banjiepixel
Members-
Content count
409 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by banjiepixel
-
Metroid is also very likely source for inspiration. And both Contra and Metroid have strong Alien franchice influences.
-
There seems to be influence from arcade shooters with many enemies using slow dodgeable projectiles. It's hard to name any specific games but one somewhat safe bet is that Contra games gave some inspiration.
-
Should the shotgun and SSG have had their own dedicated buttons?
banjiepixel replied to Foodles's topic in Doom General
As someone who uses normal shotgun alot, i like that ssg is in same button so it is easier to switch between them using only one button. I also think is good way nerf more powerful guns by taking longer to switch to so maybe just the orfer needs to be correct.. I actually would totally even put plasma gun and bfg behind same button. -
Pure, Vanilla Doom vs. Modern, Z-Powered Doom
banjiepixel replied to kinker31's topic in Doom General
I am semipurist. I have been playing around with Dehacked stuff for very long and love to do experiments with it to see what can be done. It has been also very good way to learn about some aspects of the engine. I also just like tweaking Doom to fix things that I am not biggest fan of or feel bit too outdated to me, my main focus has been adding bit of speed to Doom without any major changes to the overall gameplay or difficulty. All my serious play is also done without mouselook so only classic aiming system for me. I also prefer to use source ports without hd rendering so Crispy and Woof are my mains. I do try to stay away from wads that have modded weapons because these tend to be not compatible with my own mods. So please make version of your wad that doesn't have modded weapons if you want me to play your wad. Also I play pretty exclusively megawads but sometimes I like to play a good episode wad. -
As far as I know, it should not matter if the Doom64 EX code isn't officially sancitioned by id or Zenimax. Nintendo also definitely doesn't sanction Super Mario 64 decompilation project (https://github.com/n64decomp/sm64) but they can do nothing because there are zero actual original Nintendo assets distributed and zero actual Nintendo code used. And that Mario 64 decompilation project isn't even GPL. Doom64 EX code shouldn't be a problem as it uses GPL license and is basically just recreation of Doom 64 code and doesn't actually use any code from Doom 64. So what is the actual legal problem you see here?
-
It is pretty safe to assume that many, maybe even most, "limit removing" maps released before Crispy Doom probably are not actually limit removing. Unless the readme mentions the actual complevel of course.
-
https://forum.zdoom.org/viewtopic.php?f=43&t=58535&start=30#p1081204
-
Can a wad really be considered as vanilla if it uses a dehacked?
banjiepixel replied to Roofi's topic in WAD Discussion
My view is that what these days means vanilla for Doom includes Chocolate Doom as it is basically just direct port of the original game with very minimal quality of life features like built in support for dehacked patches. People are way more likely test their maps for vanilla compatibility by using Chocolate Doom than they are to use original 1.9 exe in DOSBox. Chocolate Doom is also in many ways closer to original DOS version's limitations than both Doom95 or recent official Unity port. It also could be argued that because of official Unity port of Doom exists, it can be seen as direct update to original 1.9 vanilla exe making Unity port by definition also vanilla with it's all raised limits and new features. Unity port also has built in support for dehacked and is updated official version of Doom making dehacked officially vanilla Doom feature. There is also long history of old wads using dehacked to mod the original DOS Doom games, so I would say that also for historical reasons, dehacked is vanilla. Dehacked also does not really add anything to the vanilla DOS executable. It only allows to edit values that already exist and because of that limitation, I would argue that the modified exe is still vanilla, nothing was added and nothing was removed. -
Games for Windows- Live dead, broken & shutdown without warning, 2020 onwards.
banjiepixel replied to Wadmodder Shalton's topic in Everything Else
I do hope hope that GOG launches or has already some kind of "Save GFWL Games" project where they offer to do all the work to remove GFWL from the games in exchange for GOG release of them. -
Why are so many indie games retro-styled?
banjiepixel replied to Artman2004's topic in Everything Else
It is pretty simple, reason for it is usually a mix of nostalgia and retro style being easier making it something that almost everybody can do with minimal learning. These are also reasons why Doom modding is so much more popular than modding later id games like the quake 1-3. -
More likely to be this way because of technical limitation, not by design. Spectres use pinkies sprites and majority of the corpse is still skin. Bloody parts are invisible only because because they can't be made visible in the corpse without making whole corpse visible. There is not conflict between spectres bleeding red and corpse being invisible in my opinion. And I also feel gameplay should go always first. Rendering spectre corpse fuzzy is mainly for gameplay reasons too and it became originally more useful feature once archviles were introduced originally.
