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MrFlibble

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Everything posted by MrFlibble

  1. MrFlibble

    Need help in expanding attic

    Wait, then how far does this "do whatever you want" extend? Doesn't inclusion of the license mean that the derivative work is licensed thereunder? The exact wording of the Modified BSD license goes as follows: As far as I can tell, (2) refers to redistribution without modification, while (3) provides for the creation of derived works, without specifying what licenses apply to those. This is, probably, again the problem of BSD-3-Clause having been originally worded for code, not art. From what I understand, when applied to code this means that BSD-3-Clause licensed code may be incorporated into software covered by other licenses (i. e., proprietary programmes), whereas the part(s) of the code originally licensed under BSD-3-Clause remain(s) as such. However, when we extrapolate this logic to art, then it seems to suggest that (a) the parts of each sprite that have not been modified by Flynn Taggart are still copyrighted to Freedoom contributors, as per the license; and (b) there are parts (pixels) in each of the SKAG 1337 frames that were modified by Flynn Taggart, the status of which is not clear. Are they copyrighted to Flynn Taggart? If no explicit permission was given by the author of the derived work, does it, then, become the sole property of that author? I've tried to Google an answer, and here is a discussion (albeit about 3BSD applied to code, not art) where people seem to agree that the license's requirement to include the license text and copyright notice in redistributions implicitly suggests that the license still applies to derived works. Which seems to not be much of a problem, considering how permissive 3BSD is. If the assertions in the discussion above are correct (and I understood them correctly), then it seems that, since Flynn Taggart has not specified any additional restrictions to the use of the modified SKAG 1337 sprites, it may be assumed that these sprites are licensed under 3BSD and may be used, with Flynn Taggart properly credited for the work. At least, this seems like a reasonable interpretation of the situation here -- please feel free to point out if I'm wrong on anything in the above.
  2. MrFlibble

    Any Warcraft II fans here?

    I was very annoyed when, I think it was around the time the SC remaster came out, there was some interview with Blizzard people and they told that they found the source code for Warcraft 1 and even ported it to current systems, but ultimately canned the project because they thought "no one would find it interesting". They could have released the source code to the public, but no -- I kind of understand the reluctance to release code to newer games, under the pretext that they are played competitively and some sort of playing standard should be in order -- but there's no sense in hoarding the code for a game this old. At least they put both Warcraft titles back on sale. Interestingly, I remember finding out some time ago that certain game networking services, including The Entertainment Network (TEN) and MPlayer.com (IIRC) actually offered a free, mutliplayer-only version of Warcraft 1 to their subscribers, which would only work with the respective services' client software.
  3. MrFlibble

    Need help in expanding attic

    Doesn't the fact that this is an edit of existing Freedoom art mean that it also gets automatically BSD-3-Clause licensed and thus can be added to the project, no matter the author's original intentions? Does the license work that way or not? Back to the main topic, here's some srt by @YukiHerz, posted here in the forums but never committed to the repo: Potential SS replacement by @darknation: Various signs by @d1337r: Grass/dirt flat by @Dragonfly (not sure if ever committed): Some stuff by @Fredrik you might want to add (if missing): https://web.archive.org/web/*/http://www.doomworld.com/fredrik/* https://www.fredrikj.net/art.html @Hitboi's big torches -- I'm not sure but I had the impression they were in the IWADs at come point: The images had to be recovered via the Wayback Machine. Also, @luckypunk's edits of the old Pain Lord/Pain Knight (or whatever that monster was used to be called): The file doesn't seem to have been preserved, but I have a copy: bosx.zip On a side note, I looked up @GeorgePieVG's pull requests, and it seems that I'm missing a lot of action by not using Discord. There's a lot of interesting texture updates/replacements there, almost as if @Korp has replaced a good deal of the core texture set. I wonder if those would be added to the main repo?
  4. MrFlibble

    Any Warcraft II fans here?

