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

inkoalawetrust

Members
  • Content count

    296
  • Joined

  • Last visited

Everything posted by inkoalawetrust

  1. inkoalawetrust

    React To The Profile Pic Above You

    That's some scary photoshopped in bacon. Looks like me staring at the mirror.
  2. inkoalawetrust

    DOS Doom Code Execution

    I wonder if someone will eventually use this to reimplement the scrapped secret Asteroids minigame that was supposed to be accessible in the automap but was scrapped ? It definitely would be interesting to see. Maybe it could even be made as a demo of what this exploit can do if it wouldn't be too to add in. Though it's probably unnecesary since you've already made a snake game demo, and the demo.wad you've released already arguably has even more impressive features such as freelook, jumping, colored lighting, the ability to change sprite colors, fog etc .
  3. inkoalawetrust

    Your PC specs

    I'm pretty sure that I legit have the shittiest computer in this thread so far. For the past 2+ years I've been trying (And repeatedly failing.) to save up enough money to buy a brand new proper PC. Why ? Here's why: Intel Pentium E5300 2 GB DDR2 RAM Intel Q45/Q43 Express Chipset (What dedicated GPU ? lmao) 74GB Seagate ST380815AS (No, this isn't some kind of joke, oh also I only have a little over 5 GB of free space as you could probably guess.) A 60hz Samsung monitor* A 10 euro Nod keyboard (I could probably find out the specific model, but it's not really neccesary.) Some 4-5 euro Philips mouse lol If I had a better computer I'd have pretty much never thought of playing a game as archaic as Doom outside of maybe trying it out on DOSBox for about an hour, and would've never been on this forum in the first place obviously. But here I am since Doom is pretty much about the only game this old small form factor office shitbox from 2007-8 can run. My current smartphone is literally more powerful than my PC in every way. Oh also since some people have posted photos of their PCs here's one of mine as well. *Previously I had a 1280x1024 monitor that I had bought all the way back in 2013-4 along with the PC itself, but it crapped out last month so I had to buy this new 1920x1080 Samsung monitor while using my own TV as a monitor until it arrived.
  4. inkoalawetrust

    Know of any quality obscure Doom clones?

    I wouldn't call Hexen and Strife Doom clones, they are pretty different in premise and gameplay even if they are based on (licensed forks of) the Doom engine, Heretic I'm not too sure though but I've heard that it's pretty similar to Doom but with heavier fantasy elements so it could probably count. But Chex Quest uses a barely modified licensed Doom engine fork that just has some really specific and weird changes (Such as apperantly allowing for longer text strings to be displayed.), but is otherwise Doom with different sprites and HacX is literally a DeHackEd TC so those are definitely clones. No idea about the others or what they even are, ROTT is that game that runs on an expanded Wolf3D engine right ? I don't think that specifically counts as a Doom clone as much as it does maybe a Wolf3D clone, or a pimped out Wolf3D. My addition to the list of Doom clones would be Marathon, which was a Mac OS game made by Bungie which is very blatantly copying Doom, and from what I've read here and there it was basically Doom for Mac users. Another one I've heard of is some obscure Chinese Doom clone that was never released called Mars 3D, IIRC some custom actors and a texture set on Realm667 actually even use modified and unmodified assets from it.
  5. inkoalawetrust

    Favourite fire/lighting effect?

    Honestly this looks a bit too exaggerated with the torch somehow lighting up such a huge area, Torches work fine in lighting up small spaces like corridors and small rooms like that but in the case of having to light up such large areas I think i'd be better if the light at least faded with distance or was replaced with something such as a fireplace using a fire texture for the light to be "emitted" from or even better by doing both to justify it lighting up such a huge area, and using the fade away to make it look better/more "realistic", like this:
  6. inkoalawetrust

    Is your computer better at wad making than humans?

