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MrFlibble

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Everything posted by MrFlibble

  1. MrFlibble

    City bulding textures, wg_tex V9

    Those are very nice! I think I like WGBR3 and WGBR4 most.
  2. MrFlibble

    Preservation of incomplete and rejected assets

    Yup, I read your suggestion recently and I completely agree. I think it would be nice to have a gallery with the option to download PWADs with those resources. Speaking of which, single resource PWADs have been also uploaded by some of the contributors, but not all such files are available anymore. For example, there's a Super Shotgun submission by Fredrik made in early 2004, however the PWAD file is no longer accessible and there are no preview images either. Is that an earlier version of the current Super Shotgun (which I presume is the same as this; again, the PWAD file is not accessible), or something completely different?
  3. MrFlibble

    Updates and Tweaks to older assets

    Weapon tweaks by Minigunner: modified pistol and the old Plasma Rifle, which became the basis for robotdog1's SKAG version.
  4. MrFlibble

    Weapon graphics discussion

    While trying to track down that edit you remember I found this shotgun by CaptainW. I think the concept is quite nice and original, although I guess the sprite could be touched up to fit the style of other weapons more I guess. Perhaps this could work as a double-barreled shotgun with the two barrels positioned vertically (or is that complete nonsense)? I also like the colour of the gloves on that sprite. I was thinking that maybe the gloves in the game should have a different colour because they are pretty similar to Doom in their current state. Thank you! As for Eriance's weapons, maybe a permission could be obtained to use the full set of them (e.g. like those included with the female marine sprites) and release them, without the UAC logo and otherwise adapted to Freedoom, as an alternate weapons PWAD the players can choose to use with the main game? I suppose that would remove any objections for the content being too similar to Doom, as this would be a "mod" and not part of the IWAD. It also seems logical to use those assets as the "core" game files that were specifically created for the project.
  5. MrFlibble

    Need help IDing Mystery Doom Engine Game

    A while ago I have played through the entire first episode of the freeware version (I wanted to compare the city-temple episode to its early demo counterparts, and did not figure out I could just use the level warp cheat :P). Gameplay is somewhat reminiscent of Hexen: you often have to flip a switch, which opens up a new area of the level, explore it, flip another switch which will open up yet another area, or give you access to a switch that opens up a new area etc. Monsters frequently respawn, but they are pretty weak in the full version (or, at least, weaker than in the demo) and do not pose much of a threat. Some parts of the city-temple episode are even more like Hexen, with castle-like structures and open courtyards. One level in the first episode does not have any objectives to collect, just to score a certain amount of points by picking bonus items and defeating enemies. While the idea itself is quite interesting, especially for a 1995/1996 game, it gets boring pretty soon because of weak monsters. Bonus items are spawned entirely randomly and only remain in the level for a limited amount of time (you have a countdown timer on the HUD). This is probably more interesting in a multiplayer game. It might be that items are spawned within a certain radius of the player, but this does not take the actual level topography into account, and as a result sometimes it is not possible to reach the item in time. It seems that picking items (or reaching a certain amount of score points) also heals up the player and/or recharges the shield. The HUD is pretty clunky and not very user-friendly. There's a separate counter for ammo units and for actual shots that can be made with the currently selected weapon (some weapons use more than one ammo unit per shot). The least convenient thing is the shield meter. It's the blue ring surrounding the health meter. When he shield is up, it absorbs 100% damage taken by the player. The brightness of the blue ring is supposed to reflect the shield status, and there seems to be no other way to check it. The shield meter very quickly goes from very bright to some indeterminate shade of blue, after which it's hard to tell how much shield you have remaining. The only way to know it's entirely depleted is when your character starts taking damage. I'm not sure if the shield recharges slowly on its own or not.
  6. MrFlibble

    Weapon graphics discussion

    The ones I know of are:fixed frames for the current SKAG by robotdog1 (a.k.a. Flynn Taggart at ZDoom Forums) tweaked Angle Grinder with widescreen support by robotdog1 alternate SKAG based on the old Freedoom Plasma Rifle by robotdog1 tweaked Polaric Energy Cannon by zrrion the insect (incomplete?) "cooldown" frame for the Polaric Energy Cannon by Minigunner Thank you! As for GLDEFS, robotdog1 took care of this already.
  7. MrFlibble

