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inkoalawetrust

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Posts posted by inkoalawetrust


  1. It's definitely dissapointing but not surprising in the slightest. id isn't run by a group of like 5-6 friends anymore, it's a large game studio consisting of over 200 employees and that was just in 2012, who knows how many more they have now. On top of that they are owned by a large company that owns several other game studios including Bethesda, and I doubt ZeniMax could give less of a shit about the fans of any of the games made by the studios they own, including id Software and Doom.

    In fact even if every single person working at id straight up wanted all that unreleased classic Doom content to be released, I doubt that they would be able to do much to stop ZeniMax from preventing them


  2. TL;DR GZDoom is so versatile because it's basically a game engine that happens to be able to run Doom and be based on it, rather than a source port of the Doom engine with some new features

    Full version:
    What makes GZDoom so versatile is the fact that it's pretty much a full game engine that's based on the Doom engine and can run the original Doom engine games, rather than a source port of the Doom engine that adds some new features and may even have support for another Doom engine game such as Heretic. It also has a ton of features and additions that allow you to create not only whole games, but also ones that are very different from Doom with their only similarity being that they are first person shooters. On the subject of full GZDoom games it is also licensed under the GPL v3, which means that not only is it possible to sell full commercial games using GZDoom, but it has also been done with games such as Hedon and will be done with WIP games like Selaco and Brutal Fate.


  3. Here are some screenshots of two of my first ever maps that I had made back in 2019, followed by the new versions I made of them (I began remaking them about 1-2 months ago.) now that I know far more about mapping than I did back when I couldn't even make a functional door.

    Here's the original version of my first ever working map.

    AyVKFlm.png

    And here is a clip the same map after I remade it about 2 months ago. (Doomworld doesn't want to embed the video so you'll have to click the link to see it.)

    https://i.imgur.com/kYoEx6t.mp4

    This is my second ever map. The doors and sky were added 2-3 months after the map was made after I finally sort of figured out how to add doors and custom skies.

    uqHYpMk.png

    Here is a parking lot portion from the original map.

    zAS9hFG.png

    And here is the outdoor section on my map, where the last key was behind that house.

    0FfPUks.png

    And now here are the 3 exact same places in my remake of the map. (The foreground mountains'hills and sky look different because the first screenshot uses an older version of the texture that I ended up using for them, I changed it to fit with the snow mountain sky I ended up using instead of the green jungle hills.)

    pgnOxbS.png

    And this is the new parking lot section.

    yLL8TdT.png

    And finally, here is the outdoors section on the remake, where the house now has a full interactive interior, including a basement and attic, and you have to complete a small and easy puzzle within the house to get the key, which is now in the attic.

    uhzWKNT.png

    Both of these remade maps, along with about a dozen other maps I've made and finished but never released (Usually because I consider them too short to justify being released.) will be part of a mapset I'm kind of working on, along with about 4-5 maps made specifically for the mapset. Don't expect it to release anytime soon though because I've delayed and stopped working on it and my previous attempt at a mapset several times. Most recently my mental health went kaput which has made me unable to do and/or enjoy much of anything, let alone want to keep working on the mapset, though I am currently working on a boss map for said mapset.


  4. Not really as much of a gameplay video as it is a showcase, but I made a custom working tank in (GZ)Doom that even has a turret which moves independently of the tanks' body. The sprites and 3D model for the tank where not made by me (Though I had to go through a very tedious and painful process to make them usable in-game.) they are made by Gorman Freebmane.
     


    I have also made a custom nuclear rocket launcher which I've also made a showcase video of, I may link that here as well eventually.

    Note: If you've seen my posts on Doomworld where I mention how old and shitty my computer is and wonder how I could record the footage in the video. It's because for 1-2 months now I've had occasional access to a PC far better than mine to record on, but I'll lose access to it after tommorow for at least a few weeks which makes it impossible for me to make or release new videos. Which also means that I can't make a showcase video of a new version of the nuke launcher I made, which has some slight visual improvements on the mushroom cloud, produces a shockwave, and actually gives radiation poisoning with a random duration to all living things around the explosion.


