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MrFlibble

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About MrFlibble

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  1. MrFlibble

    REKKR - V1.16

    Heheh, yeah, that's certainly true, but with the limited selection of DOS ports that have build-in DEH file support, I fancy this makes for a "strength" on its own too. Although makes me wonder if the new episode could yet take advantage of the extra map features as well. I'd say that the whole vanilla appeal and importance was only relevant for so long as REKKR remained a PWAD, but if it's going to get its own binary there's no reason why it shouldn't make use of more features if they're there. It's not like strict compliance with the original Doom's specs has some intrinsic value as a hallmark of "retro" style or something. If I remember and understand correctly, the extra Boom/MBF features were seen as taking Doom to the next level back when they were first conceived and implemented. It just so happened that Boom, MBF and the BEX format remained one of the many different options, and not that widely used ones for that matter, instead of becoming the mainstream way of Doom modding (maybe there's a parallel universe where they have? :))
  2. MrFlibble

    Freedoom friendly wads?

    I was also surprised to read that Doom Zero allegedly does not work with FD, because I remember being able to play several DZ releases, albeit I did not play extensively. I use MBF for DOS and Crispy Doom if it helps.
  3. MrFlibble

    REKKR - V1.16

    I voiced exactly that concern in my earlier post, but @Revae replied that it could actually be preferable. But there's always doom-vanille and FastDoom, the problem would be to bake the DeHackEd changes into them, but since the source is available in both cases, then maybe make those changes at source level and call it a day? IIRC Romero released the source for both Doom and Doom II setup programmes, I only don't remember the license. Have you tried building yours from these sources?
  4. My concern was more about the shareware version being a dependency for your project, because the LICINFO.TXT files explicitly prohibits user-made materials to run with shareware: I guess it's also worth noting that, while I found no information on the license(s) you're currently using for Fortress One, should you in the future use one which allows commercial distribution, it might clash with the following provision found in LICINFO because of models and possibly other assets derived from id's materials: Generally I found that the original Open Quartz PAK data files are sufficient to run Quake mods and TCs, except you may want to fill in the missing sound files and the Ogre model (a libre replacement can be found here -- brutus.zip). Recently I threw together a set of more or less decent sound effect replacements from Freed∞m and Blasphemer sounds, attaching it here JIC. Glad to hear that! Wishing you best of luck with your project! oq-sound-addon.zip
  5. MrFlibble

    Dread's reworked sprites coming to Freedoom?

    They look very cool! But it's obvious from the video that these sprites were created for a more limited engine and palette, and lower resolution than what Freed∞m works with. If they have full rotations, perhaps one could be used as the Wolf3D SS officer replacement? (e.g. their new shotgunner) Anyway, I've been following this project on and off for some time, the guys are doing a great job with a lot of interesting insights into how the development process goes on. I think that, once it is complete, it would be a cool thing to back-port the resulting game to other platforms as a separate title.
  6. MrFlibble

    A catalogue of "boomer"/retro FPS

    A while ago I attempted to compile a similar list. I'd certainly mention: The Adventures of Square (ZDoom) Harmony (ZDoom) Rise of the Wool Ball (GZDoom) Membrane (Doom, incomplete) Nocturne in Yellow (ZDoom) Dynamite Duchess (GZDoom) Mr The Killer (Duke3D) Demon Throne (Duke3D) The AMC TC (Duke3D) Absence (Wolf3D) Trench Warfare (Wolf3D) The Orb of Dilaaria (Wolf3D) Zillion 3D (Wolf3D) Operation Serpent (ECWolf mod) Xibalba (custom engine, browser)
  7. Apologies for being blunt, but is it legal to bundle shareware Quake with such a project that tries to be free/libre/open source? Wouldn't it be better to use free assets like OpenQuartz or LibreQuake? Maybe some assets from other projects as well (OpenArena or Nexuiz for example)? I'm pretty certain that OpenQuartz has a more or less complete multiplayer portion (unlike everything else there), and a decent player model too. You can also check OpenQuartz 2 from some updates as well, although I don't remember what exactly was fixed there except the game was transitioned to DarkPlaces.
  8. MrFlibble

    Blasphemer discussion

    Congrats on the new release!
  9. MrFlibble

    REKKR - V1.16

    Oh nice, I forgot I even created a topic about that! :) And I have forgotten as well that I had uploaded both the code and the binary that I'd compiled back then (whoah, it was in 2015 O_o).
  10. MrFlibble

    REKKR - V1.16

    My memory is a bit hazy on details. Maybe the lumps weren't missing but they did not have the right format for MBF to recognize? I remember I'd get a string of error messages when trying to run the 1.2 IWAD out of the box, so I Googled the error and it was discussed in relation to something else in a Doom related forum, so I followed the solution described there, which involved ZenNode, and it worked.
  11. MrFlibble

    REKKR - V1.16

    I was wondering - I remember that the HacX 1.2 IWAD was created by supplementing the missing lumps (palette, sound and something else I forgot) from Freed∞m, but IIRC, sometime after the HacX 1.2 release the Freed∞m project updated the GENMIDI lump, resulting in improved OPL music quality. I think the difference is noticeable at least in some source ports including MBF if I'm not mistaken (e.g. if you take Freed∞m releases from before and after the GENMIDI update and listen to the same tune in a level). I'm assuming that the REKKR IWAD was created with the latest Freed∞m data, but bringing this up JIC. Also, going back to the usability of MBF, I remember that I could not use the HacX 1.2 IWAD with MBF right away because of some missing lumps that were apparently considered non-essential for both ZDoom and Chocolate Doom targets, and had to restore them using ZenNode. I think the REJECT lumps were missing, possibly something else too.
  12. MrFlibble

    REKKR - V1.16

    Doom 1 shareware comes with a license which says Pretty certain that if the shareware EXE were bundled with a completely new IWAD, that could be technically construed as modified levels. Besides, vanilla binaries contain proprietary sound code (IIRC), for which separate licensing would likely have to be obtained. But since the rest of the code is open source and DOS ports are available, there's no reason to step into legal grey area. If MBF is used (the maintenance release is probably the preferred option), that would solve the DeHackEd issue as it has built-in support for that. It would then boil down to editing file name references, loading text, cheat codes and exit messages in the source files (oh, and there are the extra menu text lumps in Doom font which would be better replaced with their REKKR counterparts), and then compiling the whole thing. It works in DOSBox too, I was able to compile a HacX 1.2 MBF version a while ago. Actually, shareware vendors totally could sell the shareware version -- but only in unmodified form. So it is not suitable for a project like REKKR at all.
  13. Some of the models, like player weapons and the characters, look rather close to Quake counterparts. Have they been made from scratch or..?
  14. MrFlibble

    REKKR - V1.16

    Aren't there fully free, fully functional DOS ports of the Doom code that are 100% legal to use? Surely someone would be happy to help with REKKR and build a custom DOS binary from the sources of those. Out of those projects, I only remembered Doom Vanille (I guess Boom/MBF would be too non-vanilla for this?).
  15. MrFlibble

    Sound sources?

    It is entirely possible to track down sources for many sounds as the contributor of each asset is known, but it might take some digging. Some submissions were actively discussed here in the forums before the Discord era. Getting the high-definition sources themselves might be a bit trickier though as I believe contributors usually submitted ready-to-use files in the target sound quality to be used in the IWADs. If you can contact a contributor and they still have the original higher quality sources, you'd get what you want.
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