    Oh yes, the music was my number one favourite for the whole 90s. I had the CD soundtrack from Tides of Darkness copied to a tape that I listened to over and over again. That, and the soundtrack from Total Annihilation.
  5. MrFlibble

    Need help in expanding attic

    Correction: the models are not by @raymoohawk, but by @Teh_Bucket, based on @raymoohawk's sketches. Here are two more, for the Octaminator: https://opengameart.org/content/octaminator https://opengameart.org/content/octaminator-engine-ready IIRC, all of those were created not to make sprites directly from them, but rather as a reference to better draw various animations. @GeorgePieVG, I think the attic is missing some submissions by @robotdog1. The images may only be recovered via the Wayback Machine: https://web.archive.org/web/20150918104121/https://www.doomworld.com/vb/freedoom/72667-some-submissions/ Also there are edits of the old SKAG-1337 by a certain Flynn Taggart over at ZDoom forums (again, only the Wayback Machine has preserved the images -- thanks, image hosting services! nice job!), but my notes say that this user is the same as @robotdog1 (?) -- not sure though: https://web.archive.org/web/20150918095018/http://forum.zdoom.org/viewtopic.php?f=3&t=15080&start=16065#p791239 I'm not sure if you want to put this into the attic, but here's the concept sketch of the current titlepic, by @HorrorMovieRei: https://imgur.com/IkO9qpQ Recently I re-posted some of the old concept art for the game in this topic -- again, if you think it is appropriate to attic them: https://www.doomworld.com/forum/post/2821272 Additionally, you might want to look into one of the earliest releases of Freedoom (there are two versions preserved): https://web.archive.org/web/20020616073347/http://freedoom.despayre.org:81/deutex/wads/freedoom.wad https://web.archive.org/web/20020222071239/http://freedoom.despayre.org:81/deutex/wads/freedoom.wad It has a different barrel explosion animation which I don't believe is present in the attic. There's no way to tell who was the author (most assets had not been placed into sub-folders by author at that point), but I suppose it could have been @Fredrik? Also, "mazmon" and @Maz Hades are the same person. UPD: I'm not sure if you have these versions of health/armour bonuses by @raymoohawk: https://web.archive.org/web/20160120151734/https://www.doomworld.com/vb/freedoom/85244-new-vitality-boost-and-armour-charge/
  6. MrFlibble

    Any Warcraft II fans here?

    Back in 2019 I embarked on a quest to plumb the depths of the Wayback Machine, looking for Warcraft 1 (Orcs & Humans) custom maps. After a lot of digging and missing/broken page snapshots, I was finally able to find a good chunk of that thanks to a couple of intact archived fan sites/pages. However, as a by-product I also found several dozens of Warcraft II fansites with maps, and downloaded some 50 megabytes worth of those. I've attached a txt file with the Wayback Machine links here. Out of these findings, my personal favourite is a page of maps by someone calling themselves Picasso, with a lovely map called Head On: BTW, did you know that Blizzard added the map editor to WC2 after seeing all the custom missions created for the first game with the unofficial editor? They even included a save game converter (WC1 custom scenarios were in the form of savegames) with the Mac release of the game, so that Mac users could play custom scenarios created for the PC. True, but there's still some charm to it. Speaking of bad pathfinding though, rather recently I bought the full version of Tzar from GOG. I had played the demo for a little while and liked how it combined ideas from Warcraft II and Age of Empires, and the nice visuals, so I thought I'd give it a try. No sooner than I got to the second campaign mission I learned how awful (if not to say atrocious) the pathfinding was. Worse, much worse than in Warcraft II or StarCraft or whatever, especially when it comes to unit groups. I lost the second mission because of that -- all my forces got hopelessly lost on their way to the final battle (you were supposed to "ambush" an enemy patrol or something) and picked off one by one by the enemy. I later read at GOG's forums that people recommend to play on easy mode to spare the nerves because of the pathfinding troubles. In fact, I did exactly that and played a little bit, but the game turned out to be less enjoyable than I expected.
  7. MrFlibble

    Need help in expanding attic

    Actually I also thought that the short lamp was by him, but these contributions were made at the time when I did not actively follow the project, so I might be wrong. It gets complicated sometimes because files were not always submitted to the repo by the same person who made them. So I've actually no idea if GrammatonLegio is the author, or if this is not @Wereknight's alias over at GitHub, at that. I missed this one earlier today, here's @Blastfrog's version of the old barrel's explosion, made in vanilla style: https://github.com/freedoom/freedoom/pull/205/commits/70f4d5257db1f69b1b8cf269d8116601964ecb55 I believe it never made it into any milestone release. Also it looks like there were several revisions of @Blastfrog's digitized weapons, I wonder if you'd want to commit them separately to the attic (considering those are WIP versions of the same sprites)?
  8. MrFlibble