  5. For the most part I myself literally just draw random room shapes until I draw a design that I think I have not drawn before and that looks decent. Sometimes I'm inspired by another map or game, or image etc and make that and add it on my maps as well.

    So basically I usually just blindly throw darts at a dartboard until something sticks. Usually I literally just add the monsters and guns and ammo once I'm done with making the map layout and decorating it, with the exception of stuff like adding monsters for key events in a map. Though that doesn't always lead to bad results:

     

    Spoiler

    MAP05 of my mapset stuck in development hell.
    qILdydF.png
    And this is MAP02
    WKgiW1F.png

     

    When I first began making maps I had pretty much no technical knowledge on how to actually make a Doom map but had plenty of ideas and ambition. Now I have more than enough technical knowledge on how to use UDMF* to make maps that play well but I'm creatively sterile most of the time.


    *Making polyobjects of all kinds from simple doors to actual moving scripted trains, a basic knowledge of ACS, using 3D floors, dynamic and colored sector lighting, making 3D skyboxes, making scripted events etc


  6. The fact that my computer is absolutely ancient, I don't remember how "downloading" Doom* came to my mind besides for that reason, but eventually I ended up downloading (GZ)Doom and FreeDoom somewhere around 2017, for some time I was even curious why my Doom looked so different because I'm stupid like that. Eventually I got the original IWADs themselves though, and also somehow found out about Oblige somewhere around that time. So I ended up messing around with a bunch of autogenerated maps and playing through them. After that I basically stopped caring about Doom until some point in 2019 when I came back to Oblige's generated maps for reasons I (You guessed it !) don't remember. And I was curious to see how the maps work, which lead to me finding out about Doom Builder 2, and then I began making some of my own maps and the rest is history that nobody else knows much about because I haven't released the majority of the maps I've made for one reason or another.


    As for nowadays I guess I still stuck around because of the ability for me to create my own video game levels and shit, though at several times I stopped due to a lack of motivation and self esteem, though thankfully those 2 issues kind of went away in the past few months. Most recently I decided to finally make and release my own mapset, this being my second attempt doing so, but while working on it some screws must have went loose in my brain because I've gotten mentally fucked up since late Octomber/early November for some reason, which I still have not recovered from**, however I still kept working on the mapset and my other projects like several custom enemies, until about a week or two ago I just kinda lost interest on working on maps, so as of right now I'm just working on custom enemies/NPCs and stuff like that. My most recent project being a functional main battle tank with a seperate chassis and turret in (GZ)Doom, which I'll make a video of sometime tommorow HOPEFULLY. Here's a screenshot of it in the editor, with a Cyberdemon, Spider Mastermind and the player for size comparison:
     

    Spoiler

    Keep in mind that I didn't make the sprites for it myself, someone else made them for me, though I did have to do a bunch of editing to get them to work properly.
    iKpB9mG.png


    The mapset most likely WILL come out even if next year however, since the custom enemies (They will actually help you in-game.) I've been working on, including the above tank and another smaller tank I made before it, have all been ultimately for the mapset to use***.



    *All I knew about Doom back in 2016-2017 only had to do with the original game, I didn't know about source ports and the difference between them and the IWADs.
    **And kind of fear I never will since my life and mentall state haven't been the same since then, for example it has been a lot harder for me to really feel happy but whatever this is about Doom not my mind going kaput.
    ***I may release some of them on Realm667, especially the stuff I've made that doesn't use assets from Realm667 itself, such as the Half-Life inspired armor and health chargers I made entirely from scratch and the two tanks. I eventually want to make a customizable rain spawner as well to submit to R667 that isn't broken like the other one the site has.


