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About anotak

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  1. anotak

    lilith.pk3 - /idgames release!

    a friend of mine convinced me i should drop by and post this here https://slimepattern.bandcamp.com/album/occlusion-culling/ i made some music, originally for, well. i was working on a sort of spiritual successor to this wad for quake. a lot of my creativity toward game design has slipped away from me in the past few years. i ended up scrapping the levels. but i did finish the soundtrack which morphed into "occlusion culling". i mostly finished this in 2020, but i spent a long time tweaking the final mix/eq well into 2021 until i released it in september. i know a fair number of people seem to like the soundtrack to lilith.pk3 quite a bit. i wish i could take credit for that. but imo that goes to bobby prince for making just fundamentally good shit, i mostly just applied the dj screw (rest in peace) method to his work for lilith.pk3. so this newer stuff is very different in style, but, idk, if you want to hear where i was going after. this is the closest thing lilith.pk3 will get to a sequel i guess
  2. hm, you're right. this is what i get for trying to use a build process and a language i haven't touched in 2 years. that's actually a much bigger issue because it means i can't upgrade it, since one of the main features of DBX is Windows XP compatibility. After digging, it appears the (indirectly) potentially vulnerable functions are: - WriteEntryToDirectory - WriteToDirectory - WriteAllToDirectory dbx doesn't seem to call any of them. i'm still a little bit worried about just signing off on this as safe, because i've seen too many folks get burned by some unexpected side effect with using an old library. but it looks safe to me? idk.
  3. https://github.com/anotak/doombuilderx/releases/download/v2021.1/doombuilderx-2021.1.zip new version 2021.1, this stuff mostly just sat on the github for 2 years. today, i got an automated email from github informing about a security hole in SharpCompress, which may affect PK3 loading (see here if you need more info on the hole https://github.com/advisories/GHSA-jp7f-grcv-6mjf ). i'm not back for good, please do not take this that way, just i have a responsibility to not leave the security hole lying around. i'm not certain if DBX was actually affected by this hole, but I wasn't ready to fuck around and find out. fwiw i think all the GZDB based editors might be affected as well. - bumped sharpcompress version to 0.29 in order to fix security advisory https://github.com/advisories/GHSA-jp7f-grcv-6mjf - fixed null pointer exception in 3D mode when changing sidedef (thanks to Davidmerkt.) - added EE heretic UDMF config (thanks to Altazimuth and Printz) - fixed some various config issues (thanks to Altazimuth and Printz) - fixed issue with sectors being deleted in the middle of merging newly drawn geometry, causing a crash - fixed a visual bug with vertex edit form not updating UDMF custom properties correctly.
  4. i dislike that too tbh what's the goal? is it to look more real? because doom will never look real, and it's not even desirable. is it to look more detailed? what does that mean, really? why is that an improvement?
  5. anotak

    Cacowards 2020 Mentionation Thread

    syringe (disclaimer: i playtested for it)
  6. anotak

    Motion sickness options

    oh yeah, actually this might be a big contributor, considering the "each time i come back it gets worse and worse" statement input lag on monitors has generally gotten worse over the years. consider looking here for your monitor and seeing what it says: https://displaylag.com/display-database/
  7. anotak

