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Gustavo6046

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About Gustavo6046

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  1. GusMus: The modern Doom II music replacement pack

    It must have expired. I'll change the link for now.
  2. Portuguese (which can be dumb at times, but it's par with English). You'll see, I'll make Brazil great again!
  3. After a few tens of minutes of sleep lost to the computer, I finally managed to arrange some of my newest compositions into a mostly replaced soundtrack WAD for Doom II! I present you, GusMus for Doom II. Note that I have not converted them to MUS. Replacements: Running from Evil = Steel Sharp The Healer Stalks = Vindication Countdown to Death = Guardian of the Skies (¹) Between Levels = Cataracta DOOM = Dreamboard In The Dark = Ion Spark (¹) Shawn's Got the Shotgun = Flanking Death The Dave T. Taylor Blues = Wheelburn (²) Into Sandy's City = Critical Zone The Demon's Dead = Depths of Fire (²) Waiting for Romero to Play = Monument of the Underworld (²) Message for the Archvile = Guardian of the Skies Bye Bye American Pie = The Killer Hype II (¹) Adrian's Asleep = Run (original score by Michiel van den Bos, MIDI conversion by Gustavo6046) (¹) Getting Too Tense = Laser Jazz ¹ This song might not be fit for the level it's used on. ² This song was meant to be used in another project in the past (not implying it was).
  4. [ALPHA 0.1.4] ζetaBots: The ZScript Bot

    mark55, you can download the PK3 and drag and drop it in GZDoom (must be latest, and must NOT be Zandronum, because it uses more recent features!) Then you just press the 1 in the keypad (that "box" in the right of the keyboard with the numbers).
  5. [ALPHA 0.1.4] ζetaBots: The ZScript Bot

    I felt like I had to bump, since when the thread began, there was just a lump of text and a crappy roadmap, but now that it's in a presentable format it's already in the bottom of the index. If necessary, tell me and I'll delete this post.
  6. The "stupid mod idea" thread

    You think that is possible? The "mother of all bombs" is just a fly compared to... ahem, you get it.
  7. [WARNING! For maintenance reasons, the thread was moved to ZDoom's forums. Download is there now! There is a GitHub repository for who needs to download quickly. Releases here.] ζetaBots are an early attempt at reviving the Doom bot scene, made possible by the new implementation of ZScript being made stable. The main concerns with ζetaBots were universal game support and node pathing and saving; in fact, a single CVar stores the whole node list for the maps of a single game! (Doom II's nodelist CVar differs from Hexen's) It will be guaranteed to be gigantic, since the CVar stores a serialization format that allows multiple levels into one. The navigation system was heavily inspired by Unreal Tournament (1999), which reuses Unreal (1998)'s engine (which was developed since 1995) - so if you know UnrealScript and how to use PathNodes in Unreal, you might know how to use ZTPathNodes here! ζetaBots will be capable of using any weapon they find, because they use a special model where a ζetaBot class controls a 'doll actor' (made to look and sound like a player), which can pick up any weapons, which are used. The kinds of dolls and weapons are known thanks to special modules - ζetaModules, which also add support for items in general (OnPickUp). Main Features: Multiple male and female voices! Pathnode system with A* pathfinding! Supports any weapons and player classes! (given there are modules for them, supplied by their respective modders) Constraints akin to real players! (max speed, max firing rate, etc etc) Weapon rating system! "Screenshots or didn't happen!" Well, here we go:
  8. Expose your Modding Ideas here!

    Tired of searching for your favorite mod, and finally considered the possibility for its inexistence? (and began to cry) Well, don't worry! You can still tell us in this thread what kind of mod you would love if it existed; in other words, suggest mods (or kinds of) for Doom and derivates! Maybe your intelligent and computer-literate Roman friend, who is always installing FreeBSD in a tiny pen drive, and wants to know quod "Doom mod" modificationem aedificare (illud debet bene uti de ZScript), will receive your idea and make it! Happy you! I'm also surprised no such topic exists (or is still active), and maybe over-considered the possibility for its inexistence. (and began to over-cry)
  9. PrBoom-Plus, ver. 2.5.1.4

    Thanks! What I am actually trying to do is to compile PRBoom-plus, while providing a CMakeLists for it.
  10. Do you really need that many textures for a level?

