Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Blake00

Members
  • Content count

    19
  • Joined

  • Last visited

About Blake00

  • Rank
    Warming Up
  1. Blake00

    Starflight 3

    Well it looks like it was all for nothing sadly. Just over a day to go and the Starflight 3 crowdfund is barely over halfway. 30 years waiting for a sequel and its fails due to not enough media attention. So many thousands of SF fans out there (SF1 was apparently the first ever game to go platinum with 1mil sales back in the 80s) that never got to hear about this. Such a shame! But there's still hope as Greg & Anthony said in a recent podcast that they'll look at improving the demo and may try a crowdfund again in the future or secure a publisher. If you're a big Starflight fan and you come across this thread long after it's too late, come join the starflight facebook group and they'll let you know the next time anything happens with SF3 (if there's a next time *sigh* ) plus the group is following a rather impressive Starflight 1 remake from a ex-bethesda employee so all is not lost for us old SF fans!
  2. Blake00

    Catacombs 3D

    inferion_ was kind enough to link me the tool he used to extract all the Catacomb assets! Woot! https://forum.zdoom.org/viewtopic.php?f=19&t=61795&p=1074092#p1073883 Hi there! I assume this is the same MrFibble from Dune boards and the guru behind the amazing Dune 2 eXtended. Don't tell me you make amazing Doom mods as well haha? While I don't have any Dune mods I do have a few mods of my own here at least lol.
  3. Blake00

    Catacombs 3D

    Son of a.. how did I miss that over there haha. Wow! Thanks man!!
  4. Blake00

    Starflight 3

    Showing my age here but are there any 80s/90s Starflight fans here? I loved these games as a kid. Cool to see this 30yr old dead franchise coming back to life! Not sure if it'll get funded though as so many years have passed! Plus a lot of people have never heard of Fig. https://www.fig.co/campaigns/starflight-3 Announcement Trailer:
  5. Blake00

    Cyberpunk 2077 [first-person RPG]

    Is it sad that I've watched the 45 min Cyberpunk gameplay footage like 3 times now lol? I just can't get enough of it. For those that got bored I should point out it gets way better after the opening 10-15min mission. Takes me back to so many films like blade Runner, Minority Report, Judge Dread 90s and especially 2012 version, 5th element etc. Reminds me that I need to check out that recent cyberpunk TV show called Altered Carbon! Mates keep talking about it being really good. I play a lot of futuresynth, 80s synth, retro synth music on youtube and the videos are often accompanied by cool animations of retro futuristic cars driving through cyberpunk style dystopian cities at night with glowing blue and purple nights. In the Cyberpunk 2077 gameplay footage when you see them get in the retro sportscar and drive around the city GTA5 style I knew right away that there's gonna be moments where I break off from the main game just go for a drive at night playing some tunes haha.
  6. Blake00

    Catacombs 3D

    I had this on my first computer, a second hand 286. My friends had 486's with Doom or Wolf and I was so jealous but then I found this and suddenly there I was playing a 1st person shooter on that useless old computer haha. Was mucking around with it through dosbox just the other day too. :) I always thought it would be cool to port all the Catacombs stuff into a Doom 2 wad but never got around to trying. Especially as I've not heard of any editors for it that can extract the textures and sprites out? Plus it was daunting enough for me to try and finish Star Trek Doom and Quest for Glory 4 - 3D Hexen so the last thing I needed was a 3rd Doom project hahaha.
  7. Blake00

