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Posts posted by Revenant100
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I'm still waiting for Ninja Doom.
But to be clear, it's not cancelled. See that Doomworld page right there? It says plain as day that it's still coming. The page hasn't changed in 20 years, but I'm not one to lose faith so quickly!
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It's not Doom, but it's not far removed: There's an increasingly growing subset of increasingly wrong people who think Quake's Shambler has fur, the notion which of course is patently wrong. So wrong have these people become that even modern day id Software has forgotten their own truth, choosing to erroneously depict their modern day interpretations of the Shambler with fur.
This is akin to depicting Doomguy with black gloves and brown eyes, which of course would be a brutally absurd falsehood to commit. Could you imagine if modern day id Software was so confused about their own games that they couldn't spend the whole 10 seconds it would take to launch Doom and check on Doomguy's actual glove and eye colors?
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The visual intention behind the timing of the SSG's muzzle flash appears to be that first frame should display relatively longer than the second frame, and the closest way to maintain this timing relation while also addressing the unintentional frame lingering is with the 4 and 3 tic durations for the two muzzle flash states. This happens to make the SSG's firing and muzzle flash timing match exactly that of the regular Shotgun's, so these fixed numbers do indeed have a clear and established precedent (since Doom 1, that is to say). While the fix does take a teeny bit of uniqueness away from the SSG, I feel it maintains the spirit of the original intentions better than simply reducing the first muzzle flash state's duration by 1 tic, thus making both states equal in duration.
And while it had no bearing on the reasoning that went behind this fix, the SSG in ZDoom also happened to independently reach the same 4,3 tic duration timing as its built-in solution to the SSG muzzle flash issue. Hence, there's already some consistency and long time familiarity for those who regularly use the ZDoom family of ports.
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Absolutely, you're more than welcome to modify and repackage the sprite fixes for whatever you'd like to do with them. They're always meant to be an accessible resource that the community is wholly entitled to make use of.
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I've delved deeply into the depths of Doom Zero to discover the developments demanded by Dethesda. The following comparisons were made in relation the latest publicly released version, Doom Zero ver 1.8.
All of the menu screens have been altered, primarily to take advantage of the new widescreen graphic support. A couple were changed completely, and the credit to Jay Reichard has been omitted due to the removal of his music (detailed further below). Comparisons below; originals on the left, replacements on the right:
While there are no sprite artwork differences, internally, the sprites have been renamed back to their original IWAD titles as the Unity port does not support the DeHackEd trick of changing the string names. This trick is redundant anyway since Doom Zero is being presented as its own IWAD.
A few of the new monster sounds were internally rearranged, possibly to avoid overriding some of the uncommon (but still used) sound effects, like the classic DSRADIO and fan favorite DSITMBK.
The Cacodemon has a new unique pain sound.
The Arachnotron no longer makes a pain sound. Previously, it was set to use its action sound (DSBSPACT) as its pain sound. DSBSPACT is now the Cacodemon's action sound.
The Spider Mastermind no longer makes pain or action sounds.
The invisible spawn cube now plays the default DSBOSCUB sound. Previously, it played a new spooky pounding/yell sound, but this was always inaudible under normal circumstances since the effect continually overlapped itself.
The Demon Witch stone gargoyle face boss thing now has a death sound.
The Demon Witch stone gargoyle face boss thing no longer says that funny thing she said every time she spits a spawn cube. Instead, this line is now appended to her initial sight cry, and her new spawn cube spitting sound is some spooky whispering (which I could not decipher, despite reversing).
The Dopefish no longer makes the Keen 4/5/6 Keen death sound when it dies. It instead reuses its pain sound. This is likely because DSKEENDT was replaced by the new Cacodemon pain sound.
In the text intermission leading to MAP31, the line "THE WALLS, THEY'RE...THEY'RE TWITCHING!" now has quote marks around it to indicate it's a quote spoken directly by the protagonist of this story as opposed to an errant description from the mysterious unseen omnipresent second person narrator.