-
Does anybody know why are we even making spectre blood invisible? I feel that spectres bleeding red blood, just like pinkies do, makes just so much more sense. Both are clearly very similar species so why would their blood be different color? Way I see it that it is that only spectre's skin that in invisible and the insides are identical to pinkies so that means bleeding red blood for spectres too. And red blood functions better from the gameplay pespective. I feel that it should be the default when colored blood is turned on.
-
What were the first three PWADs you downloaded?
banjiepixel replied to Dusty_Rhodes's topic in WAD Discussion
2002 A Doom Odyssey Alien Vendetta Memento Mori -
Final Doom has 64 maps, evolves Doom 2 gameplay in many neat ways and is compatible with both Final Doom and Doom 2 pwads. It also feels more fresh to me, Ultimate Doom and Doom 2 are very nostalgic but also bit too boring at this point, after 20 years of playing them. I started playing Final Doom much later, maybe 3-4 years ago so it does feel much more new to me.
-
Source Ports Doomworld Uses [adding up later this month]
banjiepixel replied to baja blast rd.'s topic in Doom General
Eternity Engine: 4 Crispy Doom: 3 Woof: 2 Have been playing recently mostly with Eternity Engine because it seems to have better xinput gamepad support than other demo compatible source ports. Crispy Doom is my favorite source port as a purist player when playing with keyboard and mouse, I wish it had better gamepad support, it would make it most used port for me easily. Woof is third mostly because I prefer to play limit removing maps over boom/mbf maps. But Woof is almost perfect boom/mbf compatible port for me, basically Crispy MBF, also lacking only in gamepad support. -
Is playing the original/vanilla iwads without infinite height cheating?
banjiepixel replied to HombreSal's topic in Doom General
Small changes to the gameplay often give small situational advantages, that is pretty much unavoidable so these should be used with caution freelook being good example of this despite having also some disadvantages. Removing infinite height also does give player some potentially gamebreaking advantages but also comes with it's own disadvantages. But jumping and crouching have no real disadvantages and are little to nothing of value outside of cheating to the vanilla maps outside of being used to cheat, while being able to aim freely and enhanced physics (turning infinite height off and gzdoom physics in general) do actually help many people enjoy Doom much more and giving only some very situational advantage in vanilla maps that can be avoided by using them with caution. There is no clear line between just playing modded Doom and cheating, it does get very complicated. I do personally advocate playing vanilla maps with classic autoaim controls and with the original physics but everybody should play Doom the way that makes them feel most comfortable. Cheating or not, it doesn't really matter outside of the competitive Doom scene. For somebody, even playing Doom with god mode on could be perfectly valid way to enjoy Doom because this doesn't remove challenge completely. It is clearly cheating but also it could be only way somebody is able to play Doom and there is nothing wrong playing like that in casual context. -
Is playing the original/vanilla iwads without infinite height cheating?
banjiepixel replied to HombreSal's topic in Doom General
Is it cheating or just playing Doom in modified form? I personally think that cheating gives player clear advantage compared to normal gameplay while using mods like removing infinite height mainly just changes how the gameplay works without giving clear advantage in most cases. Things like freelook or jumping have much more potential breaking the balance and being cheating than modifying just how the game's physics work. I mean, playing vanilla IWAD maps with PrBoom's Boom/MBF compatibility or even with GZDoom is not the same experience as playing with Chocolate Doom but it isn't cheating just because it is different. Cheating requires clearly breaking the game's balance and small gameplay changes like removing infinite height or freelook (when used with caution) are usually at most just assists that can help with Doom's accessibility. -
Thanks for pointing this out. Should had done more testing. I guess what I want is really beyond what dehacked can do.