    That's pretty spot on, not only can it not actually generate rooms themselves but the list of premade rooms it CAN semi-inteligently stich together is very small, leading to alot of obvious repetition. ObAddon DOES have the option to place and use prefabs with 3D floors and dynamic lights, though the 3D floors are pretty basic, being just a simple 3D platform or two, it can also generate 3D skyboxes and those look REALLY good and especially that sci-fi one. Definitely haven't seen it generating reflective floors though. Another major weakness it has is that it cannot support UDMF without ObAddon just becoming a fork of Oblige so features like vertex slopes can't be used, in fact even its ability to use features that already exist in the binary ZDoom formats is pretty limited. For example it cannot actually generate polyobjects due to a technical limitation. As far as I can tell it also can't really make and use scripted events, with its only ACS usage being for custom ACS+DECORATE actors from Zandronum compatability, and probably for any boss battles it generates if you set it to, since that healthbar is probably made with ACS. Generating maps and claiming them as your own is already frowned upon and I don't think adding on and modifying a generated map would be seen much better. But you could definitely use ObAddon's decorations and probably even rooms as inspiration as I have a few times though, since those are still made by people to be placed down anyway. I even once asked if I could have some trucks and cars I made out of sectors added as placeable decorations once but they apperantly exceeded the size limit for a decoration.
  7. inkoalawetrust

    Is your computer better at wad making than humans?

    Because Oblige has been discontinued since around 2017 I'd suggest downloading and using ObAddon instead. It has A TON more features and options and can generate far more varied and larger levels than Oblige along with ZDoon specific features such as custom DECORATE/ZScript actors, slopes, 3D floors, 3D skyboxes etc. However there is one fundamental problem that Oblige has with how it actually generates maps which ObAddon can't do anything about either and that would require making a new level generator from scratch or remaking Oblige from the ground up. And that is that Oblige/ObAddon seem to pretty much just stich together rooms, hallways etc from a large list of rooms without many limitations for what it can stich together with what. Not to mention that as others have already mentioned it can't really just know what looks and plays well and especially not when Oblige works by just sticking together premade rooms. As a result a lot of Oblige/ObAddon maps don't look and/or play as well as maps made by other people who can actually know and understand what actually makes a map good or bad, not to mention learn and improve which Oblige/ObAddon cannot do, not without being programmed to do so, but again, that would require remaking the generator from scratch. Another issue is that due to how levels are generated it's almost always pretty obvious when a map has been generated by Oblige or ObAddon because they follow a pretty distinct style on how they are structured layoutwise and how they look. Whereas with people making maps all of them have different ways on how they approach and do things, and can change up how they make maps as well if they want or need to while Oblige/ObAddon can really only do it in one way*. Also another issue also stemming from how it generates maps, and especially from the fact that it has a limited list of rooms it simply picks from instead of being able to actually create new rooms from scratch, is that there's often repetition in level and room designs and layouts, with multiple similar rooms, sections, decorations etc The only way to really bypass all those limitations and make maps that are indistinguishable from man made maps and almost always unique and made from scratch instead of using prefabs AND with an actual (If not limited.) understanding of what makes a map good or bad, would be to make an artificial neural network for generating Doom levels and then train it with almost everything from the idgames archive (Above a certain rating and amount of them to get good results most likely.). That way it could LEARN how to make maps and get better at it like an actual person would instead of following hard coded parameters and code to stich together mostly random rooms from a large list. But of course the problem with that is that I doubt the vast majority of the Doom community has any knowledge on how to actually do something like this, and the ones that do would have to invest A TON of time and resources into making and training a mapmaking neural network. *Or in the case of ObAddon 2-4 more ways/styles since it also has map generation settings such as "Streets Mode" that generates urban levels instead. You're like 10+ years too late to be complaining about SLIGE lol, also I'd say Minecraft's procedual generation is pretty good.
  8. inkoalawetrust