    Star Trek Doom Project (GZDoom Doom 2 mod) WIP

    This 2016 thread is over a year old and I've released no new versions so its a bit strange that this thread have been dug up in 2018 for a fresh load of criticisms & questions lol.. especially when nearly all of them are already answered.. you're a trifecta of skim readers haha.. but hey all interest is appreciated so okay sure I'll answer them. :) Right in the middle of the top post between the pictures and animations. They are pretty sexy so I can understand them distracting from the link. :P I'll post it again here: Blake's Sanctum – Star Trek Doom Go to the downloads section and you'll see links for the demo and the exact version of GZDoom required for it work (doesn't work with the latest sadly). Hope you enjoy! :) 1. No offense but your username is very appropriate to your post mate hahaha :P as I guess your preview through all my material must have been very 'brief'. The Plasma torch is explained on the website (weapons section), demo documentation, both video descriptions (literally in the first paragraph) and in the video itself as an annotation in the middle of the screen when I picked up the weapon. But okay here it is from the website just for you.. Plasma Torch: "Yeah we all know it’s a lightsabre but I’m trying to keep this in canon okay? ;) An overloaded plasma torch can be quite deadly in close range combat! The terrorists at Arkaria Base certainly seemed to think so. Use it when caught in a tight space or when your other weapons are low on energy." However I may change it to a Bat'leth in the future but that's far less likely to be sitting there then a plasma torch. :P 2. Yes a few people have complained about that. I had no idea that was such an important thing to people back at the time so don't worry I'll fix it in the next release. 3. Jeez you really did have a brief look didn't you haha. The type 3 phaser rifle (plasma gun) IS from Elite Force and the Tetryon Pulse Launcher (BFG) IS also from Elite Force. And all weapon slots have been filled. You're advising me to do things I've already done haha! Check out the weapons section on my website for pics and more info on all weapons if you don't feel like watching the entire videos. Lol thanks for the advice pal. I guess your visit was even more brief than Halfblinds lol. 10yrs is a bit off as STDoom is a 21.. yes.. 21 year old project. It's been a labour of love that I've worked at on & off over all those years. I realise Doom mods are yesterdays news and I know my talents are limited but I do it for fun. If others enjoy the work then that's a bonus. If others (eg you) don't they can move along to the next project. There's plenty to choose from! I'm hardly going to throw away a 21yr old project to go and do basically what EVERYONE else is doing and nor would anyone else for that matter so why bother even saying that. If I never do another version well at least there's the current demo that allows people to use all the weapons, explore parts of the Enterprise and battle of the Borg on a Borg cube. If you look at the handful of other Trek mods for Doom out there you'll see they're not even close to mine for total conversion status. Plus I already have another project which I've also released demo for, my QFG4-3D project. That one sort of exploded unexpectedly into the limelight after it was featured on Rock, Paper Shotgun and PC Gamer magazine UK & US editions so maybe that one won't disappoint you as much lol. Link is in the top post but I'll chuck a link here: Quest for Glory IV 3D Hexen
  8. Blake00

    Star Trek Doom Project (GZDoom Doom 2 mod) WIP

    Got some help on the double issues elsewhere. Doombuilder was loading my assets and because I already had them in the GZDoom ini it was double loading them (the old GZDoom obviously let me get away with it haha). That solved the double leaf issue (as there's no leaf in Doom) and I renamed the Wizard to WIT-Wizard (you're a graduate from QFG's Wizard's Institute of Technocery so that'll do for now lol) to solve the double Wizard problem as there's a Wizard in Hexen that the old GZDoom didn't care about me overriding. So far as I can tell all that's left are the music, skys and cluster group bugs in both STDoom & QFG4-3DHexen which all point to the new GZDoom not liking my old MAPINFO.
  9. Blake00

    Quest for Glory IV 3D (ZDoom Hexen mod) WIP

    Got some help on the double issues elsewhere. Doombuilder was loading my assets and because I already had them in the GZDoom ini it was double loading them (the old GZDoom obviously let me get away with it haha). That solved the double leaf issue (as there's no leaf in Doom) and I renamed the Wizard to WIT-Wizard (you're a graduate from QFG's Wizard's Institute of Technocery so that'll do for now lol) to solve the double Wizard problem as there's a Wizard in Hexen that the old GZDoom didn't care about me overriding. So far as I can tell all that's left are the music, skys and cluster group bugs in both STDoom & QFG4-3DHexen which all point to the new GZDoom not liking my old MAPINFO.
  10. Blake00