    Need help in expanding attic

    A good while ago I committed a few assets retired from the then-current IWADs to the attic. I also attempted to collect unused submissions posted here in the forums: Sometime later, a similar effort was proposed by @Blastfrog: There are also assets that have been contributed to the project, but never made it into a milestone release because they got replaced by something else in the meantime. These assets may only be tracked down and recovered by either browsing the history of the respective files in the GitHub repo, or by finding them among closed/rejected pull requests, such as these: https://github.com/freedoom/freedoom/pull/195/commits/e85c215b2834a3171ef4ee0c17948d26f925adf0 https://github.com/freedoom/freedoom/pull/192/commits/2f8177f3cbc446270a5f9cd8e4c7ec8dbf76276a https://github.com/freedoom/freedoom/pull/192/commits/0c1022f8d1e43808f39d1e893f17ee1668d2531e https://github.com/freedoom/freedoom/pull/193/commits/5e917c9c43196923dbc3628c1eee8b83e2b771e7 https://github.com/freedoom/freedoom/pull/192/commits/5d785a9016744f5aa966698f8d3c53cb0b6a5ea5 https://github.com/freedoom/freedoom/pull/191/commits/802463fef423d5c0d4a0f57edc42e039488fb285 https://github.com/freedoom/freedoom/pull/230/commits/6bb1ffd0d7dc725b7215d93455b69d6e0ab1bd6a https://github.com/freedoom/freedoom/pull/223/commits/6824b6f1b88e7c9a0f7a0e4771d087ff2fda1403 https://github.com/freedoom/freedoom/pull/223/commits/a8607a653b26c06cd47203c65d1ac6118a8c14a0 https://imgur.com/dFCGz04 https://github.com/freedoom/freedoom/pull/228/commits/9413a3f0079f54ebe86f295ee71ddc63e4235530 https://github.com/freedoom/freedoom/pull/228/commits/03c1986246cfe33852900ace57720cf6142a27f2 https://github.com/freedoom/freedoom/pull/228/commits/2fa963c97e49985ca9ed49bf4090a70940ff3516 https://github.com/freedoom/freedoom/commit/f8cd97072ea30aa1e03b71768d9004184a6e9ce2 Truecolor sources of @Talon1024's Final Doom texture replacements: https://forum.zdoom.org/viewtopic.php?f=37&t=31139&p=989287#p989287 https://forum.zdoom.org/viewtopic.php?f=37&t=31139&p=993589#p993589 https://forum.zdoom.org/viewtopic.php?f=37&t=31139&p=993589#p985597 https://forum.zdoom.org/viewtopic.php?f=37&t=31139&p=982583#p982583 I also don't think the attic has @Jewellds' techlamps: https://github.com/freedoom/freedoom/pull/144 Or the techlamp by @GrammatonLegio: https://github.com/freedoom/freedoom/pull/216 Here's a lever-action shotgun by @CaptainW, never used in any IWAD (AFAIK): @Blastfrog made a WAD with this, available from this post.
  9. MrFlibble

    Post a picture...that you took

    Somehow this reminded me of Bavaria, I wonder where this was actually taken.
  10. MrFlibble

    Blasphemer discussion

    @Jimmy², thank you very much!
  11. MrFlibble

    Blasphemer discussion

    I have just discovered the doom text generator, and through it, a font called Gargoyle Wing, available here, with a small version present. I think it looks quite fitting for the project, in part because it appears somewhat similar to the old font. @Catoptromancy, @GeorgePieVG, @Craneo, @AntonR, what do you think? Should we try asking @Jimmy² if it could be licensed for the project?
  12. MrFlibble

    doom text generator — last updated 2024-08-27

    Dearest @Eevee, thank you very much for this incredibly useful tool! Please accept my utmost gratitude! I look forward to saving a few hours of work with this one.
  13. MrFlibble

    BOOM 2.02

    It's a fork with added Sigil support. For the clean maintenance release of MBF 2.04, go here: https://www.vogons.org/viewtopic.php?f=24&t=40857 I've never had Windows 7 so I don't know if it still can run DOS applications natively. XP certainly does. @vanilla_d00m, if you want to check out BOOM 2.02, DOSBox or 86box + DOS/FreeDOS is the way to go on newer systems. I'd still recommend MBF 2.04 though, it has all that BOOM has, plus more freatures and bugfixes.
  14. MrFlibble

    FD24 (free replacement for id24res.wad)

    There's already a new Banshee sprite set: https://github.com/freedoom/freedoom/pull/1426/commits/539a53ec14239121d3597a7cc1cb95085cb6bba2
  15. MrFlibble

    The perfect non-doom engine for me?