    Motion sickness options

    do other first-person or third-person games make you motion sick? here's some things of the top of my head that affect motion sickness one way or another in my experience: if you use a software renderer, try a hardware renderer, or vice versa. (hardware vs software renderers draw the shapes at the left / right edges of the screen a little differently.) if it's an option in the port you are using, mess with increasing the fov. games with too-low fov make me motion sick try switching mouse acceleration on or off. try turning vertical mouselook on/off.
  8. i chose the hom example on purpose because of that. removing the old hom effect was also, not intentional.
  9. we would laugh at the idea of reprinting a novel and swapping out the words for "higher quality" words using a thesaurus. while games & play as an art form may pre-date all other forms, the serious study of the design of games seems to have mostly only started in the 20th century under capitalism. the culture of games, especially that of fps games, especially that which was encouraged by id software, has often seen newer graphics technology as superior. devs & publishers had a strong financial incentive to endorse this behavior. improved technology is more quantifiable than other concerns like design or aesthetics. hardware manufacturers also had strong financial incentive to endorse this. marketing people happily embraced talking about graphics on the box. doom itself was no stranger to this, as we can see about all the quotes about "256-color texture mapped mazes". even consumers, unsure about what game to buy, couldn't rely on a box to quantifiably explain that it has better game design, but this box over here has a postage stamp sized possibly-fake screenshot and a bigger number of bits than this other box over there. today, this trend is less extreme (graphics advancements have slowed down and become unsustainably expensive). but, we live with its legacy. and, even today, there is financial incentive to keep it alive, as companies offer "new and improved" HD remasters. yet. imagine someone cleaning up the vinyl clicks from the samples in a hip hop track, and declaring they have improved it. imagine someone "adding detail" to a Monet painting. it's overtly ridiculous. it's a lucky accident that we ended up with the game we got. are unintended elements a part of Doom? it gets awfully difficult to point to what is and isn't intended. what i like about the game isn't what id & friends wanted or expected me to like. during the video of "a visit to id software", romero runs into a HoM bug, and he's upset, but bobby prince is watching him play and is talking excitedly about how cool the HoM looks! to make good art, it must be larger than the creator can really conceive of. you have to let it form something else in the viewer's mind. many people default to hardware renderers without seriously considering the choice, as it's simply newer. there's the obvious question: "how could an older technology be better?" or at least, it seems obvious, in the cultural lens we have. i will say though, that software rendering y-shearing makes some people motion sick, so there's a good argument there for those people to use hardware rendering. anyway: if a hardware renderer existed that properly replicated a lot of the stuff like the banding, the palette, y-shearing, etc, i would happily use it.
  10. i would not recommend saving after that screen. there's a good chance db2 can put the map data into some inconsistent state. edit: dbx attempts to saves a crash backup, and tells you where it is. i don't recommend using db2 anymore, dbx or gzdb-bf are the way to go. (full disclosure: i work on dbx)
  11. anotak

    The Egg of Human Endeavors [final, on idgames]

    i missed this the first time around, i enjoyed it quite a bit
  12. anotak

    The Roots of Doom Mapping

    good read i dont entirely agree with the patterns and categorizations, but largely i agree with the choices of wads (except 1, which i'll get to). i think for example, categorization-wise, Simplicity stands in rebellion to its "advanced"-port predecessors like RTC or Daedalus, and other wads that were taking influence from AAA games of the time. It's difficult for people who have come into the community since to really understand how influential Simplicity was, but that style (and the influence of that statement) seemed to influence damn near everything I played for the next few years afterward. I also think it's worth noting that many of the trends of the 90s and the early 00s owed a great deal to the AAA FPS games that were made at the time. This influence has mostly disappeared today. i said as much on discord: but i think the one wad that's a glaring omission is dtwid. it spawned: 1) so many spin-off projects, including some still in the works 2) i think as a community it has lead many people to reevaluate sandy peterson's style of mapping. 3) i think the fact that it (and spinoffs) was a large community project that involved so many people and really forced them out of their comfort zone in mapping, really affected how the mappers who worked on it worked. you can talk to anyone who did work on it to see that. and those ideas have spread from them to others. 4) among other things, it's incredibly the anti-Simplicity! and there isnt quite the same precursor to that. 5) it simply changed how a lot of people thought about the game, and about mapping. it's a (perhaps unintentional) revolt against the detail obsessed mess of the 00s.
  13. anotak

    The 2019 Cacowards

    grats 2 all winners! <3 as is customary, we must gripe about those we thought shouldve won but did not: in my case, that is sigil. but you know what, it's good shit that romero doesn't auto-win even if i disagree in this case!
  14. anotak

    Doom II Community Lifespan

    what caused the increase around 2009ish
  15. anotak

    Favorite avant-garde doom wad?

    given the meaning listed, i don't think any of these works have offered very much that is that new or experimental. also avant-garde typically means something much stronger than the meaning given here. but: for example, the word surreal has been used a few times in this thread. surrealism according to a quick check of wikipedia dates back to... 1917. granted, surrealism is not entirely the same thing as "the surreal", but you might see what i mean? a few works in this thread were heavily influenced by mc escher's work, a man who died in 1973 and has his paintings displayed in schools all over the world. that's not new or experimental. i will point out that one of my own works has been listed in this thread. anything that might be considered experimental about it has already been explored in great detail by various types of artists dating back to the 90s and even before. using glitchy aesthetics is not avant-garde. audio sampling to create art dates back way before i was born. off the top of my head i can consider delia derbyshire's work in the 1960s as a precursor. visual collage is an ancient art form at this point. theres a rihanna song with glitchy shit in it with 2 billion views on youtube.