    Star Trek Doom Project (GZDoom Doom 2 mod) WIP

    Hi guys, Been a crazy few months since releasing my Star Trek Doom and Quest for Glory IV 3D Hexen mods to the world last year. I originally thought that my Star Trek Doom level would be the big hit but boy was I wrong lol! QFG4-3D got featured in January on Rock, Paper Shotgun! and then if that wasn't crazy enough PC Gamer the largest gaming mag in the world decided to do a feature QFG4-3D in the number 1 spot of their top 10 downloads section! They did this in both their March US and Feb UK editions. I couldn't believe it as my stuff is a joke compared to the amazing mods they normally feature lol!! I'd been getting PC Gamer UK since I was a boy and never once did I ever think that something I'd made would end up in their magazine. Almost brought a happy tear to my eye.. almost haha. :P However unfortunately that's where the good news ends.. I've been informed from fans that both my mods are no longer working with the newest versions of GZDoom. I'm guessing there were some big changes as so much stuff is broken now. :( My Star Trek Doom wad will load if added to the GZDoom ini as usual, however if I try to load any of the levels in DoomBuilder using the new GZDoom as the test engine the game fails to start due to me getting this error: Script error, "STDoomExtras.wad:DECORATE" line 2356: Script error, "STDoomExtras.wad:DECORATE" line 2356: Tried to define class 'Leaf1' more than twice in the same file. It wasn't be defined twice before and it still isn't now so I don't know what that one's about as the holodeck forest leaves still work just fine when the game is started the other way. Then even if you do get into the game I've discovered that nearly all my star trek music tracks are no longer playing (unless its a track triggered by a linedef event) and it just plays doom tracks (main menu & end sequences appear to sound fine though), my sky's seem to be mixed up now (presumably the default lvl 1,2,3 etc sky settings overriding mine), I'm now getting the stupid Doom Score/kills screen in-between my level jumps, I'm no longer getting my intermission briefing screen when going from cluster 1 to cluster 2, and finally I seem to get a regular Doom Intermission briefing screen at the end of the game before my end game intermission sequences. So clearly a lot of my old MAPINFO stuff is no longer compatible with the newer GZDooms. As for my Quest For Glory 4-3D wad that wouldn't even load all! Just via adding to the GZDoom ini and trying to start it triggers this error: Script error, "QFG4_3D.wad:DECORATE" line 2298: Expected '(', got 'WRTH'. This part isn't my stuff and is from the 'Chiller' monster from Realm 667. Appears to no longer like the fact that the author ProjectAngel uses the "A_Jump" command without any parameters. The wiki talks about it have a jump chance range of 0-255 so I don't know what value using A_Jump on its own originally did but for now I just chucked in a (0,0) to shut it up and that got me into the game lol. However much like with Star Trek Doom if I try to load any of the levels in DoomBuilder using the new GZDoom as the test engine the game fails to start due to me getting another error: Script error, "QFG4_3DExtras.wad:DECORATE" line 4060: Script error, "QFG4_3DExtras.wad:DECORATE" line 4060: Tried to define class 'Wizard' more than twice in the same file. Like with the leaf I don't get why the new GZDoom is unhappy about Wizard as its not being used twice and it's not complaining about my Paladin & Thief characters which are setup the same way. Then just like with ST Doom even if you do get into the game I've discovered that nearly all my QFG music tracks are no longer playing (unless its a track triggered by a linedef event) and it just plays Hexen tracks (main menu & end sequences appear to sound fine though), I can't access my Wizard character start (likely due to the above issue), flame torches don't light up in level 1, my sky's seem to be mixed up now (presumably the default lvl 1,2,3 etc sky settings), I'm no longer getting my intermission briefing screen when going from cluster 1 to cluster 2 and it seems to play elsewhere at the wrong moment (presumably using default hexen level clusters instead of mine), I now can't seem to exit via the hotel window which is was just a linedef level teleport from 14 to 15 making the demo unfinishable (visit cheat seems to take me to hexen levels instead of mine from 14 onwards), and as a result I can't test my end game intermission sequences so who knows whether they're broken too. So once again clearly a lot of my old MAPINFO stuff is no longer compatible with the newer GZDooms. Before anyone says it yes I have no doubt that these problems are due to newer versions of GZDoom being less tolerant of bad coding lol! Unfortunately I'm rather useless at Doomscript so I have no idea how to fix these problems at this stage so for the moment my wads are unplayable unless you're using an older GZDoom version (the wads were originally built & tested using GZDoom 1.8.2 and ZDoom 2.7.1 ). Sorry guys!!! :(
  11. Blake00