  7. My own computer uses a 32-Bit version of Windows 7* since it's so archaic, even if I did have a computer that has more power than the Antikythera Mechanism, I would still not really want to use Windows 10 since it's just a far shittier version of 7 full of mandatory bloatware and unnecesary forced updates. However if I did have a proper computer that didn't screech in agony and reach 90-99% resource usage when I opened 4 Chrome tabs and 2-3 programs, I'd probably try out KDE Neon (Because I like KDE's look.) or at least install KDE on some other Ubuntu-based distro. Since that way I'd have a good looking desktop enviroment (Unlike Windows 10's shell whose graphics and look seem to have been designed by kindergardeners.) AND use a distro that is far more likely to have a bunch of support for it in case I encounter any issues, plus it would just make it simpler and easier for me to use without requiring a degree in computer science to make a new file.

    I do already have a live installation of Linux Mint on a thumb drive though, which I use as a portable computer.

    *The processor is 64-Bit but I can't reinstall Windows 7 on it because I'd lost a bunch of data I didn't even know I needed or thought of backing up until AFTER my disk was wiped.


  8. 10 minutes ago, nexxtic28 said:

    I saw that! Really great video and I contacted him to say thanks and he seems like an awesome guy. I do want to point out, though, that Selaco is definitely not pushing GZDoom to its limits, especially not in the same vein as games like Solace Dreams or Total Chaos. People not entirely familiar with the engine may not realize just how much you can do with it, a lot of which we don't even use. We were never looking to be a graphical showcase, but more focused on art direction and overall atmosphere. Either way, seeing someone cover Selaco was amazing and the highlight of my week.

    Perhaps some kind of notice somewhere would be a good idea ? e.g if someone contacts you to make a video or article on the game you specify that they shouldn't say that it pushes GZDoom to its' limits, or to even explain to them that it DOESN'T run on the original Doom engine in the first place, since I doubt a lot of people not familiar with Doom modding (besides knowing that custom maps exist) would understand that Selaco isn't running on the original Doom engine. Case in point if you look at the comments on videos about Total Chaos, most people think it's actually running on the original executable.


  9. Well I myself never cared for there to be a simpler options menu, plus like I said it's TOO simple when turned on now, the obscure settings nobody uses are gone now which is good, but so are really basic things like turning on and off post processing effects and dynamic lighting, which people would be interested in.


  10. On the subject of the new simple options menu, what I don't like about it is mostly that it's TOO simple, you need to turn the simple options off to access some pretty basic settings like whether dynamic lights should even be on and postprocessing effects like bloom and ambient occlusion. Not to mention that trilinear filtering is still on by default.


  11. 9 minutes ago, jval said:

     

    The exported sprites are exactly the size of the voxel. 64x64 sprite output means that you have a created a 64x64x64 voxel and export this as a sprite. Also modern source ports can do sprite scaling. Maximum voxel size is 256x256x256, so the biggest sprite you can have is 256x256. If there need for voxel resizing, I can make a macro and post it here...


    Well could you make a macro that resizes voxels then ?


  12. 9 hours ago, nexxtic28 said:

    Source code will be released alongside the game. But our AI relies heavily on specific nodes that have to be placed in the game world. Simply copying it to an existing Doom level wont do much unless you handplace AI nodes with the editor first.


    Yeah I figured so, which is why I asked if it'll be released as a standalone mod or a library of sorts with nodes that mapmakers can place down on their maps (And possibly make custom monsters for or modify existing ones.).


  13. 11 hours ago, nexxtic28 said:

    If you google Selaco, you might come across a forum that really dislikes the project because it has a female protag. Claiming its a ''cash grab'' while being very hostile around Selaco for that sole reason. It truly baffles me how this is such a big deal to some people,

    I found the thread you are talking about and I can pretty easily say that even outside of the usual virtue signalling and woman = far left plot stuff, the people in that thread quite literally have no idea what they are even talking about such as this gem from someone who clearly knows nothing about Doom modding and source ports/forks:
     

    Quote

     

    a fps running on buzzword engine inspired by buzzwords


    Though to their credit several people knew that for it could be made in GZDoom because it's really easy to make stuff for it and it may simply be what the devs of the game best know how to use such as this post.