    Preservation of incomplete and rejected assets

    Yes, I certainly did not mean anything rejected for legal reasons. Sorry I didn't explicitly mention that in the first post - I assumed that it goes without saying that such material should be excluded from the project. But for everything else, there seems to be a growing collection of assets that can be used (e.g. by modders or other developers) but without proper archival these resources can just vanish, and there's no telling if the Wayback Machine will preserve what has been uploaded to image hosting services. On a side note, I would also appreciate if there were screenshots from older versions of Freedoom on the screenshots page, similar to the presentation of The Battle for Wesnoth for example. That would help illustrate how the project is developing.
  8. MrFlibble

    Raymoohawk's sprite edits

    What about Sodaholic's digitized missile launcher? For the BFG edit, are you going to recolour the energy in blue to match previous SKAG versions? I was thinking, maybe keep the colours (especially considering this observation) of those items but change the geometrical shape? A rotating cube or a pyramid/prism?
  9. MrFlibble

    Updates and Tweaks to older assets

    It is my understanding that the pickup sprite was flipped to match the positioning of the red lights on the side of the barrel.
  10. MrFlibble

    The Civilization series of games on Steam.

    A while ago I played some C-evo, which is a game heavily inspired by Civ2 (but not a straightforward clone). It is very well thought out, and pretty challenging, but a playing session can drag on for really long (at least, with my relatively modest experience in playing). There's also Freeciv, which supposedly follows the first two games in the series more closely in terms of rules and gameplay mechanics. I haven't played it extensively though. Additionally, awhile ago I discovered a Finnish freeware game called Great Nations, which is a very nice clone for Win32 and Amiga, primarily designed for multiplayer games. The authors planned to include the AI but abandoned development before this was implemented.
  11. MrFlibble

    Need help IDing Mystery Doom Engine Game

    Sorry for bumping this, but maybe someone will be interested in the early demo versions of the game. These not only play rather differently from the final release, but also have almost entirely different monsters, as well as sprites and textures. Demo releases up to v2.0 contain three levels from the city-temple episode, which was apparently planned as the first episode of the game at that stage of development. All the levels have counterparts in the final version, but they have some layout differences and are arranged in a different order. The earliest known version is v1.016, dating back to late August 1995. The monsters in this version include the archer ("Veek Warrior"), the priest and a monster that is apparently not present in later versions (screenshot), possibly called a "Veek Lord". Another notable difference is the order of musical tracks, which was changed in subsequent releases. The episode introduction text makes a reference to another game by Channel 7 Software, Iron Seed. This reference was removed in later demo versions. As most demo versions, this one includes an introductory sequence in the form of pre-rendered stills with captions. The stills come from the game's actual intro cinematic (although the shape of the ship was changed for the final release). In later demo releases, several frames from the intro were replaced with different pre-rendered art, which are not featured in the cinematic. For example, the scene where Mooman takes the cup from the vault is replaced by an image of him dragging a large pile of stuff to his ship. Some features still don't work properly in this version. The player clone item, when activated, creates a clone that will attack the player but ignores the monsters. That was fixed in later releases. This version also tends to crash randomly. I've made some screenshots of this version and uploaded them here. This demo might have been distributed with a Channel 7 installer but I've only found plain files on a gaming magazine coverdisk. The zipped files can be downloaded here: greed.zip The second demo is v1.020, released in early September. Monster sprites have been updated, and the "Big Head" monster is now present in the game. The "Veek Lord" seems to have been removed. This version also adds a multiplayer-only level with no monsters, which uses space station textures. This release was found on the Interactive Entertainment Episode 18 CD, with the IE's installer (a Win3.x programme). The zipped plain files can be downloaded here: greed102.zip The next release is v2.0, with date stamps from late September 1995. It is quite close to v1.020 overall, but some of the textures have been updated, and the level files have standardised names now. The level format also seems to have been changed between the versions. The level warp cheat code seems not to work in this version, while it does in the previous demo releases. For this version, the original Channel 7 installer is available. This version can be downloaded here. Subsequent demo releases already feature the first three levels of the prison station episode, with graphics, textures, sounds and level layouts largely the same as in the final game. The early demo versions are not only interesting because of removed or changed graphics and monsters. They also play rather differently compared to the final game. The monsters are quite a lot tougher, and unlike the full game there are no close-range and/or low health enemies at all. You have to conserve ammo and often have to resort to items such as mines and grenades as well. With the need to frequently revisit item spawn locations this creates a quite an intense playing experience. Because the ammo is pretty limited, the player also depends on the randomness of spawned items. While gameplay is far from perfect in these early versions, I think the developers toned down the difficulty too much in the final game. As a result, almost the entire first episode for example consists of fights with weak monsters, with abundant ammo, weapons and items that aren't really needed expect maybe during the boss battle.
  12. MrFlibble