    I'm very noobish when it comes to coding, but since the Quake engine is open-source, how difficult would it be to actually code the branching dialogue system that you envision into it? I suppose that the dialogue screens should not be very different from how the in-game menu works, i. e. there are selectable strings that the player navigates about, leading to more screens with text when selected. Since you have already developed a prototype in the Quake engine, perhaps this approach would turn out less resource-demanding than migration to a completely different engine altogether? I don't know if the dialogue system in The AMC Squad is purely based on CON scripting or partially hard-coded (IIRC, the game uses a modified version of EDuke32). But maybe it could be worth taking a look at the implementation there to see if it could be replicated in a Quake source port.
  16. MrFlibble

    Blasphemer discussion

    I resumed my search of Heretic PWADs the other day and found this topic: I've tried the following vanilla/limit-removing compatible ones with Heretic128 and the latest Blasphemer IWAD in DOSBox: Unbeliever, Heretrix and HUMP Mini. I've not progressed far in any of the episodes, but they all seem to work fine with Heretic128 and appear quite friendly to new players, i. e. no huge crowds of monsters at the start and so on. Notably, HUMP Mini is released under the Creative Commons Attribution 4.0 International License which says: Actually, that sounds very similar to the BSD-3-Clause license. Also of note is the title screen art for Unbeliever: I think it would be pretty nice to have something of this kind as the title or intermission pic.
  17. MrFlibble

    The perfect non-doom engine for me?

    Isn't DISDAIN built on GZDoom? I had the impression that it fully supports 3D models. As for The AMC Squad, EDuke32 definitely does support models, although I have no idea how compatible they are with the Quake format (possibly not at all). There's an optional Duke Nukem 3D High Resolution Pack that replaces monsters and sprite items with 3D models, among other things.
  18. Thanks, gotta look into it, then.
  19. Thanks! I have sorta checked out the SLADE script a while ago, but haven't experimented with that yet. I was kinda hoping someone has done this already :)
  20. MrFlibble

    DOOM 64 Sprite Replacements

    A quick Google search yielded this topic by @DrPyspy that includes downloads of Doom 64-style Revenant and Arch-Vile: https://forum.zdoom.org/viewtopic.php?t=68009 Haven't tried them but they look fine I guess.
  21. Is there a way to auto-convert vanilla Doom maps to the more limited console texture set?
  22. MrFlibble

    what is happening in your dreams?

    Nothing like what you describe, but quite often in the "drifting" in-between state, I seem to have rather complex thoughts that slowly morph into dreamlike images (possibly illustrating what I am "thinking" about), but then I drift back to the surface and awake, and then I am completely unable to remember what these thoughts or images were about. Whenever I try, I can't get anything better than "someone was doing something". More annoyingly, sometimes in this state I seem to come up with a really funny thought (or image?) and I give a chuckle, which, again, sends me awake, but I am completely unable to remember what the joke or the humorous thing was. I don't have solid evidence, but I have a feeling that these episodes of half-dreaming last for not more than several seconds. This is in contrast with "regular" dreaming (both non-lucid and lucid) where I have rather clear thoughts that I can remember when awake, and which are sometimes correct (no misremembered information from real life) and even interesting on their own. On another note, sometimes I have dreams where I'm sort of watching a film or a TV series but at the same time taking part in it as a character. It makes perfect sense within the dream, but not when you think about it.
  23. MrFlibble

    REKKR - V1.16

    I love this idea! From what I understand, the freeware version of REKKR is released under the Creative Commons Attribution-NonCommercial 4.0 International License, meaning that you should be fine even if you create an entire new stand-alone game (Final Doom style, I guess), provided that you properly credit @Revae for the assets and never sell your work commercially.
  24. MrFlibble

    Blasphemer discussion

    That is what I assumed, as well. This is probably the right approach if the project is intended to comprise entirely of original submissions.
  25. MrFlibble

    Blasphemer discussion

    I was looking for other open game projects that have art assets licensed under BSD-3-Clause, and came across a discussion at Open Game Art where a user mentioned that GPL and BSD-3-Clause are compatible licenses -- whereas from the previous discussions here I'd assumed that they are not. I followed the link to GNU.org to make sure this information is correct, and indeed it is (emphasis added): Just to be sure, I checked the GNU.org definition of GPL-compatible license, in case it means something else than what I was thinking: I suppose this also means that art assets released under GPL can be combined in one project with art assets released under BSD-3-Clause. Which brings me to the point: This is also reiterated in the Contribution Guidelines section on the GitHub page. But why, exactly, is GPL not allowed if the licenses are compatible?
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