     

    Quote

     

    It's extremely easy to map and script for Doom - (Gz)doom builder is easily one of the most accessible and well documented mapping tools around. Plus the people starting these projects tend to have loads of prior experience with Doom mapping/modding without necessarily having any gamedev/programing background outside it. It's as simple as that.


    As for the game itself, is there any chance that the AI code could be standalone mod/library that could be used for other projects ? Also is there any projected release date or known system requirements yet ?


  14. 18 hours ago, Gustavo6046 said:

     

    JWs do. Lots of religious groups do, although I guess the broader/laxer ones aren't. Then again, religion is wild, man. Especially up there in America. Gee, you guys can invent some real crazy shit sometimes lol.

    Yes but most of those aren't the majority of people, and people in general have stopped caring as much about violent video games.

    Also I'm Greek not American lol, though what I said still applies here as well I'm pretty sure, even with Greece being a lot more religious than the US.

     

    20 hours ago, Gerolf said:

    While there may be less people like you and me who share those views compared to back then, there are still politicians all over the world that still hold views like that against video game violence, AND people still vote for them. 

    That's less people being against video games specifically and supporting those politicians for it as much as it is being indifferent towards video games and simply supporting them for other reasons than their opposition to video games.


  15. 19 hours ago, Asgore_89 said:

    I clicked everything, but what's really annoying, and I think EVERYONE can agree is the worst, whether or not Doom causes violence. I don't think it does for two reasons:

    1) Doom helps me take my anger out on something, which is the opposite

    and

    2) Video games have scientifically been proven NOT to cause violence. Sorry Karens ¯\_(ツ)_/¯ LOL

    I don't think the vast majority of people nowadays would seriously argue that Doom makes people more violent or into satanists unless some very religious and/or conservative old man or woman (Or multiple.) just found out about Doom.
    And even then I doubt them getting mad at Doom or any other game would gain anywhere near as much traction anymore, what with video games in general having become far more ubiquitous and socially accepted in the past 20 years.
    Which means that recent attempts at blaming video games for violence or whatever other negative thing ended up with a lot more backlash (At least as far I remember.) than they did back when games like Mortal Kombat and Doom were released, since now a lot more people DON'T agree with that view, which is at least in part because the same people that were teens and kids back in the early and mid 90s are now adults (Obviously).


  16. 14 hours ago, theunkonow mannddwqdw said:

    guys i only want to add extra blood thats it nothing more and replace sounds

    In that case as others have said you should just use Nashgore, or if you want something closer to Brutal Doom's gore (Since you said you want a mod like BD, which now that we know that you just want extra gore I'm guessing probably means that you want something like BD's gore.) you can download and use Bolognese, which is basically a standalone version of Brutal Doom's gore made by SGTMKIV.


  17. 5 hours ago, Kappes Buur said:

    Load BD into Slade3, drawing inspiration from and studying the contents of every lump for hints, having the Wiki open at the same time doing searches for the various terms used.


    That may not be too good of an idea since as Nevander pointed out Brutal Doom is mess internally that is barely legible to someone who already knows DECORATE and ACS let alone someone who is just getting started. And as you probably already know this is because of a mix of it just being written that poorly and using really old code that Mark had written up to all the way back in 2012, among others. Something that Mark himself knows and has acknowledged since the last version of Brutal Doom (V22) will just be a large code overhaul and cleanup. Which is great because I was dissapointed when I found out that BD Lite was just a glorified weapon mod with some extra gore instead of a cleaner version of Brutal Doom. 

    So studying some of the actors from Realm667 instead like Nevander suggested may be a better idea, since they are usually written in a less messy manner and you don't have to deal with the overwhelming amount of code and assets that Brutal Doom has*. Though some actors on R667 are pretty old, with the old actors in there using now deprecated functions like A_FireCustomMissile at best and straight up being written in the old DECORATE format from the mid to early 2000s at worst, before the format was changed and DECORATE was significantly expanded at, if I recall correctly, around 2010.


