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inkoalawetrust

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Posts posted by inkoalawetrust


  1. 11 hours ago, boris said:

    Or you could finally move over to a non-shitty workflow.

    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.


  2. 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.
     

    On 9/17/2020 at 12:32 AM, Chip said:

    which means they are getting paid for things they did not make.


    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.


  3. 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.


  4. 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


  5. 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.


  6. 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.


  7. 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


  8. 1 hour ago, Kappes Buur said:

     

    Unfortunately the text editor is still crippled to just deal with ACS.

    It would have been good if jewalky (ZZYZX) had left it as it was in GZDB or at least have made the text lumps editable with an external text editor, like Sublime or Notepad++, from within UDB.

     

    The reasoning at the time was that UDB was just a map editor and text lumps should be edited with a lump editor. However, I always thought that jewalky was not comfortable with programming and maintaining a text editor when there were requests to make it a full fledged text editor.

    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.).


  9. On 9/23/2020 at 11:25 AM, Kappes Buur said:

    However, why do you still use GZDoom Builder when Ultimate Doom Builder has eradicated so many bugs and added many new features?

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


  10. I'd say that it's not lazy to even just take the full assets, code included and use them (With credit obviously.), especially if it's for something like a mapset instead of say a mod you are working on, since that could be considered lazy, while with a map I'd say it's reasonable to just take something from Realm667 and use it especially if it just behaves how you want it to out of the box. That's literally why Realm667 exists after all.

    But if you go further and simply use the graphics and audio and code them into working actors yourself then not that CANNOT be considered lazy unless you think people should make stuff completely from scratch. Plus it's pretty reasonable to use already made assets since making sprites is about the hardest part of making a custom actor.

    TL;DR No, that's literally what Realm667 exists for, and even just taking the whole asset as is, is still fine.


  11. In total I may have played more unmodded and (Mostly) vanilla Doom than I've played with mods, but recently (Like the past few months.) I've began playing more with Brutal Doom and Project Brutality and some other mods than with vanilla. But if I can choose between BD and PB, I prefer to play Project Brutality since I like the fact that it adds more weapons and with different firing modes to use, along with several additional monsters (Though I HATE some of them like the Flesh Wizards because they are incredibly annoying and hard to kill.).

    I've also tried my hand at playing other mods such as Nobody Told Me About id, Guncaster, D4V and Hideous Destructor, but I haven't found them as fun to play with as BD and PB, I did find some mods like Gene-Tek fun though and and am pretty sure I'd like Blade of Agony too if it didn't just refuse to even start up on any PC I tried to play it on.

    If my own PC wasn't so awful and could run mods at all or at more than 30 FPS I'd try A LOT more mods though, since for the foresseable future I have to play mods on a PC I only sometimes have access to.

    If I get bored of playing any mods for too long though or just decide I've been playing with mods too much, I will just play vanilla Doom without any mods. Though I pretty much always only play Doom on ZDoom-based ports it ain't exactly completely 1:1 vanilla Doom.



    TL;DR I like both Vanilla and BD/PB but recently I've been playing Project Brutality more, most other gameplay mods I usually don't find fun at all or for more than a few minutes to an hour though, but I'm sure that'll change eventually.


  12. I'd be really nice if the Doom engine had polyobjects, not only would they significantly increase the amount of possibilities for what ID's level designers like Romero could make and do, along with what the community can make, but it probably wouldn't be TOO demanding on the commercially available early 90s hardware Doom was made for.

    Add ACS or something similar to it to Doom, having a full scripting language would make the possibilities of what you can make and do pretty much endless, it would mean that a lot less stuff had to be hardcoded into the engine (Such as the MAP07 behaviour where once every Mancubus in MAP07 is dead, every sector with a tag of 666 is lowered.). This should also be doable on early 90s hardware.

    Just make stuff far less hardcoded in general, for example as some other people here have already said it would've been really useful if Doom had something like MAPINFO from the get-go so you could define custom properties for each level without it being hardcoded it into the engine itself , such as being able to define a different sky for each map instead of every episode being hardcoded to use a single sky texture, having custom par times, level names etc. This would definitely be doable while still being able to run on early 90s computers.

    Fix the actor collision so actors don't have infinitely tall hitboxes that lead to really stupid scenarios such as not being able to jump over/off a tall sector because a monster or decoration happens to be right below, even though it's DOZENS OF METERS BELOW. This is also something I see no reason for why it couldn't be done back then.

    Once the aforementioned infinitely tall hitboxes are fixed, try adding the ability for rooms to have some kind of Room-over-Room like with 3D floors, like polyobjects this would give far more possibilities for what ID's own designers and modders could do with their level design. I'm not sure how feasible this would be to do in 1993 and with still being able to run on computers of that time though.

    To compliment the 3D floors (And to be able to even place stuff on top of them.), add a Z coordinate for actors to use so they can be spawned on top of said 3D floors.

