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Classic Doom - New Update on Steam
ludicrous_peridot replied to AtimZarr1's topic in Doom General Discussion
Apologies, the size of discourse in this thread makes it difficult to follow it for me, so I guess this has been asked already, but still: are Legacy of Rust and packaged Master Levels WAD-s strictly MBF21 or just MBF? Also is UMAPINFO support required for those? -
Tartar (EE-fork, DOS) - maintenance build available 05.05.24
ludicrous_peridot replied to ludicrous_peridot's topic in Source Ports
If you are on dosbox_pure core, try switching to dosbox_core or dosbox_svn; I think one of them may have fluidsynth. Sorry, cant fix MIDI playback in liballegro with pure: https://github.com/schellingb/dosbox-pure/issues/71#issuecomment-757910625. Alternatively you could try OPL music. -
The state of Doom on Linux
ludicrous_peridot replied to RataUnderground's topic in Doom General Discussion
I understand this may not be exactly in line with what OP is looking at, but my personal and very recent experience is that the three major tools for Doom I have - Chocolate Doom, Slade and Zennode - all compile from source off github main and run extremely smooth. E.g. choco has all bells and whistles, like soundfotnts support for MIDI,resolutions and picks up joystick without anything at all required on user's part. I am using an age-long LTS version of Ubuntu for these due to current state of nvidia legacy (390) driver, by the way. -
In Memory to those websites lost in time, with reverance.
ludicrous_peridot replied to Brad_tilf's topic in Doom General Discussion
I have checked some of the links in the OP and DLW impressed me enormously. And not only because it indeed looked like, well, a thing of its own with all the features color marking and how navigation was done standing out. I was not familiar with Jive's work, but that he has updated few dozens on classic PWAD-s (many of them megawads) and published as Legacy-playable in 2000-s is just unbelievable. Makes me draw an analogy with what @Devalaous has been working on, and even ask if Jives only fixed issues which were only Legacy-specific, or if these patches in fact improve originals beyond that, even if slightly, as in - should these PWAD-s be used and not the original ones, i.e. ones linked from doomwiki? Oh, and to learn that "Return to Castle Wolfenstein" was a thing in 1994... Well, it's not only about Doom fans, or typical persons. Technology is evolving in a funny and absurd direction - it's becoming over-complicated on the inside to offer lower barrier of entry from the outside. But once one is there changing things, even in slightest, demands learning so many things (because it took effort of so many different learned people to produce the frameworks, tools, and everything else in the first place) a person that is not seeking to make a career in that aspect of tech... well, may not feel inclined to or plainly have no time for all of that. Take this personal homepage example from 2024 - doing this was very straightforward, but then one need to be a CSS god, and understand webpack just to give it a facelift, and it's only scratching the surface - go talk about HTML and FTP. And the (well, I find it) funny thing about this is that it does not do so much beyond what you did with HTML and FTP in early 2000-s. The thing in '24 is leave it up to the AI I think, and having written the above, I start to think complexity may be one of the reasons. See, if tech people are generally good at creating complexity, when they are tasked with fixing it, what would they create? ;) -
Doom Gargoyle/Lion head switch source found?
ludicrous_peridot replied to Jakub Majewski's topic in Doom General Discussion
Oh, my bad - turns out the way term "Gargoyle" is Western architecture was actually unclear to me but after having consulted doomwiki, all makes sense! The question was the face seen on "GST*" texture though if it makes it any more clear, but then double my bad - she/he is not on a switch in the first place. It's funny though, how doomwiki article references them as Pan, Satyr and Imp, without clearly giving indication of which one is which. I mean, the above photo is clearly a Satyr, everyone could tell, right? ;) Then "GST*" are the Pan judging by the horns? -
Doom Gargoyle/Lion head switch source found?
ludicrous_peridot replied to Jakub Majewski's topic in Doom General Discussion
I came for the Gargoyle but got a lion... Where's the Gargoyle? Or is it commonplace knowledge where she/he is? -
If you want it in vanilla, you could go the "pre-release" route and replace pistol with the rifle while still using bullets for it (zombiemen are probably using them - or why else would they be carrying those half-full clips?), and even, say, replace fists with bayonet. After all, pistol is seemingly useless in vanilla, and quite often gets at least some form of "buff up" (e.g. Valiant), ... and rifle will be consistent the player sprite, as he never seems to be stretching hand. Just a suggestion of course, no idea if it fits the design you are pursuing. Also for the ideas of adding as extra in ports that support that, check out the original "Rifle" in Realm667 armoury, as I think it was more generic and not just sprite replacement. I don't know how to give a link to that though, as Realm 667 seem to have changed the way their web page works.
