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Mordeth

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About Mordeth

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  1. If forced to do so at gunpoint, I'd go for something alluding to the word 'Doom'. "Damnation.com" seems taken by a squatter; "DamnationCentral.com" is still free. I've tried other Doom-terminology stuff for size, eg. "intermission.com" but that just doesn't have the same oompf.
  2. Mordeth

    How to port Decorate to EDF?

  3. Mordeth

    Doom in the browser

    Yeah, I never said that. That is not what this is about. It's about id Software, and now Bethesda, having condoned that common practice in the modding community because the modders were playing fair. But once you break this unwritten rule by going out of your way to enable playing pwads with modified assets without the original IWAD present, there's a good chance some lawyer type will want to step on that. An WAD option lump, recognized by most ports, that tells a port which IWAD it was designed for (if at all) goes a long way into displaying one's "fair play" intentions, even if such a solution is technically and legally inadequate.
  4. Mordeth

    Doom in the browser

    He's not the only one. So far, you could feel "morally right" to upload a recolored Imp sprite with your level. PWADs simply needed the IWAD to run, so you were not distributing (modified) id art to peeps who did not already have those sprites themselves. With FreeDoom acting as its own IWAD, it's technically possible to abuse this and play stuff with (modified) id art present without owning a copy of Doom yourself. And this puts the whole modding scene on rather shaky grounds. It feels to me like a breach of the original understanding between id Software and early modders. And you get to worry if Bethesda or any other of the big name corporations are going to change their policies in regards to this. Don't think this is technically solvable. It's perfectly legal to use a GPL'ed source port and build your own commercial game with it, making all the assets yourself. And, from a modder's perspective, being able to make commercial stuff is pretty cool in its own right. Perhaps, for future mods, source ports could implement an option for a modder to point to the appropriate IWAD. So the PWAD could have a line that reads "iwad=doom2" and the port would know to pick the Doom2 IWAD to run this with. Or "iwad=" means it's stand-alone, so the port will run the mod itself like an IWAD. Absence of this line and you'll need to pick from an IWAD list just like we do now. And if a player overrules "iwad=doom2" and tells the engine to use FreeDoom instead, a simple message could be displayed like in the olden days, telling him he's using a modified version and where to purchase his own copy of Doom. This would mean that the onus of breach would be on individual mods (or individual players) and that other well-intending mods don't get swept up in the possible fallout.
  5. Mordeth

    Add TID

    In normal Doom map format, you can't give Things a tag. However, you add them in by using tools such as CLED (found in Boom editing tools archive). Example: CLED ..\doom2\rmb\test.wad thing(1,128).FLAGS=228 This will change Thing 128 in map01 of test.wad to have a tag of 228. If you look at it again in your map editor, its option/flags fields are 'jumbled'. Don't change it, it's just that the editor is now confused. Best practice (that I've found) is to work/build an unedited level, and add the tags with CLED after nodesbuilding. You'll note that without a source port that makes sense of tagged Things you still can't actually make use of that in normal vanilla Doom gameplay. [EDIT]: Above involves not TID, but tag. To give a tagged Thing a TID in a port such as Eternity (Doom format maps) is to use its ExtraData feature, which is basically an instruction textfile that can change your tag 228 into a TID, eg: mapthing { recordnum 228; type DoomImp; options "easy normal hard"; tid 100 } This takes the thing with tag 228 and changes it into a DoomImp with a TID of 100. Condition is that your original Thing has to be an ExtraData object thing.
  6. Mordeth

    can polyobjects be reused anyhow?

    You can re-use the polyobject construction, but still need to have individual anchor/set points. Additional difficulty: the position of the re-used polyobject is that of the first used setpoint offset by the positioning of your re-used pair of anchor/set point. This makes positioning incredibly messy / complicated and really not worth the trouble. Tested this once in EE.
  7. Mordeth

    How does one make high quality sprites

    He once had a tutorial to give a zombieguy a big belly, but it seems to have disappeared? Would love a link to that.
  8. Mordeth

    How do people lose the source code to their own game?

    I used to store backups on a different drive. That proved to be insufficient when a burglar made off with the machine.
  9. Mordeth

    Doom Anthology?

    Reported for warez, link removed.
  10. Weird, how the EU is somehow this unstable wreck you're painting it to be but, in your words, somehow survived a sovereign debt crisis, a migrant crisis and structural defects crisis and a worldwide fascist surge all at the same time. And, yet it is still here..? But hey, to quote our UK friends over the last forty or so years: any year now. And then you get to tell me, "I told you so". So exciting.
  11. Mordeth

    Demons aka Mortally Challenged

    Finding assholes on my forum really grinds my gears, so it's not advisable to keep at it.
  12. Real Life stuff, including landing a new job, has been holding my attention for these past few months so there have been very little creative juices left for my favorite pastime. So, I've kept busy with mostly 'technical' stuff, including rewriting scripts.

     

    However, I've also turned my attention to monster sprites. Currently busy with several variations (Imps, Lost Soul) based on their Doom64 counterparts but vanilla'fied to my needs (WIP image linked below). Based on how well this goes I might be able to commission the more difficult stuff (human zombies) to a professional who actually knows how to sprite.

     

    Also, at long last, encounters are being implemented. Stuff I envisioned long ago but just couldn't implement at the time has finally become possible. Level details are being filled in; replaced if need be. And there's stuff that's seriously in need of attention (E2M2...) because I'm holding out for certain better / improved Eternity features.

     

     

    etrn03.png

    1. Memfis

      Memfis

      Are you going to use both imp versions at the same time?

    2. Mordeth

      Mordeth

      @Memfis No. Above screenshot is from an earlier WIP test to see how the new sprite holds up to the regular one. Main difficulty, apart from the palette adjustments, is to reduce detail so the new higher-resolution sprite does not look totally out of place next to vanilla stuff. I've found that's about 0.7 scale max for monsters.

    3. Memfis

      Memfis

      Ohh, it's great to hear that you're thinking about the harmony in detailing. I've seen so many projects where hi-res stuff clashed with the original graphics badly.

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