    Your mapping fears

    Making boring and/or repetetive level and room designs that are too similar to other sections of the same map or to different maps I've made. More specifically I'm afraid of making stuff like simple rectangular rooms with not much detail for example, or pretty much anything that looks too similar to most Doom 2 levels. Making bad texture/flat choices that don't fit for the room I'm making, similar to that, using the same texture/flat too many times. Similar to the above, using the default Doom Builder textures for Doom maps of STARTAN2, FLOOR0_1, and CEIL1_1. I avoid using them the majority of the time because being the default textures makes me feel like anything that uses them in my maps is just unfinished and is using them as placeholders, and I feel like anyone else that may play my maps will think the same. However these 3 ones are more like perceived fears than anything else. The things I'm afraid of that are definitely very real are: Losing motivation to work on a map halfway through and/or not having any ideas on what to do or make next, when I first began making maps around July 2019 I had no idea what I was doing, so much so that it took me literally MONTHS to finally make a working door*, but I at least had tons of motivation to keep working on maps and a lot of ideas. But around the time last year that I began to redo my third ever map that is now Lab Infestation, due to being too dissapointed with the original. I had began losing motivation and ideas on what to do next as mentioned in the original thread itself (Not because of being dissapointed with the original lab.wad though.). So now while I have WAY more technical know-how on how to make maps**, I have lost most of my creativity and motivation in exchange. Rarely ever finishing my maps, if it's not because of the above mentioned two issues it'll be because playtesting is the most tedious and frustrating aspect of working on a map. To ensure that a map can be played from start to finish I have to play the map A LOT of times over. Every time I reach something making the player unable to progress, such as a room with too many monsters and too little health or ammo, I have to make that change such as adding more ammo and health, then be forced to replay the whole map until the next unbeatable section. This also means that I can't get anyone else to playtest my maps since nobody would want to play through a map, reach a room they can't progress past, tell me the issue, wait for 1-10 minutes for me to fix it, have me send them over the new version of the map with the fix, replay the map until the next unbeatable section, then rinse and repeat dozens of times over until they can reach the end of the map. As a result of those two huge issues, I haven't released any more maps so far besides arena.wad and Lab Infestation since I usually never finish my maps. However I am planning on eventually releasing a small mapset of all the maps that I HAVE finished, which there's around 6-7 of so far. These are all the mapping fears and issues I have that I can remember. Both the probably perceived ones and the very real ones that have prevented me from releasing any maps in about a year now. *I did actually somehow make a working door on my very first and very broken map but I was unable to replicate it again. **For example here is what the original version of my first ever working map looks like, and here is what my remake of it that I finished working on last week looks like.
  9. inkoalawetrust

    A look to the past

    Yes it's my fault for wanting to use the features of a program instead of needing 2-3 Windows Explorer windows open on several folders for my maps' data, one on my assets folder in case I need any audio/sprites/whatever to be added in, and one on my mapmaking resources folder for any WADs for custom pre-made assets I want to load as resources before merging them into a PK3 once I'm done with the map's development, and one on the structure of the map itself (The graphics, sounds, sprites etc folders) to juggle all the previously mentioned things between each other. Including having to have a SLADE window or two open on the files like MAPINFO to actually edit them if I need to change anything. So just having to juggle through and keep track of 5-6 windows, map editor included.
  10. inkoalawetrust

    This probably isn't a great achivement

    @cambreaKer Welp I'm a fucking idiot. I somehow didn't properly read the very first sentence but read the rest of the entire post properly.
  11. inkoalawetrust

    This probably isn't a great achivement

    What difficulty did you play it in ? Also IIRC Chex Quest is generally easier than Doom or any of the other Doom engine games since it was originally made as a Doom TC that came with kids' cereal boxes.
  12. inkoalawetrust

    React To The Profile Pic Above You

    That's a variant that I don't know of a Startman from Eartbound/Mother 2.
  13. inkoalawetrust

    React To The Profile Pic Above You

    Kawaii Cthulhu
  14. inkoalawetrust

    Why is there a Fandom Doom Wiki?

