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About MrFlibble

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  1. MrFlibble

    Winrott GL is impossible to get running now

    Does it have the option to correct aspect ratio to 4:3?
  2. MrFlibble

    Winrott GL is impossible to get running now

    I think that assimp32.dll is probably this thing (found the link from this topic): https://github.com/assimp/assimp/releases/tag/v3.3.1 I haven't tested it but the files seem legit. Here's the Asset-Importer-Lib home page (Wayback Machine).
  3. I've not played this game in the 90s but the music sounds very nostalgic to me, reminding somewhat of TV shows from back then.
  4. MrFlibble

    WolfenDoom of old and WolfAddict PC releases

    I just realised that I've been completely ignorant of this side of Wolf3D modding -- namely that some unofficial add-ons were sold commercially. I only remember finding a Christmas-themed shareware version level replacement/partial conversion at cd.textfiles.com which was "cardware" (so not technically even shareware), and I basically thought that most mods and TCs were and have always been free community creations, similar to unofficial Prince of Persia games.
  5. MrFlibble

    Imagine freebuild engine games

    A while ago when a similar topic was discussed at Duke4.net Forums, I proposed to use original assets from The AMC Squad at least as placeholders for a hypothetical Build engine game prototype. I believe that, give the permission of The AMC Squad's authors would be obtained, it'd be possible to throw together a working demo in a reasonable time frame. I think I would try doing that myself if I had time (also considering that I have very little prior experience in modding Build games, and no mapping experience at all). There's nBlood, which is a clean-room faithful recreation based on EDuke32 code, which is possibly even a better option than using a direct source port (if the source code were available) to create a free replacement type of game.
  6. Aww ^_^ That gameplay footage appears to look like what a genuine 2001 complete game could have looked like IMO.
  7. I like your text overall, but I think you're somewhat downplaying the value of Freed∞M as a stand-alone game on its own. Personally I much prefer the art and aesthetics of Freed∞M to that of the original Doom, with all due respect to the classic game. Back in 2012 when I started playing Freed∞M, I did not like many of the levels and looked for some custom PWADs with maps that would be more in the style of the original Doom, including a greater emphasis on secrets and more complex level layouts. Here are some which I found to be a nice "retro" experience to go with Freed∞M (these are mostly for Phase 1): CH Retro Episode Simply Phobos Phobos Revisited Phobos Outpost NJ Doom The Ultimate NMD Wonderful Doom
  8. MrFlibble

    First Doom Experience: Freedoom?

    Back when I first tried Freed∞M it was version 0.7. I did not like some of the assets (the jarring colours on the Combat Slug probably being the worst offender), but I played it a lot and grew to like the old assets. Of course I'm very happy with the updated art kickstarted by @raymoohawk, but I harbour some very nostalgic feelings towards the older versions now.
  9. I suppose it's worth considering that the notion of modding evolved throughout the years. It appears that sometime in the early-mid 90s commercial game developers began to acknowledge the modding scene and started putting out their dev tools for players to use, realising that this would prolong their games' life and increase popularity. For id Software, I'm not sure if this was John Carmack's idea but it seems that already with Doom and even more pronounced in Quake, their games were developed with modding in mind. An interesting but almost forgotten example is Blizzard's Warcraft series. Not long after Warcraft: Orcs & Humans came out in 1994, a user wrote a level editor that allowed to create custom scenarios, which were distributed as saved games (since the game came with no support for user content). About forty of so survive to this day, possibly more existed. When Blizzard released a Macintosh port of Warcraft, they included an official file converter to make these DOS saved games with modified levels compatible with the Mac version, thus acknowledging the existence of user levels and their importance. Not surprisingly, when Warcraft II came out it already included an official map editor. In an arguably more extreme example (again, possibly not widely known because of a niche genre), SSI gave out the source code of Steel Panthers II (a tank-oriented wargame) to the modding team that was working on a WWII-themed TC, authorising them to create a stand-alone game with the provision that it would not be sold. Thanks to this we now have SPWW2 and SPMBT, which are essentially improved and enhanced spiritual successors to the first two Steel Panthers titles. But even prior to that, in the early 90s and even late 80s, some developers would release separate spin-off products of their popular titles with the main purpose to allow users to create and share their own levels. This includes the Boulder Dash Construction Kit (1986), The Bard's Tale Construction Set (1991 -- this one even allowed to distribute stand-alone user-made games), Flight Sim Toolkit (1991 -- also allowing to make stand-alone games), Unlimited Adventures (1993) and Rayman Designer (1997). It seems that further on, many AAA level games would include editors and SDKs for users to design their own content. And you'd probably not be surprised that many games by smaller or individual developers (even before "indie" became a word) shipped with at least level editors, if not more versatile modding tools. On the other hand, I can remember only a handful of examples when a company went after a mod or TC, and it seems that in most cases, this was because the project in question either allowed users to bypass a paywall to get to restricted content, or was in some kind of copyright violation (IIRC 3D Realms was guilty of shutting down Duke Nukem-themed TCs for other games like Quake or Unreal). Software EULAs usually include provisions that prohibit any kind of reverse-engineering, presumably to protect possible trade secrets like engine code. From a superficial point of view, modders might be actively violating at least some of these provisions, but realistically, there is no harm in such activities, and I honestly do not know of any example when a development company actually stole engine code or other programming information from a rival by reverse-engineering the product which resulted in any financial harm. And besides, it seems that there are relatively few games developed with custom engines these days, and stealing these would likely not give the perpetrator a critical market advantage.
  10. MrFlibble

    What happened to Danny Evanger after HacX?

    That's because no-one contributed credits for HacX, yet.
  11. MrFlibble

    What happened to Danny Evanger after HacX?

    Obviously, the difference is that a TC requires the base game to play, while a stand-alone game does not. Well, they're not called Total Conversions for nothing. Ideally, a TC should not use any of the base game's assets, like REKKR. But in practice, many still use small things here and there, like X-Men: The Ravages of Apocalypse still relies on some sound and graphical effects from Quake plus a few other things.
  12. MrFlibble

    Freedoom Sound Caulking?

    I suppose a user-made add-on does not have to strictly follow possible limitations arising from differences in licensing of individual assets. I was more referring to the possibility of including these new sounds in official FD releases -- this might require some licence checking.
  13. MrFlibble

    Freedoom Sound Caulking?

    Being a community project that spans over more than a decade, there is no core team of Freed∞m sound designers. Most of the sounds are contributed by users that have been involved over the years, some of those possibly got tweaks and edits from other users and so on. So if you expect that someone on the team is going to pick this idea up, this seems a bit unlikely to me, as there appears to be no dedicated sound design team on the project in the first place (I could be wrong because I don't use Discord, so please correct me if so!). Just make sure that the licenses are compatible. I cannot give you a lot of advice on this though, sorry.
  14. MrFlibble

    Freedoom Sound Caulking?

    It appears that the addition/replacement of sounds is only possible in ZDoom and derivative ports? Anyway, if you want a Freed∞m equivalent of this mod, the sounds would likely need to be compliant with the FD licence. You could always look into the attic for unused sound effects, and also maybe check out the sound libraries at OpenGameArt.
  15. MrFlibble

    The game you want to make/be made, that can't

    Eador is technically a fantasy TBS but it leans heavily into RPG territory. It keeps track of the player's moral choices, and most of the time the good ones will require additional expenditures and/or other efforts, and might sometimes be not affordable at all. The player's moral profile directly affects what kind of characters and creatures will join your kingdom and their morale, alliances with neutral factions and the attitude of rival AI rulers. Being bad/nasty/evil may offer immediate benefits like more income and better items, but will have its price later in the game.