Revenant100

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About Revenant100

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    Ask me about Lost Soul sprites
  1. Here's the Wayback Machine capture of the music page on his site: https://web.archive.org/web/20170111115424/http://www.djredlight.com/music.php?page=misc Direct links to the archived mp3s of the two tracks: Dance of the Mancubus Doom 2 Remix Still Waiting Doom 2 Remix
  2. The blinking in that frame isn't being caused by GZDoom's provided lights.pk3 but rather its brightmaps.pk3, which is to be expected as the sprite fixes override the original brightmap frames. Almost all of GZDoom's native brightmap frames are incompatible with the sprite fixes, actually. Aside from manually adjusting the original brightmaps.pk3, a way to address this issue would be to disable the auto loading of GZDoom's own brightmaps.pk3 and download NightFright's updated sprite fix-compatible brightmaps instead. Just a heads up, though, NightFright's brightmaps deviate from GZDoom's default brightmaps, adding more lights to things like wall and floor textures and new effects like glowing demon eyes. If that's undesirable, then there's not a great solution to the problem at the moment apart from turning off GZDoom's original brightmaps entirely (which, to reiterate, they already almost are due to being largely overridden by the sprite fixes).
  3. A few days ago, I tweeted a question to Sandy Petersen asking about the implied Doom lore regarding a monster setup he made in Mt. Erebus, and he responded: He also elaborated on a followup tweet of mine about the same setup: The takeaway here is that there are indeed additional connotations and implied meanings behind Doom's thing placements and level design beyond simply providing monsters to fight, which we've known about before, but I think it's always fun to imagine what these deeper meanings are. Also, is this a canonical explanation of how Lost Souls are made? 🤔
  4. Greetings, Planet Doom! You may remember me as the creator of such WADs as 100,000 Revenants and Infinite Revenants. Today, I come to you with the third installment in the Revenant trilogy. A common complaint of the first two Revenant titles is that there were too many Revenants. Hence, I have decided to rectify this issue by only including one Revenant. But it had to be a challenging Revenant. Not just a little challenging, but the most challenging Revenant of all time. Morally and ethically speaking, I mean. And so, I've created this new WAD known as The Revenant Problem. The Revenant Problem is a full 32 level megawad that requires a Boom-compatible port which asks the toughest question: What is right? I elaborate further on this in the preview video below, but you can also read a text summary here Download: https://drive.google.com/file/d/1f4kU6tDR4EG_f0IUnMqsrxaTe6ocCVxy/view?usp=sharing Preview image: Preview video:
  5. It seems the issue here is that monsters have trouble seeing past such long linedefs, and those outer steps of that central pyramid thing are indeed over 8,000 units long. I'm not sure what exact technical fault is at play here, whether it's the sheer length of the linedefs, the number of long lines that the monsters are attempting to look through, or some other factor, but perhaps someone with more intimate knowledge of the engine code could offer an explanation. I'm no fancy codeographer myself. However, not all is lost! While screwing around aimlessly, I was able to get the map working in PrBoom+ as it was intended: https://drive.google.com/file/d/1L5Ji_C48aAXYqin3q6QGduJLGmClucfz/view?usp=sharing All I did here was add new vertices along the really long linedefs, breaking up what were once 8,000-9,000+ unit lines into max 1,024 unit lines (the largest grid size that can be set in GZDoom Builder and probably other editors). The army of caged Spider Masterminds now open fire and cut the player to ribbons seconds after entering the level, as expected. As an unintentional benefit, this also helps alleviate (but not fully eliminate) the rendering errors you described in software mode. Hence, the map retains all functionality at no visual cost, if not actually receiving a visual boost because of the change. Perhaps there's a more elegant or even automated way to carry out this procedure, but I'll leave that to someone with more intimate knowledge of mapping to offer an answer here. I'm no fancy mapographer myself.
  6. Billions were said to have been killed in Hell's initial invasion of Earth. In their plan to disable the demon's flame barrier that was preventing the ships holding the remaining human survivors from evacuating into space, the last remnants of Earth's soldiers carried out an assault on the infested starport. Doomguy was the only survivor.
  7. Doomguy is canonically American, and the majority of Doom 2 takes place in the US, likely Texas. A deluge of upsetting typos. Shudder! Luckily, such a horrific world is only a thing of unspeakable nightmares.
  8. It's correct that these screenshots are not taken in the software (called "Classic" in EDuke32) renderer. Although software mode is supported, the default video mode will be the Polymost OpenGL renderer for performance reasons.
