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Cmdr. J.T. Marshmallow

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About Cmdr. J.T. Marshmallow

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  1. Cmdr. J.T. Marshmallow

    Marshmallow Doom v0.667 (Nov. 2018 update)

    That's a really cool idea for dealing with weapons. And for some reason I always enjoyed the limited weapon capacity in Rise of the Triad where you can only carry one big gun at a time. Also, I think weapon/item balance between players in coop is one of (original) Doom's greatest weaknesses. Typical scenario would have one player armed to the teeth while everyone else runs around with zero ammo. (And we all have that one friend in coop who grabs a medkit even when he has 99 health...)
  2. Cmdr. J.T. Marshmallow

    Marshmallow Doom v0.667 (Nov. 2018 update)

    UPDATE: A lot has changed since the last time I updated this thread, and a new version has been released as of Nov. 1st: Download here A few notes regarding the latest update: The main menu now features a brand new New Game menu which allows you to jump between singleplayer, coop, deathmatch, and sandbox modes without having to restart the game; note that this feature is still "experimental" so if you encounter any issues switching between game modes via this New Game menu, instead just launch your desired game mode from the command line (use -bots # to add bots, -sandbox to start a sandbox game, -dm3 to start a deathmatch game) The PKE meter (which powers the dynamic music) has been completely rewritten from scratch The player profile as well as many of Marshmallow Doom's new game settings are stored to disk in profile.cfg and marshmallow.cfg; if necessary, you may delete these files and new ones will be created automatically with default settings Some features such as destructible corpses do not yet work in network games, and network games have not yet been thoroughly tested Crashes related to the PKE meter and sight checking have been fixed The WAD stealing feature still has a few bugs (switch textures and skies being changed unintentionally) but luckily it is stable enough to encourage its use, so to try it just start the game with command-line switches -d1s (Ultimate Doom levels with stolen Doom II assets) or -d2s (Doom II with stolen Ultimate Doom assets) and remember that both DOOM.WAD and DOOM2.WAD need to be in the same folder as the executable The datapad now features some really cool graphics which are only available when DOOM.WAD is present. If you use this as your IWAD you will see the datapad graphics, or if you use wad stealing in Doom II the graphics will also be available. (I have been unable to find comparable techbase-style textures in DOOM2.WAD) Default player name is "Player"; if you would like to change your name, open chocolate-doom.cfg and change the player_name field Recommendation: For a totally-fresh-but-classic Doom experience, try playing episode 1 of Ultimate Doom in Ultra Violence 2.0 skill with bots and WAD-stealing. The following command line will get you there: marshmallow-doom.exe -d1s -bots 2 -uv2
  3. Cmdr. J.T. Marshmallow

    Marshmallow Doom v0.667 (Nov. 2018 update)

    Hey sorry for the delayed response, but you ask a good question. The way it works now is that the player can choose between shorter/longer song lengths (2500 tics or 3500 tics) as well as an optional song minimum length (seen in the menu as Music Changes: Normal/Fast). The defaults are 2500 tic song length with song miniumum enabled, which are the recommended settings for the best "flow" between songs. If people don't mind the music changing more rapidly, they can set the music changes to fast. Now in order to transition between songs musically, I suppose I would need to make the game aware of beats/measures in the currently playing MIDI file, however this layer of the MIDI playback is not accessable via the game's source code. In order to do this I would likely have to make my own changes to SDL_mixer.dll which could get pretty tricky.
  4. Cmdr. J.T. Marshmallow

    Marshmallow Doom v0.667 (Nov. 2018 update)

    The source code is now available on Github: https://github.com/drbelljazz/marshmallow-doom And here's where you can find most of my Marshmallow-specific code: https://github.com/drbelljazz/marshmallow-doom/tree/master/src/doom/marshmallow Also, the latest test build available for download has been updated with support for SDL2. A while ago I did try getting more than 3 bots in the game and was unsuccessful, however I'll be tinkering with this more in the future. Adding a CTF mode is on my todo list!
  5. Cmdr. J.T. Marshmallow

    ZDoom LE (Legacy Edition)

    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!
  6. Cmdr. J.T. Marshmallow

    Marshmallow Doom v0.667 (Nov. 2018 update)

    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:
  7. Cmdr. J.T. Marshmallow

    Marshmallow Doom v0.667 (Nov. 2018 update)

    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!
  8. Cmdr. J.T. Marshmallow

    Marshmallow Doom v0.667 (Nov. 2018 update)

    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!")
  9. Cmdr. J.T. Marshmallow

    Marshmallow Doom v0.667 (Nov. 2018 update)

    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.
  10. Cmdr. J.T. Marshmallow

    Marshmallow Doom v0.667 (Nov. 2018 update)

    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!
  11. Cmdr. J.T. Marshmallow

    Marshmallow Doom v0.667 (Nov. 2018 update)

    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.
  12. Cmdr. J.T. Marshmallow

    Marshmallow Doom v0.667 (Nov. 2018 update)

    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.
  13. Cmdr. J.T. Marshmallow

    Marshmallow Doom v0.667 (Nov. 2018 update)

    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, it 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. Features include: Dynamic music system driven by gameplay events in real-time which can use music from both your Ultimate Doom and Doom II wads at once Bots for a multiplayer experience by yourself Monster upgrades allow you to fill any old boring map with new, tougher monsters, also allowing you to repopulate any Ultimate Doom map with Doom II monsters Player profile tracks your all-time kill count, accuracy, treasure scores, and other milestones such as 100% kills and 100% treasure 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. 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 Quick and easy 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. For more info, visit the wiki: https://www.chocolate-doom.org/wiki/index.php/Marshmallow_Doom November 2018 UPDATE: v0.667 has been released as of Nov. 1st. Download here For first-time downloaders: You can run chocolate-setup.exe to choose your preferred display settings, or delete chocolate-doom.cfg altogether and start over with default settings if necessary.
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