    There is a Wikia wiki for Doom because that's where the Doom Wiki was originally hosted, but even if the Doom Wiki was not hosted there, there would still be one simply because it's far easier to set up a wiki on Wikia than it is to set one up normally, which involves figuring out how to operate a website, how to use MediaWiki, buying and renewing a domain for it and hosting it on either your own hardware or through a web host, both of those costing money to operate and with hosting it on your own hardware being harder since the web host SHOULD cover most issues and aspects of server hosting. While with Wikia you just kind of press a few buttons and get a wiki in like 3 minutes. Though making it into a proper wiki and also making it look decent AND adding content to it is obviously harder and takes more time. I severely doubt the random editors on the wiki are getting paid, I've been on several Wikia wikis and have contributed to them and even been and still are an Admin and/or Moderator on some and I don't remember FANDOM ever giving me a paycheck for it through those annoying and intrusive ads that are now all too common on the internet.
  15. inkoalawetrust

    Post your Doom textures!

    Here's almost all the textures I've made on my own (Mostly) to use for my maps. Also here is a link to an Imgur album of them I made with all of them: https://imgur.com/a/uEdocp7 GRENSKY1 (Really big image) SILVDOR1 A custom SILVER themed techbase door made by stiching together other vanilla textures and drawing some of it on my own like the keypad on the left of the texture. WOODDOR1 and WOODDOR2 Two custom door textures I made for my Hell, castle etc themed maps, also made by stiching together other textures, the keylock and handle are drawn by me. The second version with the handle pointing down was supposed to replace WOODDOR1 when the player pressed use on the polyobject doors that had the texture. But that didn't really work no matter what I tried so I just ended up using WOODDOR1 only. TRNTEX01 and TRNTEX02 Two custom train car textures I made for any polyobject or non moving trains I may make for my maps such as this one. TRNTEX03, TRNTEX04 and TRNTEX05 These are similar to the first 2 except that they are cargo textures for cargo cars, they are also higher resolution because like GRENSKY1, downscaling them makes them look crappier and removes a lot of detail from them. EMEREXIT Just a simple small exit texture I made from scratch. TANKTRAK A tank tread texture I made from scratch for any large vehicles I have on my maps, meant to be used with slopes. Here is an example of it for a scenic map* I made last month. TXTSTON1 A Hell texture I made using one of Doom's stone textures as the background/base and putting random letters on it from some obscure alphabet I found on Wikipedia that is written from the top down. *Basically maps I make that are purely made so I can take screenshot of them or multiple such as this one.
  16. inkoalawetrust

    Vanilla or custom assets

    Why does it matter ? As long as the map(s) are good (Play well, aren't ridiculously hard and/or unfair while not being specified as such, etc) I'd say that it's irrelevant whether or not there's any custom assets used and especially if they are similar in look and sound to the original sounds and graphics from Doom 1 & 2. The only reason it would matter is if the assets are really crappy but that's not really an issue caused just by the map(s) using any custom assets at all.
  17. One of the earlier major (In my country that is.) events that I remember is my country economically collapsing in 2009 during the Recession. And I'm not going to be forgetting it any time soon either because it's still happening and will take even longer to end now with the pandemic ruining the economy again right when it was beginning to recover a bit. It also directly ties to why I'm even here and play Doom, because if it weren't for the fact that we've been so short on money for like a DECADE now, I would've already bought a new computer instead of using this absolutely god awful SFF Optiplex 760 (That is now beginning to fall apart as well.), and if I had done that, I'd have never thought in 2017 of getting and playing a game that is as absolutely archaic as Doom, and my only interest and knowledge relating to it would still be as a curiosity and as that game that is the grandfather of all first person shooters. At most I'd have played it on DOSBox with the original executable
  18. inkoalawetrust

    ultimate doom builder updates too often

    I'd say that UDB updating frequently is the exact opposite of an issue, it means that there are multiple people who are motivated and dedicated enough to keep working on it, fixing any bugs it may have and adding new features and removing some cough cough. And as Rainne said you can simply tick an option off in the Preferences/Settings and just manually check for updates once every few days or whenever you feel like it.
  19. inkoalawetrust

    React To The Profile Pic Above You

    මම බොරු නොකියමි, මෙය අනිවාර්යයෙන්ම පාන්දර 3 ට වැසිකිළියේ ෆ්ලින්ට්ස්ටෝන් විටමින් විදුරුමස් සොයයි.
  20. inkoalawetrust

    What is your most hated demon in Doom?