  9. That is correct. No sprite alignments or dimensions were changed in this revision.
  10. Aloha, compadres! I didn't really mean to plan it this way, but the end of this month will mark five years since this project's first release, so that's as good a date as any to release the final v1.9. However, I've been using this additional time to reevaluate some previous matters, and that resulted in a few extra fixes. The largest change is an age old issue that, as small as it is, has become increasingly glaring over the years in the face of everything around it being addressed: the Demon's orange leg ridges suddenly disappearing and incorrect toe brightness in its attack and pain frames. The constitutes some original art edits, but as it's such an egregious error, it warranted appropriate action. Since there's still time, and this is ostensibly a relatively large change, I'm releasing a Beta 2 release in the mean time for the purposes of early feedback. v1.9 Beta 2 test version may be downloaded in the main post or here: sprfix19-beta2.zip The current v1.9 changelog may be viewed here: Changelog.txt As before, all other releases have been already updated to include these changes, making them fully up-to-date as of now. Trimmed summary of the 1.9 changes for both Beta 1 and the new Beta 2: Finally, here's a preview of the Demon changes:
  11. The big box version of Doom 3 isn't extremely rare, but it's fairly uncommon and doesn't appear on Ebay very often. However, it's still Doom 3, so it's not the most sought after Doom item. The last big box Doom 3 copy I saw up for auction on Ebay several months ago went for roughly $30-$50.
  12. The direct covers seem to fall under the "that's what he was told to make" umbrella, but from examining his other creations in general, it's clear that Bobby has produced an immense body of work that has never been (and will likely never be) heard outside of the very few involved in the associated game productions. He says in the interview that some of his favorite tracks have never reached the public, and he mentioned he's even produced music for other composers that's gone completely uncredited. Just as a small example of something we do have a little insight into, he also mentioned elsewhere in the interview (7:15) that he created between 2,000 and 3,000 sound effects for Duke Nukem 3D, and only over a hundred of those ultimately went used. A few months ago, Bobby posted on his blog the contents of an email he sent to 3D Realms back in 1995 during the game's development of a large group sound submission for the two concluding bosses. Of the 47 effects he submitted, only 9 ended up in the final release, and even fewer of those were implemented in-game. Some of this would be the expected casualties of the development process, but imagine the number of projects he's worked on, including the ones we don't even know about, and yet he's still done so much for them all. We've had a few fortuitous glimpses into this unseen work, such as the extended cut of Donna to the Rescue and just recently a hitherto unheard of rendition of Duke 3D's Going After the Fat Commander, but that's barely a scratch on the surface. It's pretty criminal when you consider that we'll probably never know the full breadth of the man's output.
  13. I just recently came across this half hour interview with Bobby Prince from only a couple of weeks ago in which he discusses his work at Apogee/3D Realms and id Software, of course having quite a bit to say about Doom in regards to both his sound effect and music contributions to the series: Of note is that he addresses one of the soundtrack's most hotly debated debates: the inspiration for E1M1's track, At Doom's Gate. That discussion begins at 21:59. In summary, it wasn't inspired by any familiar source as it was actually written before he listened to any of the heavy metal CDs famously given to him by Romero. So there goes another mystery for the ages. Perhaps more interestingly, though, is that he talks about the legal issues of tracks that have clear inspirations. At 13:07, he mentions the tracks he made which were straight covers were named "un" for "use not", assuming that id would not use those tracks. You may recall this "un" prefix from the unreleased midi tracks that Romero released some time ago. Prince says he didn't intend for id to have these particular tracks, but they got them somehow, and that he had no say in how they used them, which they did indeed end up using. In short, he thought they would get sued. But they didn't. And the rest is history. So in conclusion, despite the scathing condemnation from meanie heads, Bobby did nobody wrong. However, perhaps nobody did nothing wrong as, 25 years later, id is still a free man and lawsuit-free. Except for that rocket scientist guy.
  14. Much appreciation for the insight, Mr. Punchatz, and of course your work for Doom as a whole. Just out of curiosity, did you also recast the Revenant or Arch-vile models for display purposes as well? He posted a photo of the original Spider Mastermind skin on his Facebook page.
  15. It was rejected the first time. It was only a year later after I saw the aforementioned Ancient Aliens got accepted that I decided not only to make a second appeal but also to invite an open community discussion on the very matter being brought up here: Are projects like AA, BTSX, Sunlust, and more that follow in these footsteps under risk of being excluded from the archive because they must abide by the inescapable technical necessity of including seemingly "unmodified" sprites? The included sprites are unequivocally modified from an objective technical perspective, but the question was are these modified "substantially enough"? I argued that the intentions of the authors should be taken into account, and there there is a clear desire of good faith in these products not to infringe on anyone's copyright. These are not frivolous or trivial endeavors. They have achieved beyond a shadow of a doubt genuine and sincere contributions to the community, and having to accommodate the technical necessities of the game should not be a slight against them. Ultimately, I was simply told to resubmit the Minor Sprite Fixing Project at that point for reconsideration, and it was accepted without additional discussion on my part.