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MrFlibble

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Posts posted by MrFlibble


  1. 1 minute ago, ETTiNGRiNDER said:

    The "non-commercial" version is considered non-FOSS by both OSI and FSF standards, AFAIK.

    Oh? So how is it conceived of then, free source-available software? Non-free software?


  2. On 3/23/2024 at 3:27 AM, dasho said:

    Nitpicky, but I would not tie Blasphemer in with the theme and story of a game that is not equally free from an asset standpoint.

     

    On 3/23/2024 at 3:52 PM, ETTiNGRiNDER said:

    Agreed.  Whatever headcanon you want is fine, but if it were to be anything "official" it should be some sort of Free game multiverse that projects can mutually work off of.

    It is true that REKKR assets are licensed under the Creative Commons Attribution-NonCommercial 4.0 International License, while the Blasphemer license allows commercial use among other things, but it's still FOSS in both cases, is it not?


  3. @june gloom, I'll be perfectly honest, I had not heard the term isekai until today :) Although it does seem similar to the concept of accidental travel that I'm familiar with.

     

    The starting point of my reasoning is that the Heretic/HeXen trilogy already includes the notion of different worlds being targeted by the Serpent Riders -- although I do not remember right now if they are supposed to be in different dimensions or are just different planets within the same universe. This alone is a setting that allows to bring together distinct settings -- I'm not sure why Raven did not explore this further and include worlds with higher-tech civilizations as opposed to just Western magic fantasy.

     

    In REKKR, the bad guys pour from some kind of hell dimension, so it could be imagined that this, in turn, is in some way related to the menace which the protagonist of Blasphemer is fighting (which I think is not yet something fleshed out in the project's lore?). On the other hand, if you take Heretic and HeXen, there are only a few characters and items that have been directly borrowed into the latter from the former, if you don't count the similarity of the general art direction. But both games are part of the same story and the same ethos, in addition to being similar because they use the same engine. In practical terms, I suppose that a single secret level in Blasphemer referencing REKKR could be already a very nice feature, in my opinion.


  4. On a completely random note, I've had this stupid idea for a while: would it make any sense to somehow make Blasphemer tie in with REKKR? Or would this be like forcing two completely unrelated projects on one another? My reasoning is that both are fantasy-themed Doom engine community projects, so perhaps it would be nice to establish some sort of connection between the two along the lines of how Heretic and HeXen are related?

     

    I'm thinking that perhaps such a connection could sort of bring more focus to Blasphemer in terms of world-building, because REKKR was originally conceived as a stand-alone universe with a well-outlined theme, while Blasphemer, like Freed∞m, originated as first and foremost a free resource IWAD for Heretic source ports, having to kinda fit into the Procrustean limitations of the former, with the lore and characters following these already established patterns of Heretic's design.

     

    I understand that this might not be actually a good thing and @Revae might very well not agree too. But I guess there's no harm in asking.


  5. So the Dark Forces remaster is out:

    At 8:45 he mentions "a playable version of an old Dark Forces demo" included as bonus content, which I'm assuming is the "lost" level aboard a Star Destroyer? It is mentioned in the FAQ:

    Quote

    8.5 What happened to the Imperial-class Star Destroyer Mission? =============================================================== The DF box shows a Mission aboard an Imperial-class STD that doesn't appear in the game. Daron Stinnett has this to say: Originally, that was our first level. It was a really well designed level, but we decided that it was too big for the first level of the game. We were concerned that the puzzles were too difficult and that the level was too non-linear for beginners. So instead we created the secret imperial base. Much of the geometry for the Imperial-class Star Destroyer was carried over to the Executor. But the mission was different, so not all of the geometry could be reused.

     


  6. I really liked both villains from Aliens versus Predator 2, General Rykov and Dr. Eisenberg. Both have some very tragic backgrounds, and their extremely traumatic past experiences is what drives them to be what they are. Neither is portrayed exactly in a positive light, but they're both much more complex characters than many, many villains out there. I wish there was a movie adaptation of that game. (Recently I keep imagining Adam Driver as Dr. Eisenberg, but I'm not sure who could be a good Rykov.)

     

    Samir Duran from Brood War is pretty cool too.

