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About Mordeth

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  1. A game's underlying theme tends to reflect the times it was created in. They comment on the current times, often without intent. Early midst Cold War games like Asteroids just featured endless waves of progressively more difficult enemies. The goal was to last as long as you could. But, in the end, you lost. Which kind of reflected the attitude of the times, that this Cold War had no other outcome than inevitable nuclear World War 3. Then came games that had an ending, and an end boss. You could defeat it, and actually win. Then came the games where you won, despite the world being a dystopian future. Current games still have an endgame, but have you question your own morality. Because the people who created those realized that, yeah, their nation might very well be the baddies.
  2. UDMF, the map format, doesn't do anything. It's up to the supporting engines to add new features. Before UDMF, new features often had to rely on crutches in order to implement them because the map format did not allow for some stuff. Eg. Eternity needs ExtraData to add info to things / linedefs that are not possible to add in your normal editor under normal Doom format. Changing from Doom to UDMF format simply allows the modder to skip those extra steps and WAD lumps and add this information to the map itself. The player will not know the difference. For example, if I want to open an door after a specific group of monsters die, I'll need to use CLED to assign a dummy flag to their specific editor sequence number which ExtraData can pick up and use to add a TID to that group. A script can then monitor that group and open the door if they are all dead. With UDMF, I can add that TID directly without the need for CLED or ExtraData. So what you are really complaining about, is the fact that source port keep adding advanced features that, in your own opinion, don't match Doom. And that's a completely different discussion.
  3. A while ago I removed stock Doom2 texture definitions from my M:E2 TEXTURE1 lump, since it got kinda big and cumbersome with these three different episodes in the making. PNAMES still contains everything. In this custom TEXTURE1, only modified or completely new textures are thus defined. There are also new graphic patches for stock vanilla textures. First there seemed to be no problems, as long as the first entry was still the dummy AASHITTY texture. A few weeks ago I noticed that some stock Doom2 textures (notably the brown ash walls in vanilla MAP01) were still missing in-game. But not all stock Doom2 textures, even if those textures were no longer defined in my custom TEXTURE1 lump. For example, the entire start area of MAP01 rendered just fine. GZDoombuilder also did not seem to have a problem. Just some textures went poof in-game. Perhaps the inclusion of new graphic patches for vanilla textures is somehow causing some problems in processing down the line..? Renaming my TEXTURE1 lump to TEXTURE2 solved this problem, and I can use/see both stock Doom2 textures as well as my new or modified ones. Using Eternity Engine, naturally. So basically, I do not see the issues @Linguica just mentioned. Unchanged TEXTURE1 stuff is still there; modified (in graphic/dimensions) TEXTURE1 textures now in TEXTURE2 also display fine.
  4. Just removed your flashing gifs from your posts and avatar. Please refrain from doing so again.
  5. After many, many iterations I've finally settled on this layout for connecting two parts of E2M3 together.
  6. There are zero EE Hexen maps, since its support is not finished. You may want to talk directly to the EE devs if you have questions about the udmf specs.
  7. I usually run a recent drd team development build. The recent Heimdal 2 release (3.42.03a) already had UDMF support, but the development builds had some kinks worked out and more features added.
  8. Your go-to wad here would be the Vaporware demo level.
  9. And here's an example level. Tested with PrBoom (2.5.0) and latest EE. The red floor sector is tagged secret; the blue floor sector is normal but turns red & secret after hitting the switch. Just tested with GZDoom g2.3pre-292-g747b612 (lol) and ZDoom 2.8.1 and the secret tag is not transferred there.
  10. I always saw the fact that WADs and source ports required a full doom(2).wad to run as a kind of "shield". Sure, you just distributed recolored / frankensteined id Software-owned spritework with your level, but since your level would not be playable by anybody who did not have that artwork already you could imagine being somehow exempt from accusations of copyright infringement or from being slapped with a C&D by id Software. You were not distributing modified artwork to peeps who did not already have the originals it was based on. But now, peeps are distributing stand-alone projects that do not require a copy of doom(2).wad to run, but often still contain modified doom(2).wad artwork and/or are running with the name "doom". And I think that is potentially a dangerous development.
  11. Not near my own pc, but in EE and very likely Boom there are generalized linedef actions that can transfer a sector's properties / flags to an adjacent one. I've used this to transfer the 'secret' flag of a dummy sector to a normal in-game one (in this case, a small strip just behind the player's position) as the player triggers the secret. To account for different ports possibly calculating the tally screen differently, I also remove the dummy sector's secret flag afterwards.
