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About AlexMax

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  1. Okay, I've actually got some playtime on some of the maps and I've got a few more comments - please note that these are not from an experienced dueler, more of an amateur, so take with a grain of salt. MAP01 - Some of the helper items like rockets could stand to be a little more out of the way, so they're not gobbled up carelessly. MAP04 - The SG spawn near X: -592 Y: 469 is damn near suicidal - not to mention it's right next to two other disadvantageous spawns. I think you should get rid of it and maybe add another spawn elsewhere. Also, is it me, or is there only one SSG? I think the SG near X: 863 Y: 522 could be replaced with an SSG instead - seems kind of pointless to have a SG there when there's an SG spawn right next to it. Also, I think that maybe my dumb switch idea was a little dumber than I had anticipated - it's incredibly hard to accurately hit that green button unless you're careful. MAP10 - I really like the way this map is laid out for a duel. Seriously, it's great, it reminds me of Aerowalk in a way. However, this is just my personal thing, but I am incredibly prejudiced against SSG spawn slugfests. If there was some way to make this a 2-3 SSG map, it'd be perfect in my book. You'd have to be incredibly careful about it though, to make sure no spawn is too awful - and who knows, maybe you want a SSG slugfest, which is okay I suppose. Also, I agree with Decay - the grassy courtyard area is awkward, perhaps lower the height of those metal railing/barriers by 16 so you can walk over them one way?
  2. Found out about this last night. Hasn't gotten any easier. Rest in peace dude.
  3. MAP07 has a lot of instances of bars that bleed through the top or bottom of windows. Also, I had a dumb idea for moving the switch that lowers the BFG door on MAP04, to make it more obvious.
  4. Good to see you back in the saddle, hobo. I'll see if I can get some duel servers up for these sometime today on Zandronum. EDIT: [NJ] FUNCRUSHER || Pyrrhic Duel is currently running at Server is running updated version as of 12/8/17
  5. If we're talking individual maps, I'm incredibly proud of, and feel incredibly lucky that ZDCTFMP MAP08 turned out the way it did. It's a very visually striking map, was fun to play in pubs for years, and I got rather lucky that rocket jumps were found much later on that kept the map competitively relevant.
  6. Seems simple to me, you start with Doom. You subtract two from the first letter, you end up with Boom. Just subtract two more from the first letter, you end up with...@oom. Clearly, this is the correct answer. of course if you wrap around, you end up with Zoom, which ain't half bad actually...
  7. Because security in web browsers is a huge problem, and Google and Mozilla can barely keep up as is. If you're going to use a privacy-focused browser, use one that actually keeps up with upstream, and doesn't keep the flame alive for dying, unmaintained, insecure ecosystems like XUL and NPAPI. Also, irony of ironies, I visited Pale Moon's homepage and found Google Doubleclick advertising URL's in my network inspector tab. Turning on my ad-blocker made a big red banner appear at the top of the page begging me to turn it off. 🤷
  8. Positron has fixed up his reference document on BCS and it's actually readable now. It's...quite the list.
  9. I do try to use default gamma if at all possible, but if thinks are just way too dark, why not. It has its own dedicated key, after all. The only thing that bugs me is if you take screenshots with increased gamma and the port doesn't normalize it somehow. IIRC, ZDaemon used to default to 1.5 ZDoom gamma, and you could nearly always tell who was using it just by their screenshots.
  10. Almost. Competitive players can tell when Doom's random table is enabled, because the SSG does more damage more consistently. This is because the random table has more numbers that result in 10 and 15 damage pellets than a true random distribution. There's also guaranteed initial deathmatch spawns that are specific to Doom's random table as well - changing the table or the method either changes or completely randomizes them. It's not as widely known or complained about though, of the major multiplayer ports I think only Odamex emulates that.
  11. Forgot to respond to this... Don't. When you look at the code in earnest, you're likely to be pretty disappointed. All I managed to do was integrate the interpreter into the build system, start it, and maybe (it's been so long I've forgotten) do some simple HUD modification with it. If you are serious about contributing to that sort of project, though, I do have something on the back burner that I do intend to eventually return to that you might be interested in. Said project does not fit within the scope of this thread at all, however.
