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AnotherGrunt

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About AnotherGrunt

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  1. AnotherGrunt

    Total Sound Modification for "FreeDoom"

    Brutal Doom doesn't bother with any licensed material. Combine it with FreeDoom and you end up with half resources from FreeDoom and half from brutalized Doom. Your own HQ Sound Patch (as distributed) is in zDoom (pk3 with SNDINFO lump) format with HQ sounds in WAVE. Re-licensing idea is floating around anyway, why just not to point it out loudly? I've tried your TC Sound Patch and I do like it very much. As is (it needs just volume tweaks). And I do get why is someone reluctant to pour out own work in public domain just beacuse incompatible license requirements.
  2. AnotherGrunt

    Total Sound Modification for "FreeDoom"

    Then what about dual-licensing project? I've noticed that you are stripping things away in order to stay compatible with vanilla release. So what about this: freedoom1+2.wad Compatible with vanilla DOOM (max. 128 visplanes, you couldn't use SNDINFO lump one way or another; it is zDoom feature so sounds have to be downsampled and placed in respective lumps) Small file size - ideal for distribution in package-management systems Original license - BSD was it? No need to change anything in copyright, no need to do anything with copyright holders. Possible to use in DOS (FreeDoom is used in FreeDOS project) IWAD Ready for distribution freedoom.pk3 Limit removing maps, Hi-res textures, sound and maybe even music (no need to use MIDI) Compatible with zDoom, Zandronum or _Idunnowichmodernderivativeportyet_ Bigger but reasonable file size (could use OGG Vorbis, PNG and JPEG but with higher samplerate and texture resolution) CC-BY license; You said it yourself: Be it another time, it woud be used probably anyway PWAD Manual distribution - who is ready to use it, will do so. It is more common than you think. Gains? Broader contributor base Opportunity to do it right way. By "it" I mean CREDITS. Time to clean this copyright/licensing mess. I mean you can simply migrate things into a new package with a new license and when major work is done, bye-bye BSD license and you just could merge again anything into one IWAD with license of your liking. It is bad idea?
  3. AnotherGrunt

    Total Sound Modification for "FreeDoom"

    Little inquiry: Do you plan to incorporate these sound-effects into FreeDoom?
  4. AnotherGrunt

    Post Your Doom Picture (Part 2)

    Oh…what the hell. Whose head (behind a wall) it is this time?
  5. AnotherGrunt

    SIGIL v1.2 - New Romero megawad [released!]

    Well, then just try. It still seems to me, that Baron has to eat shotgun ammo for breakfast or what, no matter what you shoot at him.
  6. AnotherGrunt

    SIGIL v1.2 - New Romero megawad [released!]

    For those complaining about the missing Super-shotgun in SIGIL (because SIGIL is the Ultimate DOOM Megawad): Are you aware that there is a WAD with SSG addon. Only thing you need is a compatible source port. For example for MBF is -ssg switch and SSG.WAD all you need. And there you go. SSG in SIGIL running on DosBox: But honestly, I don't think that SSG is a killer feature in SIGIL, without which couldn't be game done. There is simply not enough shotgun ammo in maps, so if you drain easly shells with standard shutgun, you drain it twice as fast with SSG. Besides, Cacos and Barons of Hell are bullet sponges no matter what (Hell Knight is D2 asset). Maybe even more with SSG, so multiply it with factor of 4. SIGIL is darker than Ultimate Doom episodes. You don't simply see what are you shooting at. Miss few times and good luck with pistol against Baron. Only thing I can think of is Pinkie. Is nice to have SSG on them. But as I said, I don't think it is such a killer feature. See for yourself.
  7. AnotherGrunt

    SIGIL v1.2 - New Romero megawad [released!]

    Because I didn't know it. Thanks. On the other hand, I've tried optimized map and it helps a bit but nothing critical. Geometry is problem. It is lot of stuff to draw, I suppose.
  8. AnotherGrunt

    SIGIL v1.2 - New Romero megawad [released!]

    I'm trying. Work in progress. But no high hopes ;-)
  9. AnotherGrunt

    SIGIL v1.2 - New Romero megawad [released!]

    Yes but you need at least good Pentium or something faster. Doom engine won't make it. SIGIL is poorly optimized, not made with old DOS engines in mind. I've tried. But it works of course, you can run it.
  10. AnotherGrunt

    SIGIL v1.2 - New Romero megawad [released!]

    Honestly? Is not that bad. With hiccups playable on high-end i486DX2, I guess (no HIRES though). But some areas are real renderer killer (Cracks, Cages of the Damned, Abaddon's Void outside). Maybe some reasonable VISPLANE limit wasn't that bad idea after all.
  11. AnotherGrunt

    SIGIL v1.2 - New Romero megawad [released!]

    Yup, but it works on pretty much everything. BOOM, MBF204, SIGIL.exe, old Eternity Engine (640x480, mouselook and jumping on DOS included!) with one exception: Legacy Doom. But it isn't propably WADs problem, Legacy was always crap to run. Except it is really CPU heavy! Would by good GOG release, but engine need tweaks to run it.
  12. AnotherGrunt

    SIGIL v1.2 - New Romero megawad [released!]

    Is there like a Bugzilla or something for SIGIL? OK, nevermind. Bugreport: Secret in E5M4 by first bunch of crushers isn't that much of secret for DOS releases (used SIGIL.WAD not COMPATIBLE WAD) And for for the love of God, DO STOP those crushers after player leaves "crusher area". It simply consumes all available channels on PC Speaker. No sound almost up to level exit, just crushers going. Cracks are cool but drawing them makes game pretty unplayable on old rigs (386,486). Do you playtest these things under DOS or just new PC and GZDoom?
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