    My most hated Demon from vanilla Doom is probably the Pain (In The Ass) Elemental, those stupid fucking floating meatballs do nothing but spam like 1000 Lost Souls, and the longer you do literally anything else after an Elemental has seen you, the more of them it spams, in fact. Lost Souls also fucking suck, not only do they have the ridiculously high variation in damage that the Revenant's missile do (Some times they ram you and do like 5 damage, other times it's more like 40.), but they also at least sometimes tend to attack you in fast succesion AND are also just a nuisance in general, I can fight like 5 Barons with little issue but add a few Lost Souls in and I'm probably going to end up dying because I have to cycle through my weapons with the number keys and move at the same time, to select a weapon that's appropriate for the Lost Souls to avoid firing rockets at them or something, which leaves me vulnerable to be attacked by the other non-LS enemies, because my alternative is to end up having to deal with their ridiculous randomized damage and sometimes rapid attacks. On the subject of rockets, I'm pretty sure I've died because of a fucking Lost Soul getting in front of my way while firing the Rocker Launcher multiple times and it's fucking infuriating every single time it happens, or when they get on the way of a rocket that I wanted to hit a different enemy. Oh and it of course doesn't help that they have arguably TOO much health, taking like 2-3 shotgun blasts to kill each. I guess this is less me hating the Pain Elementals specifically, and more me hating the fact that they spawn and spam the worst enemies in the game. Revenants are immensely annoying in open areas, especially when they fire homing missiles, since besides said missiles having a fucking ridiculous ability to track you they also have way too much variation on how much damage they do, so you have no idea if getting hit by one will do 8 damage or OVER 50. Chaingunners are also pretty annoying in open spaces since it pretty much makes the Chaingunners semiautomatic snipers.
  21. inkoalawetrust

    Opinions on jumping in doom?

    I'd say everyone here can agree that jumping is fair on maps and mods specifically designed with it in mind. But in the vanilla maps I'd say that it's not too much of an issue if you just use it to jump around for fun in sections where it doesn't affect the map at all (e.g jumping around in a room with no additional areas that can be accessed by doing so), and like m8f said to jump in sections where it's simply faster by a second or two to do so and where you could still easily reach at about the same time without jumping anyway. It's only an issue if you use it to climb on areas that you were only supposed to go to later in the map, allowing you to skip large chunks of it. But even if it's technically cheating I don't think it matters that much unless you are specifically going for a full or almost full vanilla experience (But if you are I doubt you'd use a port that supports jumping to begin with.) or want to experience the maps the way they were made to (Which I do think you should at least once.) because IMO playing to have fun is more important than playing to follow some rulebook of stuff you should and shouldn't be doing
  22. inkoalawetrust

    A look to the past

    Well I really hope that the Script Editor becomes useful again because holy shit having to close your map in UDB then open it in SLADE to edit anything besides the scripts in it, then close it from SLADE and reopen it in UDB sounds like it will get VERY tedious and VERY fast, especially with the other issues it causes such as losing your undo history by having to close and reopen the map. Also I'm pretty sure the reasoning behind destroying the SE was that it was """""too buggy""""" (Read: Sometimes GZDB would crash if you opened or closed too many tabs in the SE too fast.).
  23. inkoalawetrust

    A look to the past

    Has UDB made the Script Editor actually useful again or is literally all functionality except writing ACS scripts still gone ?
×