  12. The specific problem I was responding to was the fact that ACC was hard to embed for automatic compiling because it was both terrible from a source code point of view and still under an unfriendly license. Presumably, the other alternatives I outlined might be free of those problems. BCC in particular is pretty interesting because it supports an additional language called BCS, which is like ACS but contains additional niceties, compiles down to the same bytecode, and is 99% backwards compatible with ACS (the only breaking change it makes is making boolean operators short-circuit). Shamelessly stolen from the README: strict namespace SampleCode { script "Main" open { static str basket[] = { "apples", "oranges", "pears" }; foreach ( auto fruit; basket ) { Print( s: "I love ", s: fruit, s: ( fruit == "oranges" ) ? " very much" : "" ); } } }
  13. What's wrong with alternative ACS compilers like and ?
  14. I had a 486SX 25mhz, and I was able to run Doom at a very playable speed at low detail full screen, and high detail wasn't out of the question. Duke 3D, for all of its engine improvements like slopes, barely ran in a tiny postage-stamp-sized window. So yeah, targeting the machines of the time was definitely a concern.
  15. Here is my official unofficial list of Good Games That You Should Definitely Buy On Sale During The Summer Sale: - N++: An incredibly difficult momentum-based action platformer. If you've ever played the original N flash game, this is definitely worth the upgrade, as the developers have gotten incredibly good at making levels, and the game is 100% vector based and looks gorgeous at any resolution. - Freedom Planet: Did you ever own a Sega Genesis or Mega Drive? Well, this game is like a lost game for that platform. It has gorgeous pixel graphics that makes liberal use of the "move a bunch of sprites at a time on screen" thing that lots of Genesis games did, the game plays well with three different characters, and has a fantastic soundtrack to boot. - Tabletop Simulator: You can play board games online with your friends. What board games? Quite a number of them have been uploaded to the workshop, and there's also a fair amount of DLC professional game conversions. It's fun. Try it sometime. - Axiom Verge: A Metroid game that isn't actually named Metroid, and released a decade after the last good 2D Metroid. If you like metroidvanias even a little bit, this game is worth it. - Danganrompa: Trigger Happy Havoc: This game is a "visual novel" similar to Phoenix Wright, Zero Escape, or the various Telltale game series. There's large sections of story exposition that tells the tale of a bunch of students trapped in a school, forced to play a game where a student has to kill another student and get away with it by successfully framing somebody else at the ensuing trial. The trials are where the gameplay pieces come in, as you have to figure out whodunit based on the evidence - choosing incorrectly kills everybody except the murderer. It's a whole lot of fun, with a lot of neat twists and turns in the story. - The Talos Principle: A great puzzle game with interesting philosophical side-story going on at the same time. People draw comparisons to Portal, but there are no portal guns, just plenty of other intriguing mechanics to pieces together. It's also rather difficult - there is an achievement for spending more than 12 minutes on a puzzle and finally succeeding, and I have that achievement - and I honestly didn't even mind. - DROD: Gunthro and the Epic Blunder: This is an old game series. Deadly Rooms of Death is a turn based puzzle game where you're a dude with a sword. You can move in one of eight directions, or you can rotate your sword clockwise or counterclockwise to smite enemies like roaches. The object is generally to clear each board of enemies, and it's frankly astonishing how much mileage they wring out of the formula. - Rocket League: An online multiplayer vehicle soccer/footy game. Hitting a ball into a goal is fun, but a lot harder than it looks. Thank goodness for matchmaking. - SpaceChem: A puzzle game that is centered around programming "waldos" to assemble chemicals from elements and other chemicals by fusing them together. - Mark of the Ninja: A 2D stealth platformer with an incredible comic-book asthetic. This game is rather famous for using many visual tricks to make the mechanics of stealth VERY apparent to the player, keeping the number of obscure unforseen deaths to a minimum. - Psychonauts: A classic mid-2000's platformer about delving into people's brains. It has a very unique look, likable characters, and a great sense of humor. - 868-HACK: A very simple roguelike with a tounge-in-cheek cyberpunk hacking asthetic that's easy to learn, but hard to master and INCREDIBLY difficult to score well on. - Strife: Veteran Edition: The Doom engine game that time (and the market) forgot. If you haven't played it before, it certainly a unique game, with explorable hubs and voice-acted NPC's that can give you quests to progress the story. Best of all, it was lovingly crafted by members of the Doom community and fans of the original, so you can be certain that the remaster does it justice.