Cmdr. J.T. Marshmallow

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About Cmdr. J.T. Marshmallow

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  1. Fellow Vogons.org user here... so needless to say I think this project is awesome! Your estimated minimum requirements are a 486DX4 100MHz w/ 16mb? I actually built a retro machine with exactly these specs and it fuckin' RIPS for a 486. Runs Windows 98 so well you'd think you're using a Pentium, and I can even use Firefox 2.x in Win98 to log in to Gmail! So, I'll have to test this out on that machine!
  2. Here is another gameplay video: - Part 1: co-op bot along with Doom DJ spinnin' dem beatz (a.k.a. dynamic music) - Part 2: sandbox game in E1M1 with Doom II monsters (assets are "stolen" out of DOOM2.WAD) - Part 3: some old-school Doom II deathmatch set to Doom 1 music (another case of petty WAD theft...) Edit: another video demonstrating sandbox battles built in some classic DWANGO maps:
  3. Demo/savegame compatibility is unclear at the moment. I will have to report back after further testing. As for netplay, most features except bots have tested to work in real network games. (As of now, the bots are meant for a solo co-op experience, but I'd like to get them working in a real netgame soon.) During the first few months of development, I had the pleasure of testing this at a 4-player LAN party a number of times. Back then, all the new co-op options (friendly fire, weapons stay, monster bonuses, conserved items, etc.) worked very well in a real netgame. I have not had a chance to test like this again recently, but will be soon!
  4. When I compile it in MSVC, I get 220 warnings, about 50 of which are from my code. The others come from the rest of the codebase: a lot of warnings from files i_oplmusic.c and am_map.c. I do believe that MSVC is more lenient on what it will compile without errors compared to just about any other compiler. (I can just hear Bill Gates saying "hey, let's allow it to compile bad code so more people buy it!")
  5. I actually have not explored any existing Doom bot mods yet. I have much work to do in making the bots smarter (detecting when they get stuck, working together, etc.) but as of now they know a handful of basic behaviors and are pretty good at them. Their pathfinding ability is probably their coolest feature. I love playing halfway through a map alone, then spawning the bots for help, and then waiting for them to find me at wherever I am in the map. I just love it when a door opens and the bots come rushing in with guns blazing. So long story short, the bots are working, playable, and fun, but have a lot of potential for improvement. I had not seen the recent changes with SDL2. That is great news! I will definitely merge that in.
  6. Whoops! Fixed. Thanks! I'm not a huge fan of those black borders either... but you can read about them here: https://www.chocolate-doom.org/wiki/index.php/FAQ#When_playing_in_a_full_screen_mode.2C_why_is_there_a_black_border_around_the_screen.3F As for the sound... I seem to have left the sound volume at zero in the default config file. Fixed now... Thanks!
  7. I am a big fan of the Chocolate Doom-family of ports, so I wanted to expand within this lineage but in the direction of improved gameplay, sort of picking up where the now dead Strawberry Doom left off. The three biggest features: dynamic music, sandbox mode, and bots, are just things that I personally always wanted Doom to do. And I've always wanted to do something with Doom's source code, so I set a handful of goals and did it. I wasn't worried about which ports already implemented the same ideas.
  8. The project was originally called Cocoa Doom before I figured out there's already a source port by that name. This project's source files are all in the /msvc folder. I still have to rename them from the "cocoa" names and move them to their own folder, etc. When it goes up on Github I'll get it cleaned up.
  9. I am pleased to share with you my new source port, Marshmallow Doom. You may consider it a slight re-imagining of the original Doom experience, and unlike most source ports, is almost entirely focused on providing new additions to gameplay. The project is built on the strong shoulders of Crispy Doom, continuing the ethos of enhancing and improving the classic Doom experience while remaining faithful to its original look and feel. New features include: Dynamic music system driven by gameplay events in real-time Bots for solo cooperative play or deathmatch Sandbox mode allows you to design your own hordes of monsters in an empty map of your choice. (Ever wondered what it would be like to fight a Cyberdemon in E1M1?) Treasure items can be enabled for an even more classic gaming experience Inventory system enables you to carry one invulnerability, invisibility, and radsuit with you for later use. You can also carry a new item, the portable medkit, which is now awarded as part of Doom's "berserk" powerup Conservable items allowing players to take only what they need from large ammo or health pickups. This feature is particularly essential for cooperative play, as more than one player can now share in a single item pickup Danger index is a small color-coded HUD element showing a measurement of how much danger is in the area. (If you know Ghostbusters, just think of a PKE meter… but for HELL!) In-game HUD menu allowing you easy access to almost all of Marshmallow Doom’s features, allowing you to change game skill level at any time, skip to any map, add/remove bots, change dynamic music options, etc. Other new options include: no monster respawn in nightmare skill, sprint, auto-use, suicide, single-key melee attack without having to change weapon, pushing barrels around the map, and many more For a more exhaustive description of what Marshmallow Doom has to offer, visit the wiki: https://www.chocolate-doom.org/wiki/index.php/Marshmallow_Doom Please note that as a beta release, things are certainly still a bit rough around the edges, although it is playable and fun as hell. To download the beta, visit the download page: http://www.marshmallowdoom.com The download includes a pre-configured .cfg file which will default to windowed 800x600 resolution. This is not how I recommend playing, but I left it this way for compatibility. You can run chocolate-setup.exe to choose your preferred display settings, or delete marshmallow-doom.cfg altogether and start over with default settings. If you are unfamiliar with Crispy Doom, I highly recommend increasing the framerate above the default 35 fps in the "Crispness" menu. You may also choose from other modern features such as mouselook, jumping, crosshairs, etc. within the Crispness menu. Source code is also available on the download page and will be added to Github very soon.