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Everything posted by luckypunk
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I'm a Linuxer so take my advice with a grain of salt, but I don't see why the command-line would be any different. Try: prboom-plus -iwad freedoom1.wad from the directory where you've installed the files. For running mods on top of it try: prboom-plus -iwad freedoom1.wad -file mod.wad I hope this helps a little. If not, I'm sure someone with more knowledge of Windows will stop by soon. Good luck!
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I don't think anyone here can help you, if you give such a vague description. What's your OS? What version of prboom+ did you install? What installation method did you use? How did you configure it? If you wrote or edited a configuration file, post it here. If you configured it with a GUI post some screenshots. Then I think you might have a decent chance of getting a helpful reply. Just to be clear: This isn't meant as some form of attack on you. If you want help, you really need to give more information.
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You will go to hell for eternity for pirating it, but after that you'll go to heaven for buying it.
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https://doomwiki.org/wiki/Freedoom#History
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The CREDITS.txt file mentions an Urric Hammersong.
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The Pestmeister still has incomplete shooting and death animations. Almost anything could use some polish. With your talents it really shouldn't be a problem to find a corner of Freedoom where you can improve things.
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You could try loading freedoom1 as iwad and doom2 as pwad. Or freedoom2 as iwad and doom1 as pwad. That should give you most of the doom assets with the freedoom maps. I can't test this right now, so I cannot guarantee that it's working.
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There are legal problems with copying Doom's monster designs.
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That's flattering. Thank you.
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Is Freedoom 1.0 in development hell? Anyone intrested in restarting the project?
luckypunk replied to Wadmodder Shalton's topic in Freedoom
Maybe someone could write a digest of what has happened on discord every once in a while? I feel very out of the loop. And no, using discord is definitely not an option. -
gzfdoom? Essentially the same name, but avoids confusion of the two projects.
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Perfect! A bit too quick for my tired brain right now. I'll have to give it another look tomorrow.
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Thank you. It still doesn't work though. Could you maybe extract the level from the wad and post it here? Should be as easy as 'deutex -levels -xtract freedoom2.wad' and then attach levels/map01.wad.
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On what build did you record this? I tried it with 4 different versions including the latest nightly build and cannot get it to work.
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There actually is a thread with freedoom2 demos here. So far it's just a single one. Given the constantly changing nature of freedoom it might be a good idea to include the specific freedoom[12].wad or (even better) just the map that you recorded against in the zip file. If the good folks over at DSD have a problem with that, I don't think anyone would complain if you just post your demos here. I would be quite excited to see some freedoom speed runs. So if you're already sitting on some: GIMME, GIMME, GIMME!
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Our biggest potential audience are people who play around with a Linux system and just for fun try this freedoom or prboom-plus thingy. These are not experienced hardcore gamers. To them Doom is just as tough as it was back in 1993. Please keep that in mind when demanding tougher maps. If you absolutely have to increase the difficulty, at least let skills 1&2 at Doom standards.
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In an ideal world, I'd like the death sequence a little less symmetrical, but this certainly works. Is there anything missing or could this be used until the Lavamander is ready?
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https://www.doomworld.com/idgames/utils/sound_edit/mus2midi
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The .mids are in the sub folders. Examples: https://github.com/freedoom/freedoom/blob/v0.7/musics/andrewb/Balancing Act.mid https://github.com/freedoom/freedoom/blob/v0.5/musics/woolie/halluc.mid
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v0.7 v0.5 0.5 is the earliest available version. Older versions had music "borrowed" from other games. So you want to stay away from them anyway.
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You're right, my mistake. But CC-BY-NC is used by at least one sample in the collection ( Pistol Manipulation 01.wav ), so that is still an additional problem.
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That is quite different from individual attribution. Also, I just checked CC-BY: And that's definitely a deal breaker.
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Clearly it's better for Freedoom, but I don't think we're going to make any friends by demanding other people change their choices to make up for our mistakes and licensing issues. @zimbot, I'm no legal expert, but it might be enough if you would give us permission to distribute the sounds created from your sample under the BSD license. I don't think it's necessary to re-license your source sample. Maybe @fragglewould know if that would be enough? Anyway, it would be really nice if you would help us find a way out of our self-made mess, zimbot. If not, it's our mess, we'll have to clean it up somehow. Thanks for reading.
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I'm no expert, but it is my understanding that the CC-1 license is incompatible with the BSD license used for Freedoom. Putting your name in the credits would not be a problem, but requiring that from everyone who might want to use Freedoom as a base for their own creations would be. Again that's just my understanding. If someone more knowledgeable comes along and disagrees, you should probably believe them and not me.
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@Bratish, maybe you could show the original authors your mod, explain the problem and hopefully convince them to re-release their samples under CC-0? Just an idea, but it might be worth a shot.