    *And which it would have even it wasn't written with a mix of Zandronum's ancient DECORATE implementation and ACS, since I doubt something that does as much as Brutal Doom would be a small mod even if it was made with the very latest version of ZScript as of GZDoom 4.5.0


  18. Well the fact that you are asking how to make a mod as complicated as Brutal Doom indicates that you won't be able to make something like it until you learn everything else that goes into making a Doom mod. So to start:

     

    • To make a mod like Brutal Doom, which adds (Some) new enemies, extends and upgrades Doom's existing enemies and adds new game mechanics, you will need to use a source port based on ZDoom since DeHackEd* is out of the question for something like this, you'll have to use DECORATE (Or ZScript, more on that later.) and ACS.
    • To get started with DECORATE I'd suggest reading through the links in this page on the ZDoom wiki, each link is roughly listed from top to bottom in order of complexity.
    • If you want to also target the Zandronum source port like Brutal Doom does then you don't have any choice besides using DECORATE and ACS anyway, which brings me to my last point.
    • DECORATE is actually deprecated now (In GZDoom.) in favour of ZScript, but Zandronum is based on a really old version of GZDoom and hasn't been updated in 3 years now, so it doesn't support ZScript, and even its' implementation of DECORATE is much older than GZDoom's. Plus it's best that you learn DECORATE first anyway since I'm guessing that you don't know much or anything about programming**, so it's best that you start with something simpler like DECORATE and once you get a good enough grasp of that, you can move over to ZScript. Unless like I said before you only want to make mods for Zandronum in which case you could probably just stick to DECORATE.

     


    You may also want to join the (G)ZDoom Discord server, since there you can talk to others who know how to make mods and ask questions about any problems you may have that aren't mentioned on the wiki***.
     

    3 hours ago, Nevander said:

    The core of any mod though is DECORATE. 

     

    Not anymore, not for GZDoom at least, nowadays the basis of any mod is ZScript, IIRC even the DECORATE code that GZDoom runs is converted and compiled into ZScript on startup.

    *The only real way to make mods for vanilla Doom, though there are some extensions of DeHackEd like Boom's BEX which IIRC is supported by almost every source port. And DEHEXTRA which increases DeHackEd's limits and adds 2910 new states or code pointers.
    **Which is what ZScript pretty much is.
    ***Oh also keep in mind that you'll get at least a few responces in the server to just use ZScript instead, and probably get guided into trying to use ZScript right off the bat as well.


  19. 2 hours ago, seed said:

     

    Yeah, the over the top violence is just one of the reasons why BD is no longer my cup of tea. I enjoy graphic violence but I prefer it being done tastefully, like the Build games do, and the MK Arcade trilogy.

     

    An Imp bleeding 5 gallons after one shot or getting utterly mutilated/disfigured by bullets? I don't really find much fun in that anymore... There are indeed better violence mods out there, and BD loses its novelty factor way too fast.

    As Mark himself has already said (And I did as well in the reply you are responding to, since Bolognese is basically a standalone version of BD's blood and gore.), you can change how much blood enemies produce when shoot/cut/killed/whatever in the mods' settings, so if you don't like the amount of blood you can tone it down or even straight up turn it off by lowering the max amount of blood and gore to 0.


  20. 2 minutes ago, seed said:

     

    Can second this. I can respect BD for what it is, and years ago I used to like it myself, but this view did an almost full 180 turn since.

    Well I'm not saying that as someone that dislikes Brutal Doom seeing as it is one of the only mods I consistently play and like even if I usually just play Project Brutality for the extra weapons and monsters.

    I was saying that because I know most people on Doomworld (Or rather most people who know about Doom mods in general.) dislike Brutal Doom and see it as having ruined Doom, while most people outside of Doom modding that know about BD have an either positive or neutral view towards it. So if for example someone said that they like Brutal Doom's gore you'd get some people suggesting Nashgore instead, since it's smaller, more universal and runs faster*, while others would just say that the extra blood and violence in general ruins Doom.

    *Though I myself would rather use Bolognese since it allows you to set how much blood and gibs are spawned and how much damage it takes for enemies to be gibbed.

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