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About wildweasel

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    Resident Castlevania Super-Fanboy
  1. I don't even remember which WAD had this, but I swear I was playing through an otherwise-legit WAD that, for no reason at all, played "Who's Johnny?" over one of the maps.
  2. I think it says a lot about Palm's approach that almost 15 years later, I still know how to write Graffiti. Like, I literally bought a used Sony Clie from a junk store a few months back, charged it up, and immediately started writing on it without having to consult the guide, just out of muscle memory.
  3. That doesn't sound right...they charged money? I've never heard of MS doing that. Did you already check on AMD's website for updated video drivers?
  4. TV production music seems much like what you're after - incidentally, I know at least one composer who regularly posts their music cues on Soundcloud: Bill Brown. https://soundcloud.com/billbrownmusic
  5. You can occasionally get a better deal with them than on Steam themselves, but the best tool to make sure of that is IsThereAnyDeal.com - they keep tabs on quite a number of digital vendors to compare price data. I've bought games from GamersGate a small handful of times, though, and haven't had any notable problems with them.
  6. I feel as if attitude is a strong indicator of intent, here. When using someone else's assets without having specifically asked them first, detailed credits are good, indicating who exactly is responsible for what exactly. If that's not possible, for example if you just don't know who made a given resource, there is no shame in asking people if they can identify it. Where I see problems with BD's handling of it is that the list of credits is just a big ol' pile of names, so if I wanted to know what part of the mod SomeHypotheticalGuy994 made, I'd have to go talk to them or the mod's author to find it out. Which makes the mod a dead-end as far as recycling/reuse of community resources goes, because it's not necessarily likely that either author may still be around in the future to be able to give that information. Further, when I posted earlier about wanting to congratulate everybody whose work made BD possible, especially the ones that weren't credited, the very first person to reply to that was Sarge himself, in a manner that made it sound as if I was lying to him, even falsely accusing him of not giving credit where it was due. Say what you will about my approach here, but if Sarge had made an honest mistake and accidentally left a person or two out of the credits, I'd suppose he'd have put it more in the way of, "Oops, I must have forgotten, could you let me know so I can fix it?" instead of "I'd sure like to see you prove that I'm leaving anything out." Followed, not long after, by him accusing someone else of stealing resources from him, with no tangible evidence on his end either. What does that say about him?
  7. TweakUI was a really nice "power toy" that Microsoft used to offer for XP and earlier. There were tons of little things you could adjust to make the user experience a little bit swifter, like finer control over mouse wheel scrolling, how long menus delay before submenus open, hiding/showing Start Menu items that are normally uncontrollable (like Help), even some weirder settings like X11-style window focusing (having a window become "active" solely by the mouse hovering over it was a thing that could bring much productivity if you were willing to get used to it). Sadly, MS stopped offering TweakUI updates for Vista and beyond, and while third-party programs (and the much-vaunted "God Mode" menu) offer half of these in a different form, much of them went by the wayside as the interface got overhauled. I used to use Windows XP's Visual Styles for a crapton of things - my preferred theme was a replica of Ubuntu 7's Human window decor, which I found simple, effective, and not as in-the-way as XP's Luna and not as chunky and dated as Windows Classic. While it's still possible to install visual styles in Windows 8.1 and (I think) 10, they are not capable of changing some aspects of the window decor, which makes many themes look ugly or just plain not function. And even though I did once pay money (ten bucks!) for a copy of Stardock WindowBlinds to make up for this loss, WindowBlinds fucks up too many games to be worth using regularly.
  8. My congratulations go out to all the people whose works made Brutal Doom possible. Those people - especially the ones who remain uncredited - are the real winners in my book.
  9. RoadBlasters was not only my first arcade game, but also my first arcade game in cockpit form. I mean, look at this danged thing and understand why this instilled in me a love for sit-down arcade machines since 1991. (Yeah, the game's older than that, but I was 4.)