  12. Let's apply some logic. The universe is around 13.8 billion years old. That does not mean life could have had 13.8 billion years to develop. In the beginning, there was only hydrogen. To have any chemistry at all, more complex atoms had to form first, born in the furnaces of the first stars. Our sun is a Population I star, meaning 3rd (yeah: third) generation of star types. It is 4.6 billion year old. Let's be generous and say that these type of stars and thus the abundance of metallic atoms to make complex chemistry possible have been around for 10 billion years. Forming of planets? A given. Forming of the first complex molecules that eventually give rise to life? Inevitable. This process has been observed and we find evidence of these kind of molecules even on wandering asteroids. Complex chemistry follows. Mathematical models have proven that selection and divergence at that stage is not only possible, but inevitable. We're now edging up to "chemical life", meaning we can point out some sustained chemical processes that has some, but not all characteristics of life. Very likely the first 'cells' were actually bubble cavities in rock or mud, in which these chemical processes took place. Up to now, we're talking about chemistry. So it is extremely likely you're going to find you're going to find complex chemistry up to this "chemical life" on most planets with similar conditions. Then we make the jump from "chemical life" to "biological life". This just means that life's chemistry is now fully contained within itself, and can duplicate. So, how likely is this jump? From here on, we'll be using Earth to estimate the odds. Except, a pool of size = 1 makes for very lousy guesses. But we can guestimate the likelihood of stuff happening based on the time it took to happen, and how often it developed independently. For example: sabertooth cats. After several extinctions we have unearthed evidence of mega fauna evolving and predators with large canines to hunt them. We find evidence of sabertooth cats for these epochs, so they have evolved more than once. So we can guestimate it likely that this trait is likely to develop given the right circumstances. Ok, so the jump from chemical to biological life. How fast did this happen on Earth? Well, almost immediately. The oldest rocks we can find, ~4.2 billion year old, already contain traces of life. This is, geologically speaking, in a blink of an eye after the Earth cooled down sufficiently. A mere 300 million years after the Sun itself formed..! And most early life is already very very complex. Sure, it's all still single-celled... but it has different structures which are thought to have developed independently - most famously our mitochondria - and have come together in a single self-contained biological entity. Based on this, it makes the emergence of biological life from chemical life extremely likely. Oxygen was a toxic waste product of this life. About a billion years in, this accumulated toxin killed most life in what is known was the Great Oxygenation Event. Some extremophiles were able to metabolize that stuff... and they are the ancestors of us all. Photosynthesis appeared. This also happened multiple times. There are around 3 chemical pathways discovered, with 2 still in use today. This might very well turn out to be a major bottleneck for life elsewhere. Life NEEDS stable conditions. And stable means not static conditions but active recycling. For our present day, this is the right amount of oxygen and carbondioxide in the air, to drive photosynthesis. This means recycling: carbon & oxygen is released in the air, trapped in the rocks or in other processes, submerges with tectonic activity and is released again in volcanic eruptions. In about 600-800 million years, this cycle is interrupted on Earth by decreased tectonic activity and increased solar luminosity... up to the point where photosynthesis is no longer physically possible and all multi-cellular life will go extinct. So all life has a window, or rather several windows. If it misses the jump from one equilibrium to the next equilibrium, it will go extinct right there and then. Then, eukaryotes. This took another 1.5 billion years to evolve. Then, finally, multi-cellular life... which took yet another 500 million years. So >65% of all life's history on Earth was single-celled life. We also know from science that a key compound that allowed organisms to develop multicellularity consists of two parts, a 'key' and a 'lock'. And we know from analysis that these two parts evolved separately for probably different purposes, bridged by millions of years. This makes this jump another major bottleneck. Sexual reproduction comes later, around 500 million years after the birth of multi cellular life. Then it goes fast. Less than a billion years later, the first life on land appears. Life explodes. The dinosaurs rule for 250 million years, which is 50% of the total time multi cellular life exists on land. Mammals pop up a hundred million years or so later after the first dinosaur, flowering plants a few more hundred million years later. So to recap: multi-cellular land-based life first appeared after 90% of the total time Earth existed had elapsed. Or 95.5% of the total time we estimate that the right kind of atoms were available to make chemistry possible. So my guess is that, if were hypothetically able to explore the universe, we would find chemical life almost everywhere, single-celled life quite often but dwarfed by more traces of extinct single-cell life, and the very rare occasion of extinct multi-cellular life, and the even rarer occasion of thriving multi-cellular life. Most of that would be in oceans. Land-based multi-cellular life would be extremely rare, the stuff of myths. Intelligence? It has evolved before, but not so much in the form we humans would recognize it as such. And even we humans experienced two bottlenecks in which we almost went extinct. Even if there's intelligent life out here, the vast distances involved ensure we will never know of eachother's existence.
  13. And we're done here.
  14. I'd like a Eternity-Doom to Eternity-UDMF converter, which takes ExtraData lumps into account...
  15. Mordeth hails from an era before source ports, when people had to use additional tools to make an add-on work. Unfortunately I used a tool that created an internal WAD layout that is no longer supported by most current source ports. However, you can use this alternative archive ( instead. Download it, unpack, and run the WADs with your (vanilla compatible) source port of choice plus doom2.wad as you would with any other WAD. Edit: and, oops, don't forget to load the .DEH file as well.