    Always enjoy Duke Nukem's one-liners from 3D, and his casual attitude. But I'm also quite fond of John Galt's work on Lo Wang, even though sometimes the jokes sound crass and the character himself is extremely weird, come to think of it.

     

    The ninjas from Mortal Kombat 1 & II captivated my imagination as a kid, but I'm not sure if I prefer any one of them or Raiden

    Mortal-Kombat-2.jpg?q=50&fit=crop&w=740&

    And how can one forget the Prince?

    prince03.png.29fa8193526d0741e2ff89dfa892b9e8.png

    I also believe that the Ordos Mentat Edric O from Dune 2000 is extremely cool

     


  7. To be perfectly honest, most of them don't look good at all. Some look like a bunch of artistic filters mashed on top of the sprites scaled up with more traditional methods. Some look like they may be on to something, but overall it just does not fit together well.

     

    Here you can see some experiments with Stable Diffusion for Build engine stuff, they're way higher quality (some stuff may be NSFW though):

    https://forums.duke4.net/topic/12242-adventures-in-stable-duke-fusion/

    https://forums.duke4.net/topic/10406-the-esrgan-ai-upscale-non-duke-thread/page__st__330

    https://forums.duke4.net/topic/11844-gfpgan-hall-of-horrors/page__st__90


  8. On 2/15/2024 at 8:46 AM, heretixnext said:

    some modification of the original file

    The only "modification" that will add this feature you desire would be a DOS binary built from the original code with the function to cycle through weapons added.

     

    I only know of this custom DOS version of Heretic, but I'm not sure if it has the feature you seek. A newer version should be available from somewhere at BitBucket (?), but I can't find the link right now.


  9. I've recompiled REKKR for DOS using @ludicrous_peridot's Allegro library, and updated the download links in the post above. Also it is now fully standalone thanks to @brightentayle's miniwadm, only requiring the patched REKKR.wad to play.

     

    I also made a few other fixes. Notably, I realised that I had actually never implemented the right par times for episodes 1-3, which is now fixed. I also changed the background tiles for MBF menus, the dynamic help screen and MBF credits screen. Additionally, I changed the order of screens that are displayed between the self-running demos: now the first will be HELP1 with the background story, then CREDIT and only then the MBF credits screen.


  10. 20 hours ago, rostuhan said:

    That font does actually fit the game, so I will repost this message in our server in case if we will add this font or make something similar to it.

    Just a little note that the image you posted shows the font from v0.8, which is a darker version of the same font from previous versions of FD. Here's what it looks in v0.7:

    freedoom07font.png.9c5672aec06fd032b6850eab07df56be.png

    I really like this font, but I do understand why the FD team replaced it with the DENEX font in later releases.

    20 hours ago, rostuhan said:

    "We are not trying to create a "Freedoom 3." this is our own little fan-version of Freedoom that WILL NOT USE ANY FREEDOOM ASSETS AT ALL! Do not submit freedoom assets, as those belong to the Freedoom project." - SmekkyBoy.

    Most FD assets will likely not fit the art style your project is aiming at anyway, so not recycling FD art makes sense, but certainly some unused assets could still be made use of at least as placeholders.

     

    There are unused contributions that have a different look compared to FD, I guess you could at least take a look at those. Like this stuff here:

    https://www.geocities.ws/c/a/catodemos/freedoom/valerio/


  11. 5 hours ago, Catoptromancy said:

    yes but its cc0?

    Isn't CC0 basically Public Domain, in the "absolutely do whatever you want with it" sense? Is it problematic for Blasphemer?

     

    @Craneo, that's an absolutely excellent find. I was aware of @Nmn's other work at OGA, but somehow missed this one. It could be a replacement for those close-range thingies from later episodes - Sabreclaws?


  12. On 1/9/2024 at 9:22 PM, ETTiNGRiNDER said:

    Any recommendations?  I've played (one of?) the Santa/Christmas ones and the Chemical Warfare one that's probably one of the notch-above entries.

    Those were the ones I'd recommend for certain, also the original Industrial Killers is neat as well.

     

    There are also several five-starred games listed here, but YMMV. Continuum is probably worth a look as it does some more adventur-y and less shoot-y things, but I haven't tried going very far there.

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