    Wow, my pick's so popular (sarcasm warning) (no pejoration desired)
  11. what are you working on? I wanna see your wads.

    Sum operando ad aliquis WAD, qui creabit automatarium "lusores" (bots), independens de IWAD electus: ZetaBots. Latin aside, this WAD I'm working on is called ZetaBots, and they are ZScript bots (they were controllers that held player classes, but now they just hold a monster pawn class that tries to emulate as closely possible a player pawn) that aim for intelligence with more humanistic behavior.
  12. PrBoom-Plus, ver. 2.5.1.4

    Actually I think the problem is in using "." instead of "->" for pointers. Anyway, what is PACKEDATTR for? Clang does not seem to support it. May I remove it?
  13. Vale, ludum; tu fuerit amatus, et nunquam obliviscendus erit.

  14. PrBoom-Plus, ver. 2.5.1.4

    Older post (for archiving purposes): I am trying to add basic CMake support (as attached), however I'm having problems compiling. CMake seems to include all the files just fine, but I quickly noticed this code does not compile for some weird reason: /home/gustavo6046/.build/prboom-plus-2.5.1.4-src/src/MUSIC/midifile.c:64:52: note: in definition of macro ‘ntohl’ (((unsigned long int)(x) & 0xff000000U) >> 24))) ^ /home/gustavo6046/.build/prboom-plus-2.5.1.4-src/src/MUSIC/midifile.c:612:37: error: request for member ‘format_type’ in something not a structure or union format_type = ntohs(file->header.format_type); ^ /home/gustavo6046/.build/prboom-plus-2.5.1.4-src/src/MUSIC/midifile.c:67:49: note: in definition of macro ‘ntohs’ (/*(short int)*/((((unsigned short int)(x) & 0x00ff) << 8) | \ ^ /home/gustavo6046/.build/prboom-plus-2.5.1.4-src/src/MUSIC/midifile.c:612:37: error: request for member ‘format_type’ in something not a structure or union format_type = ntohs(file->header.format_type); ^ /home/gustavo6046/.build/prboom-plus-2.5.1.4-src/src/MUSIC/midifile.c:68:54: note: in definition of macro ‘ntohs’ (((unsigned short int)(x) & 0xff00) >> 8))) ^ /home/gustavo6046/.build/prboom-plus-2.5.1.4-src/src/MUSIC/midifile.c:613:42: error: request for member ‘num_tracks’ in something not a structure or union file->num_tracks = ntohs(file->header.num_tracks); ^ /home/gustavo6046/.build/prboom-plus-2.5.1.4-src/src/MUSIC/midifile.c:67:49: note: in definition of macro ‘ntohs’ (/*(short int)*/((((unsigned short int)(x) & 0x00ff) << 8) | \ ^ /home/gustavo6046/.build/prboom-plus-2.5.1.4-src/src/MUSIC/midifile.c:613:42: error: request for member ‘num_tracks’ in something not a structure or union file->num_tracks = ntohs(file->header.num_tracks); ^ /home/gustavo6046/.build/prboom-plus-2.5.1.4-src/src/MUSIC/midifile.c:68:54: note: in definition of macro ‘ntohs’ (((unsigned short int)(x) & 0xff00) >> 8))) A shitloadington of similar errors (that are akin to programmer mistakes, except this code SHOULD compile) can be seen when I try to compile some other packages too, but here and there something works. My question is, WHY does this happen? And why is it happening? prboom-plus-2.5.1.4-cmake-fix1.zip
  15. For those who are wondering (also known as nobody), I have not fully vanished! A part of me refuses to leave.

     

    Spoiler

    A part of me insists on recognizing Ness.

     

    And I will remake the basic way ZetaBots work. I hope it works!

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