Jump to content


  • Content count

  • Joined

  • Last visited

About MrFlibble

  • Rank
  1. The tune from the first level actually vaguely reminded me of Mark 'TDK' Knight's soundtrack for the PlayStation version of Duke Nukem 3D somewhat, but I cannot pinpoint the exact track (most are available here in MP3 format JIC) at the moment.
  2. WindowCaster: The Shadowcaster Source Port

    Robert W. Morgan III, one of the developers of In Pursuit of Greed, suggested that ShadowCaster runs on a modified Wolfenstein 3-D engine called the Raven engine, and released the version of Raven engine (for educational purposes) that Channel 7/Mind Shear Software received for the development of Greed. This version is available, along with the Greed source, from his website. Maybe this could somehow help you with your project. On another note, all screenshots shown above are without aspect ratio correction, does the recreation have this option?
  3. TekwarGDX

    My problem with M210's ports is that they are Java applets, and I have an irrational dislike towards Java. I know it's no valid reason to dismiss these projects like that, I appreciate the job done with both games (especially with Blood where the code was part reverse-engineered and part reconstructed from the alpha leak). There's also the problem with both ports based off code that was not legitimately released to the public, but personally I'm more or less fine with that, at least until a more legal valid alternative shows up (EDuke32 folks may have something in the works). That said, I only played the TekWar demo a bit. I liked how they tried to create realistic environments, although admittedly the execution falls short of the ambitious goals in this department more than once. However I cannot say that gameplay was particularly enticing, on the whole the game felt more like an interesting historical curiosity than a source of entertainment.
  4. The Elder Scrolls II: Daggerfal thread

    Personally I find it part of the fun, that you keep discovering new things on your own. In fact, I suppose that at least in part it was the intention of the developers. Of course, there's also a lot to discover in the way things went wrong contrary to the developers' intentions. But that's Daggerfall. If you get a free copy with a purchase of some other Bethesda game at GOG.com, you get Daggerfall Chronicles, a hintbook with some interesting stuff in it you might want to read. Also Bethesda's website had some good hints back in 1996: http://www.bethsoft.com:80/html/daghint3.html
  5. The Elder Scrolls II: Daggerfal thread

    Fun fact: Arena also uses the paper-doll system for character clothing (it depends on character class), and there's a nude body underneath (an extracted image may be seen here), but it's never actually displayed in-game as the player is not allowed to manipulate the clothes. Judging by one of the pre-release screenshots, the developers planned some more revealing outfits than what ended up on the menu in the full game, and this carried over to Daggerfall except now you can, you know, fully remove them. Childguard mode (selected during installation) will swap this to body sprites with permanent underwear but will also change other stuff like remove blood and replace monster corpses with bone piles.
  6. Polishing the Combat Slug

    So, no further progress with this so far? Would it make sense to contribute the walking frames to the repo while keeping the rest of the animations incomplete?
  7. Half-Baked Super Shotgun Sprites Attempt

    The second version looks very nice, please continue!
  8. Raymoohawk's sprite edits

    Nope, the Revenant counterpart is supposed to be the Octaminator: The Nukeptyle is the Baron, and the Pestmeister the Knight, but for now a recoloured 'Meister serves as the Baron placeholder. Also, its death animation frames were not by Raymoohawk but based on his sketches (AFAIK). I hope Raymoohawk finds time to resume work on the stuff soon. UPD: Raymoohawk's last logged visit here, according to the profile, was in May 2017, but in July the same year there was an interchange at DeviantArt concerning a sketch of the Pestmeister.
  9. The Elder Scrolls II: Daggerfal thread

    My first true acquaintance with Daggerfall was in the form of the coverdisk Betony demo. It gives you a small region to explore with a selection of faction quests, and played like a real adventure. I picked a good fighter-type class and thus avoided a lot of problems you may get due to being unfamiliar with the particularities of game mechanics. As a played more and switched to the full version, I gradually learned more about how everything worked, as well as of the multifarious bugs and how to avoid them. Generally, I find Daggerfall rather enjoyable once you understand the playing mechanics as well as the game's shortcomings. However you must be prepared to play it like a roguelike, that is, once you realise you've made a strategic mistake with overarching consequences you'll probably have to scrap your character and start anew. That, and also I have admit that when I only started playing I had exaggerated expectations about the role-playing part, as many aspects that sounded good on paper are either incompletely implemented, or don't work. For example, there's a vast selection of clothing for your characters but apparel doesn't seem to affect anything: the character doesn't need protection from elements and NPCs also don't seem to mind how the player is dressed (if at all). There are outright game-breaking spells like Create Item which is essentially a cheat, and inconsistencies like torch items that don't do anything all the while you can illuminate dungeons with a Light spell if you have one. Speaking of clothes, there's so much mess in the files I created a custom patch fixing the numerous instances, you can get it here (also included in DaggerfallSetup as an optional mod). What I do like about Daggerfall is that it engages the player in some very extensive learning in order to master the game. There are so many aspects of gameplay, compounded by bugs and other idiosyncrasies, that you'll need to play a lot (and probably fail a lot) in order to get a consistent picture and plan strategies. At the same time you can actually just fool around and do whatever you want, which provides valuable experience (to the player, but also to the player character although the latter is less important in this respect), however you must be prepared to face consequences of a strategic mistake you might have made without knowing (like not securing poison antidotes and then running into enemies with poisoned weapons). At any rate, Daggerfall is great for its high replay value resulting from emergent gameplay, although the random generated content becomes all too obvious soon enough. It's still fun, but demands some time investment to play properly, certainly not a coffee break game here.
  10. Fate - The Unreleased Capstone Game

    The demo is perfectly legal to distribute, get it from the archived copy of Gamesmania Demo Depot. Also, here's an archived copy of the official page of the game.
  11. There are some awesome textures in Freedoom that capture the original "feel" while being visually very different from their Doom counterparts if you compare them side-by-side (e.g. the large metallic doors and the elevator side texture). Personally I find this a marvellous accomplishment in its own right.
  12. Yes, this is something that concerned me as well, plus the project name with the word "Doom" in it. It'd be better to remove the stuff from SourceForge altogether IMO. Also, the second gameplay video you posted doesn't seem to clearly state that the Freedoom graphics were converted to a different palette (the first one at least states that they have been "downsampled" although this might not be clear enough too as this word usually refers to sound effects), the description simply states that these are "the latest assets from Freedoom" which I think may confuse viewers as of the actual quality of Freedoom graphics because of the wrong palette. I'd very certainly recommend to either change the wording to make it unambiguously clear for both videos what you did with the palette, or remove them altogether. Additionally, earlier builds (up to v0.8) have separate WADs containing partial assets such as graphics and sounds only, making it easy to play Doom levels "reskinned" to Freedoom with the Doom IWAD (although admittedly it would be easier to just extract Doom levels into a PWAD and play it with Freedoom IWAD).
  13. You should be able to effortlessly create an IWAD with Freedoom graphics and the dumped levels either from Freedoom's source, or, even simpler, get all the Doom levels into a WAD and merge it with the Freedoom IWAD. That should work with the vanilla Doom executable with every asset preserved intact, no need to convert anything.
  14. Freedoom graphics are by definition 100% compatible with the original Doom palette, not sure why they did not work for you. Converting them to a different VGA palette like this only resulted in very noticeable quality degradation.
  15. The new textures are pretty cool, can someone please throw together a quick test WAD to show what they look like in-game?