-
I don't know how practical it would be to make rockets destructible but I was reminded by the fact that very long time ago I had idea to make revenant missiles destructible and finally decided make actual functional dehacked patch for that. destructiblerevball.zip I gave them 100 health so they are not completely too easy to destroy. Also why not give destructible rockets more health? I think 50 could be a good place to start. Here is dehacked patch for that. destructiblerocket.zip
-
I prefer to play with autoaim for all my more serious gameplay. There is no official port of Doom with mouselook so I see playing Doom with mouselook/freelook same as playing Doom with any gameplay mod. I also have no desire to play any Doom maps that require freelook. But it is pretty fun to sometimes play Doom with freelook in more casual manner, just like it is fun to play sometimes with many other forms of modded Doom gameplay. It is also more relaxing to play with autoaim and it makes Doom feel more unique, every game these days has a freelook. Autoaim makes Doom feel more like old school shoot em up and classic Doom has these days more in common with modern top-down twin-stick shooters than modern FPS-games.
-
What would you do to make the pistol useful?
banjiepixel replied to JadingTsunami's topic in Doom General
Easy, just replace pistol with shotgun that uses bullet ammo and you have the most useful pistol ever! Or just lower the delay after firing so it is atleast more fun to use. I don't personally like making the pistol be always accurate because it removes gameplay mechanic from the game, I prefer to just tweak existing mechanics. And making pistol firing rate too fast makes it too similar with chaingun. It also becomes more problematic to change other weapons just to fix the crappy pistol that is supposed to be bad because you get it for free. With ZDoom it is possible create some type of upgrade for the pistol that you can find later in the game but then again, chaingun is basically already a direct upgrade to the pistol. Just tweak the pistol to be more fun to use so pistol starting becomes smoother experience and let pistol become useless after you get the chaingun. -
Satanic Infestation Open IWAD Project (CURRENT VERSION v0.0.5)
banjiepixel replied to sergeirocks100's topic in WAD Releases & Development
It doesn't matter how they can be played as distributing those PWADs like BTSX can be still a problem as they they include assets that are clearly just pallette modified versions of the original Doom assets. By all means the assets are copyrighted but as they are not really any reasonable ways to avoid distributing those because of the changed pallette, so it's for a very good reason and fall under fair use. Just something being slighly modified doesn't make it non-infringing but if there is a good artistic or technical reason for it, it can be allowed distributed and be legal under fair use basis. -
Satanic Infestation Open IWAD Project (CURRENT VERSION v0.0.5)
banjiepixel replied to sergeirocks100's topic in WAD Releases & Development
I didn't say that Freedoom would be illegal, the fact that it can be used to play PWADs without owning the original Doom games makes the PWADs legally more problematic, especially since many of them even include modified assets from the original Doom games. If I decide to play Back to Saturn X PWAD with Freedoom, it isn't Freedoom's fault that the game I am playing will have imps and other enemies and assets that clearly are infringing and could be also illegal. It could of course be argued that what BTSX is doing is actually fair use and because of that it is to be allowed. -
Satanic Infestation Open IWAD Project (CURRENT VERSION v0.0.5)
banjiepixel replied to sergeirocks100's topic in WAD Releases & Development
Most PWADs can be legally played without owning the original game, so technically by that logic Freedoom makes all those PWADs illegal. -
Satanic Infestation Open IWAD Project (CURRENT VERSION v0.0.5)
banjiepixel replied to sergeirocks100's topic in WAD Releases & Development
These things go on a case-by-case basis. Zenimax seems to be more active at protecting IP than id Software themselves has béen in the past. They can't touch most of the stuff created by the doom modding community but actual fan games can be easier to target, especially when they can be easily confused to being official product. In general, major issue for Zenimax seems to have been just that fan projects have used the word "Doom" in their title and being standalone games at the same time. So, what is your point? I am sure that some care but I am also pretty sure that many do not actually care. But then again, Satanic Infestation will use it's own non-infringing assets so there isn't any copyright problem anyway.