    Quest for Glory IV 3D (ZDoom Hexen mod) WIP

    Hi guys, Been a crazy few months since releasing my Star Trek Doom and Quest for Glory IV 3D Hexen mods to the world last year. I originally thought that my Star Trek Doom level would be the big hit but boy was I wrong lol! QFG4-3D got featured in January on Rock, Paper Shotgun! and then if that wasn't crazy enough PC Gamer the largest gaming mag in the world decided to do a feature QFG4-3D in the number 1 spot of their top 10 downloads section! They did this in both their March US and Feb UK editions. I couldn't believe it as my stuff is a joke compared to the amazing mods they normally feature lol!! I'd been getting PC Gamer UK since I was a boy and never once did I ever think that something I'd made would end up in their magazine. Almost brought a happy tear to my eye.. almost haha. :P However unfortunately that's where the good news ends.. I've been informed from fans that both my mods are no longer working with the newest versions of GZDoom. I'm guessing there were some big changes as so much stuff is broken now. :( My Star Trek Doom wad will load if added to the GZDoom ini as usual, however if I try to load any of the levels in DoomBuilder using the new GZDoom as the test engine the game fails to start due to me getting this error: Script error, "STDoomExtras.wad:DECORATE" line 2356: Script error, "STDoomExtras.wad:DECORATE" line 2356: Tried to define class 'Leaf1' more than twice in the same file. It wasn't be defined twice before and it still isn't now so I don't know what that one's about as the holodeck forest leaves still work just fine when the game is started the other way. Then even if you do get into the game I've discovered that nearly all my star trek music tracks are no longer playing (unless its a track triggered by a linedef event) and it just plays doom tracks (main menu & end sequences appear to sound fine though), my sky's seem to be mixed up now (presumably the default lvl 1,2,3 etc sky settings overriding mine), I'm now getting the stupid Doom Score/kills screen in-between my level jumps, I'm no longer getting my intermission briefing screen when going from cluster 1 to cluster 2, and finally I seem to get a regular Doom Intermission briefing screen at the end of the game before my end game intermission sequences. So clearly a lot of my old MAPINFO stuff is no longer compatible with the newer GZDooms. As for my Quest For Glory 4-3D wad that wouldn't even load all! Just via adding to the GZDoom ini and trying to start it triggers this error: Script error, "QFG4_3D.wad:DECORATE" line 2298: Expected '(', got 'WRTH'. This part isn't my stuff and is from the 'Chiller' monster from Realm 667. Appears to no longer like the fact that the author ProjectAngel uses the "A_Jump" command without any parameters. The wiki talks about it have a jump chance range of 0-255 so I don't know what value using A_Jump on its own originally did but for now I just chucked in a (0,0) to shut it up and that got me into the game lol. However much like with Star Trek Doom if I try to load any of the levels in DoomBuilder using the new GZDoom as the test engine the game fails to start due to me getting another error: Script error, "QFG4_3DExtras.wad:DECORATE" line 4060: Script error, "QFG4_3DExtras.wad:DECORATE" line 4060: Tried to define class 'Wizard' more than twice in the same file. Like with the leaf I don't get why the new GZDoom is unhappy about Wizard as its not being used twice and it's not complaining about my Paladin & Thief characters which are setup the same way. Then just like with ST Doom even if you do get into the game I've discovered that nearly all my QFG music tracks are no longer playing (unless its a track triggered by a linedef event) and it just plays Hexen tracks (main menu & end sequences appear to sound fine though), I can't access my Wizard character start (likely due to the above issue), flame torches don't light up in level 1, my sky's seem to be mixed up now (presumably the default lvl 1,2,3 etc sky settings), I'm no longer getting my intermission briefing screen when going from cluster 1 to cluster 2 and it seems to play elsewhere at the wrong moment (presumably using default hexen level clusters instead of mine), I now can't seem to exit via the hotel window which is was just a linedef level teleport from 14 to 15 making the demo unfinishable (visit cheat seems to take me to hexen levels instead of mine from 14 onwards), and as a result I can't test my end game intermission sequences so who knows whether they're broken too. So once again clearly a lot of my old MAPINFO stuff is no longer compatible with the newer GZDooms. Before anyone says it yes I have no doubt that these problems are due to newer versions of GZDoom being less tolerant of bad coding lol! Unfortunately I'm rather useless at Doomscript so I have no idea how to fix these problems at this stage so for the moment my wads are unplayable unless you're using an older GZDoom version (the wads were originally built & tested using GZDoom 1.8.2 and ZDoom 2.7.1 ). Sorry guys!!! :(
  12. Blake00

