this as any: I just wanted to say I appreciate all the excellent work you've done with Eternity lately. I've been gone for quite a while, and though I've only begun exploring your latest updates, it's exceptionally amazing for me to finally have the functionality I've been waiting on for over a decade. You know, when I'm making WADs that are meant to be the next step up from Doom E4/Heretic E4+E5 in terms of difficulty, the biggest challenge should not have been walking up a staircase into a linked ceiling portal. Now that I've got some life obstacles out of the way and am going to get more involved around here again, this is honestly the best thing I could ever have expected to come back to. I'd been making some maps for Eternity, because I grew addicted to its portal features and had a hard time imagining how to make maps without them anymore. But, due to the malfunctionality of portals and the fact that those bugs hadn't been fixed over the course of maybe a decade, I always had this lingering sense of futility hanging over my head, that my maps would never be able to be played correctly, and that often put me off from working on them entirely. So, this is really exciting, and now I can't wait to get back at it.