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I enjoy SoundBulb even more, and there's even a console Doom version. Try searching even on DoomWorld for that. EDIT: Also, if you play Heretic there's a no less awesome pack by @Dwars, here on DW as well.
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It may not be exactly a sprite editor, but I certainly appreciate mtPaint for palette management features it offers. It's also cross platform and I use it on Windows.
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May I suggest checking out ludicrous wad on idgames? If memory serves me right, it makes use of "Rifle" from Realm667 that tics your boxes, only if I understand those right :)
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Any Blake Stone / scifi themed texture packs?
ludicrous_peridot replied to Sonikkumania's topic in Doom Editing Help
BSPEEK.WAD has Blake Sone textures in Doom format, but you would need to manipulate them still, as they are intended to run with customized palette found in the WAD, still may be something you are looking for... Here's how it looks like: https://www.doomworld.com/forum/post/2805643 -
Compatibility: only tested with vanilla Doom II, same version as found on, say, GoG Download: bottom of OP as attachment Installation: deusf.exe, dehacked.exe, dehacked.ini not included deusf.exe -main doom2.wad -append cred.wad dehacked.exe -reload -load demo.deh doomhack.exe -file cred.wad -warp 30 Here I am presenting a set of (de-)hacks I have put together for vanilla Doom (II), collecting them together, like in a notebook, for the purpose of later inserting into... well, being honest I am not sure there's going to be anything to insert them into, but one can dream about Tei Tenga themed megawad using nothing but the vanilla engine from 30 years back, right? ;) Here's the video: Feel free to modify and use in any way fit for learning or in your mods/wads. The main bit here is the customized credits roll that looks nothing like the conventional credits roll. A (hypothetic) megawad should end with a bang, images of devastated landmarks across the globe shown to I AM's Times being a worthy choice, but I ended up with something more in agreement with Zeitgeist - plain transition of Cannon Fodder 2 opening credits. Credits roll takes over the Zombieman thing, effectively replacing it and steals frames from blue respawn fog (replaced with green fog frames), and couple of other items (gore, health and armor bonuses). D_EVIL is silenced so that the proper ending tune can be heard at the expense of music in MAP31. Credits screens are limited to 2 + 12 frames in total, but I feel this is sufficient for saying "Thank you" to the all involved and the player. The patch does not use DEH 9000, as I was on purpose using the archeology-grade tooling (which is DeHackEd 3.1) - hence I can imaging a more elegant and modern solution for the same, but what is presented is fine for the demo from my pov. To test the credits roll, as well as the behavior of the altered actors, I have set up a replacement for MAP30. This got augmented with some notable and less notable additions which I am listing below. Starting inventory for the map Cannon towers Perpetual torture chamber The less notable additions: The map uses a music track by Bobby Prince (not from Doom) and (apparently) music and images from Sensible Software's 1994 game Cannon Fodder II. This WAD is not in any way endorsed by the ROYAL BRITISH LEGION. cred.zip
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Post your Doom video! [but don't quote video]
ludicrous_peridot replied to DuckReconMajor's topic in Doom General Discussion
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Love the use of symmetry, elegant use of stock textures, oblique lines in vanilla, and, yes, the garden/forest backdrop. Looking forward to trying this out in motion! Do you intend to use the same sky texture in the final version? Just asking because current choice does a great job of highlighting the level geometry, but is also maybe a bit in too much contrast to the surroundings. Have you tried something in, eg, blue hues?
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Looking for beta testers of my WAD for low-color rendering machines
ludicrous_peridot replied to Dexiaz's topic in Doom General Discussion
The screenshots look cool, but seeing a video recording would give a better impression, I think. Can't say about the "exotic devices", apologies, but would this be relevant for all the crazy low color video modes FastDoom supports? Don't have a proper EGA monitor to test, but could give a try with VGA output of my onboard chip in EGA mode and a generic SVGA display attached to it.