    Quest for Glory IV 3D (ZDoom Hexen mod) WIP

    ah cr*p.. thanks for letting me know man.. looks like both my mods are in real trouble due to the GZDoom update.
  13. Blake00

    Star Trek Doom Project (GZDoom Doom 2 mod) WIP

    Oh that's brilliant! I didn't realise you could do that. Now I can get the best of both worlds lol. More my fault then microsofts as I uploaded high quality pngs instead of heavily compressed jpgs. But you're like the 4th person to suggest or ask why I'm not using Imgur so clearly I need to look into it for future image hosting haha!
  14. Blake00

    Quest for Glory IV 3D (ZDoom Hexen mod) WIP

    Thanks man, glad you liked it! :) Oh yes the QFG series is imo the best point & click adventure series of all time it had a lot of things other famous point & click adventure series didn't have such as full combat encounters, rpg skills & abilities (similar to Morrowind style) and the ability to save your character at the end of the game and load it into the sequel with all stats, skills & spells preserved (eg like Mass Effect). On top of all that it had great worlds, soundtracks, stories, characters and puzzles. My quest for glory page is filled with pictures & videos from the 5 QFG games if you're curious about them. I think I saw someone posting a couple of days ago that the old series is on sale on Steam & GoG at the moment too! http://blakessanctum.x10.mx/Games/QFGSeries/ Thanks man. :) Yeah he visited my city for Comicon this year, I went & wanted to ask him about QFG4 but chickened out as I've previously heard he hated the experience calling it the "CD-Rom from hell" haha.
  15. Blake00

    Star Trek Doom Project (GZDoom Doom 2 mod) WIP

    GZDoom blurs all textures & sprites. Which annoyed me at first hence why I designed my 2015 QFG Hexen level to be for ZDoom. But then in 2016 I started playing around with GZDoom's awesome glowing light effects I realised I could do a far better Enteprise interirors if I designed STDoom for GZDoom, and I'll probably switch my QFG Hexen level to GZDoom down the track too. GZDoom's bluriness became 'worth it' to get all the cool lighting effects. But like I said before both my mods work just fine in both ZDoom & GZDoom so all I do is recommend which one it's best in and then it's up to players to decide which one they really want. If you like oldschool Doom look & perfect pixels then go ZDoom. If you like more atmosphere, cool lighting effects, imperfections smoothed out, and higher frame rates in large complicated areas then go GZDoom. Interesting that GZDoom runs worse for you, with me I get huge slow downs & stuttering in my large QFG Hexen town area in ZDoom yet with GZDoom it barely even drops a frame. And I don't even have a graphics card lol, just rocking a cr*py intel 4000 in the cpu haha. Thanks man! :) I'll have to have a play with this for the next version.
×