    Remove or at least raise the static limits of the engine such as by raising the visplane and vissprite limit to something like 1024 instead of 128, while at it also raise the maximum amount of RAM that can be allocated to 16 or even 32 MB instead of just 6 MB, for a bit of future proofing.

     

    Add all the optimizations that FastDoom implements to the engine, except for the -flatsurfaces flags and the like and stuff like potato mode, basically just don't also add the stuff that requires way too much sacrifice to do. Adding these optimizations should hopefully offset at least some of the extra hardware requirements all the above features would demand

    Those are all the ideas I can think of for now.


  13.                                                     YflB80h.png

     

    On the thread i made for my third ever map i said that sooner or later i'd upload my first ever serious attempt at a map. Now it's been nearly a month since i made the thread for Lab Infestation and here is my first working map.

     

    The map is an arena map (Duh) surrounded by a giant lake of lava and with the exit so far away that you cannot reach it alive unless you get a radsuit.

    This map was made at least 2 months ago in vanilla doom format and also includes two seperate versions one of which is a BD version that has extra BD assets to it* and the other is a CO-OP version that has both players start at the same start point as the SP version but with double the starting items for each player.

     

    It should also be kept in mind that this was my first ever succesful map that worked properly and that it was made at a time when i didn't know to make walls out of voids** or how to make working doors*** and that now i do know how to do those things so you should consider that if you are going to criticise this map.

     

    Requirements:

    • Only doom2.wad is needed (And BD for the BD version*)
    • Constant sprinting (Or turning CL_Run on) is also needed to reach the end before the radsuit runs out
    • Since the map is vanilla format any limit removing port will probably do fine

     

    DOWNLOAD LINK:

    https://drive.google.com/open?id=1T_1f05EMqBE1ESNGXNr95g5S0WZ4Cjan

     

    *Im pretty sure i don't need to explain this but if you want to play that version properly you'll obviously need Brutal Doom.

    **However i replaced the sector walls with proper void walls in the main version of the map.

    ***Also if you open the .wad in a map editor and look at the edges of the lava lake you'll notice that i had put raised floor walls all around the map too for some reason despite it being unnecesary.


  14. Favorite Movie Genre: None, it's pretty random what films i watch and actually like

    Favorite Food: Fast food and junk food

    Favorite Holiday: Any holiday that allows me to not have to go anywhere or do anything and just stay home

    Favorite Memory: None that i remember

    Worst Memory: I'd rather not say since there are too many anyway

    Age: I'd rather not say again

    Favorite Outift: As long as it covers my body and protects me from low temperatures during the winter i don't care what it looks like

    Favorite Genre Of Music: None, it's basically completely random what i like and don't like though i lean towards electronic music usually

    Most Hated Genre Of Music: Nothing specific but the majority of the time i hate anything with lyrics

    Left Or Right Handed: I use both of my hands for different things

    Worst Injury: When i was young i fell on the side of a wooden table from a bed and cracked my skull and bled around a liter of blood before being sent to the emergency room and having my skull stitched back together like i was Frankensteins' monster

    Favorite Hobby: Nothing

    Your Definition Of Success: Having unlimited access to junk and fast food and having a high end computer


  15. I have way too much stuff that i can't move to another machine on my Windows 7 installation and from my experience Windows 10 is absolute garbage in every conceivable way from how dull and lifeless the GUI looks to the constant unnecesary forced updates, ads and bloatware to how much said unnecesary trash makes PCs slow down so when Windows 7 support ends i'll just keep using the OS. After all i don't even think that my Windows 7 has updated in months anyway.


  16. At least week ago i decided to stop working on my sandbox city map since i got tired of working on it and instead began working on another map instead.

     

    This time im trying to make it more gameplay focused with level layouts that don't really make sense instead of making the map semi-realistic and while i've made quite a bit of progress on the map, my biggest achievement so far has been managing to at least vaguely comprehend how DECORATE works so i could make a custom boss using sprites i made myself and it actually turned out decent with the exception of weird sprite rotations (And i don't really know how to fix that issue.).

    Oh also making the 20-30 lines of code the actor consists of took me 2 HOURS and im pretty sure anyone who knew what they were doing could not only do it 5 minutes but they could also do it better than me.

    This is pretty much the first time i've ever done any programming and wrote any code ever though.

     

    I also managed to make a truck out of sectors and managed to do as good of a job at it as it can be done without resorting to 3D floors, and i managed to get a truck 3D model i had made to work without crashing my game or causing extreme lag after somebody cleaned up the model in Blender and sent the cleaned up version to me

     

    The custom boss i made:

     

    Spoiler

    TYGTvBT.png

    yK2FBIV.png

    The 3D model i made and took several shots of for the sprites of the boss:

    vZP8z3W.png

     

    The sector truck and truck 3D model:

     

    Spoiler

    PwmznJM.png

    JsfORnk.png

     

    Two screenshots from the rest of the level:

     

    Spoiler

    rb7HSpT.png

    6rJh3hX.png

     

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