    Raymoohawk's sprite edits

    Wouldn't these be too similar to the original Doom assets, even if made from scratch? I know it's a bit of a cliche already, but maybe the powerups should symbolically represent their function? E.g. the invulnerability powerup in the shape of a shield or a helmet, the invisibility maybe a figure fading in and out? That, or the Strife or HacX style approach with items like some medical serum that boosts the player's health, an energy shield generator, cloaking device etc. More resources is always nice, however I'd say that the current SKAG design and the one based on the old Plasma Rifle are also quite neat IMO.
  13. MrFlibble

    Freedoom Status Bar

    The new status bar is great, however I'm not sure if the colours of the digits for weapons that are available and those that haven't been yet acquired go well together: Also the digits aren't centred on the "buttons", is this intended?
  14. MrFlibble

    Wolf SS

    While browsing the Spriting Carnival thread at ZDoom Forums I couldn't but notice multiple art assets by MarlboroMike2100, which include several sprite sheets of human/humanoid opponents: http://forum.zdoom.org/viewtopic.php?f=3&t=15080&start=20415#p838604 http://forum.zdoom.org/viewtopic.php?f=19&t=46456&start=285#p789545 http://forum.zdoom.org/viewtopic.php?t=15080&p=750829#p750728 http://forum.zdoom.org/viewtopic.php?f=3&t=15080&start=3975#p565634 http://forum.zdoom.org/viewtopic.php?f=3&t=15080&start=12690#p743434 These seem to be all original art, and the terms under which the sprites are released are generally similar to CC-BY-SA. If they are indeed free art and the author agrees to license them in a way compatible with Freedoom, perhaps they could serve at least as a temporary replacement or a basis for a new monster?
  15. MrFlibble

    Map Status and Map Bug Reports

    Hopefully this is the right thread to post map bug reports. There's a HOM in E1M1 in the tower area accessible via the elevator:
  16. MrFlibble

    Updates and Tweaks to older assets

    I think it would be nice to have more assets contributed to the project, maybe have alternate sets of items/monsters/weapons available in PWADs which the user can choose to replace the "core" assets? (There's already one such PWAD.) IMO the old Plasma Rifle would look neat as a SKAG variant in the original green as well (with the green energy replaced with blue ofc).
  17. MrFlibble

    Custom Monster Sprites that are possibly useful?

    JIC, the sprites in the OP have been preserved by the Wayback Machine: Google's search-by-image gives only one lead to this post, which apparently had a single frame (Google cache). Hopefully the author still has the other frames (?).
  18. MrFlibble

    Updates and Tweaks to older assets

    There's a set of cleaned up and fixed SKAG frames, as well as a much updated "Danger" sign posted here but they don't seem to have been discussed for addition to the project's assets yet (?). Additionally, there's an alternate SKAG based on the old Plasma Rifle: http://forum.zdoom.org/viewtopic.php?f=3&t=15080&start=19260#p823022 http://forum.zdoom.org/viewtopic.php?f=3&t=15080&start=19260#p823039 http://forum.zdoom.org/viewtopic.php?f=3&t=15080&start=19275#p823121 This one is mentioned here but again not sure if it was considered for inclusion in the project. Also, what's with the updates to the Polaric Energy Cannon found here? Was this abandoned?
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