  10. The setup is classic Die Hard. You play the tired cop, visiting your significant other at work. You’re in the bathroom when terrorists take over the lavish office tower. Your job is to either kill all the terrorists, rescue all the hostages, or succeed in calling backup. Except here’s the thing: the office tower’s layout is completely randomized. It’s guaranteed that at least one floor will contain the hostages, and at least one floor will have the vault (and be where the terrorists are the most concentrated), but which floors these are will be determined at the start of the game. The only thing that remains static between plays is that you always start in the bathroom, with your police-issue handgun, one extra magazine, and no shoes. So, from a first-person perspective, you get to try your damnedest to outwit an entire faction of terrorists (the size and location of which varies) by either killing all of ‘em or managing to sneak the hostages upstairs to the helipad and signal for help. Well, you could signal for help at any time, but this would secretly make the game much, much harder, as it alerts every terrorist still in the building, and summons a SWAT team that’s just as willing to kill you as they are the bad guys. In keeping with “rogue-lite” gameplay, death is more or less permanent. There are no permanent stat boosts, but I suppose meeting certain conditions would let you choose alternate starting scenarios, like being inserted on the helipad instead, carrying a different pistol (a revolver instead of an automatic), or starting in the limo in the parking garage after all the security gates have locked. But basically, the whole point of this is that this is the kind of FPS game where the average play session will be over in 15-30 minutes, win or lose. In keeping with that, the FPS action would be fast. Not Doom fast, where our John McClane stand-in is gliding around corners and wind-sprinting through hordes of baddies. Movement speed would be limited by what kind of shoes you’ve got, after all. But the actual action and gunfighting would be sort of like a more forgiving take on Hotline Miami, where guns are POWERFUL on both ends of the equation. Bad guys go down just as easily as you do, but maybe the terrorists are a bit harebrained and aren’t particularly great shots at first, so you’ve got a bit of time to line up shots without getting pasted to the wall yourself. So sprinting is for special occasions only, and cover is encouraged, because almost any gun is enough to kill in just a couple shots, ensuring that gun fights end about as quickly as they start. Most importantly though: the game must make no delusions whatsoever about being Hollywood-inspired. No slow-mo, no stunt dives (maybe sprint-sliding to get under half-closed security gates though). The player would need to think carefully about how to engage the enemy, if at all (because of course, sometimes it’s better NOT to go in guns-blazing). I get frustrated sometimes because there somehow isn’t a game like this yet. The closest I’ve ever come was the Terrorist Hunt missions in Rainbow Six Vegas, but those are hideously unfair if you’re playing solo, and the lack of randomization ensures that you will essentially die the same way every time because of how awful the starting locations are. Soldier of Fortune is a lot more fair, and the guns are about as powerful as I’d like, but you can only really play that game once or twice, for how scripted it gets - a complaint that I feel is even worse when applied to modern Call of Duty titles. With this concept, I imagine the need for a pseudo-realistic FPS would be scratched, as well as the need for something with a lot of replay value. Hell, I loved Receiver, but if only it had actual enemies, and a bit more variety in the randomized areas…
  11. Even if Doomguy were to start his assault within a military base, that would be about equivalent to going up against 4,500 Chaingunners with better aim...assuming the MPs haven't detained him first.
  12. I collect interesting decks of playing cards. Mostly of the French-traditional deck of 52 variety, but I do also own a set of Mahjong cards (148 "tile" cards, a handful of "money" cards, and some dice) and a deck of Fournier Spanish cards. At current counting, I own 124 packs (the number of decks is likely larger, since some packs contain more than one), so I'm able to grab one at random and deal out a unique game of solitaire, whenever I want. I own so many cards that, at the start of this year, I started a project to review/profile the more interesting ones, along with musings about solitaire and card-playing in general. If you guys don't mind a bit of shameless self-promotion, have a look at the blog, Turn of a Friendly Card. I also have a spreadsheet of my inventory, with cross-reference links to Friendly Card posts that review those decks. Yes. I am an irredeemable nerd.
  13. Which is why it confuses me that this thread is somehow still around. But (shrug) probably not my business. =/
  14. (fondly remembers the days of people quoting a post they liked and replying with "Sir, I like the cut of your jib.")
  15. The best thing you can do with R667 stuff is to never take it at face value. Sure, they're already fully functional on their own, especially for mappers who just want to drop something new into their project, but if you look at them as resources that you can build upon, there's a lot of room for further creativity. I often download R667 monsters only to completely throw out their Decorate code and start from the top, apply my own sounds and recolor the sprites (whether with a translation or actually exporting the graphics and using Photoshop to mess with the H/S/L values). And yeah, as has been said, don't go overboard (not right away anyway). As much as variety can be said to be the spice of life, less is more. Inundating the player with a huge mess of new stuff will make it more difficult for them to understand what makes each individual element unique, especially if you're just dumping in every zombie you can find. (I've done that before. Doesn't really work.)