The couple of custom music tracks from Jay Reichard aka silentzorah from Project: Doom (and I guess the launch trailer) have been removed, alongside a few other music changes. Full list:
Spoiler- MAP01: silentzorah's Suspense remix => Hiding the Secrets
- MAP23: Untitled => Intermission
- MAP29: silentzorah's Sign of Evil remix => Sign of Evil
- MAP31: Evil Incarnate (unchanged) => Deep Into the Code
I identified level alterations in MAP20 and MAP24. Comparisons below; originals on the left, changed on the right:
DEMO2 and DEMO3 have been replaced. The originals in 1.8 took place in MAP07 and MAP11, respectively. The new DEMO2 is in MAP01, and the new DEMO3 is for some reason now a duplicate of the original DEMO1 which itself is unchanged, resulting in this same demo playing twice in the loop.
Most of the Unknown 1 and Unknown 2 parameters were removed from the weapon states in the DeHackEd patch. This means weapons no longer automatically center when you fire them.
And that concludes my analysis of the changes in the official Bethesda/Microsoft add-on version of Doom Oh. And yet, there may still be more. Will we ever know the true breadth of Doom Nought's alterations? I say, with complete confidence, maybe.
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6 hours ago, sponge said:we do not have an ESRB descriptor for nudity on our M rating
But, strictly speaking, Doom has always been about a smorgasbord of unashamedly exposed demon nipples, taut (and sometimes cybernetically-enhanced) buttocks, and other unidentified orifices. What's an extra bosom gonna hurt?
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I've completed my analysis of the Microsoft version of REKKR, and apart from several new assets being added to account for the new port-exclusive lumps, the only major change I could find was that a decorative bust of a female was censored to cover the unspeakable bits on her chestal region.
By revealing the following spoiler, you must agree that you are at least 18 years of age and have an adult present to provide proper supervision (originals on the left and replacements on the right):
SpoilerAside from that, the FWATER and NUKAGE flats were redone to increase the number of animated frames, a "Playe" was added to the credits lump, and the dog's speed was reduced from 18 to 11.
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Technically, this is less "classic" and more "cover art" as we may ascertain from the litany of features which egregiously disagree with what appears in the game itself.
It'd be more accurate to call this the "Don Helmet", albeit referring to this Don and not this Don as Don greatly disagrees with himself as well.
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Due to popular demand, I've updated the setup of the WAD so that it no longer necessitates the use of DeuSF for vanilla exe compatibility. Hence, it's now even easier to run on your DOS operating system! Simply patch your executable with the DeHackEd file and then run impsedos.wad with the -file parameter. No additional programs required! Download link in the OP has been updated.
Unfortunately, this DeHackEd method of forgoing DeuSF merging is not compatible with the Unity port of Doom (thus, vanilla WADs like Rowdy Rudy and Rowdy Rudy II also don't work in the port by default), but have no fear, Bethesda! I still have a specially packaged Unity-compatible version of Imp Encounter: DeHackEd Edition for Bethesda waiting just for you!
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In celebration of the official Unity port of Doom now supporting DeHackEd, everyone these days has been wondering what WAD the community should elect as the next new official add-on that highlights the greatest of DeHackEd's abilities. Clearly, what we need here is a "killer WAD" that will really wow the masses, the massive new generation being introduced to Doom now for the first time. But we can't simply sit back and rely on the old timers to impress today's discerning audience. We need something that will dazzle! Something exciting! Something exhilarating! A veritable fan favorite that the whole community can rally behind!
And that's when it hit me:
We need to recreate Imp Encounter using only DeHackEd so Bethesda/Microsoft can make it official!
(As a historical refresher, be sure to thoroughly review http://impse.cx/ and the Doom Wiki's coverage on the subject matter.)
Hence, I present Imp Encounter: DeHackEd Edition for Bethesda/Microsoft, a complete re-imagining of the classic fanfic and classic ZDoom WAD now constructed only with DeHackEd and supporting full DOS-compatibility. However, this isn't a simple remake. I've gone back to the source material to make it as meticulously accurate as possible to the writer's most inscrutable intentions (for example, you can now see the skull hewn into the mountainside), and I've completely re-engineered the gameplay to address the great and vast shortcomings of the original ZDoom WAD. For starters, Imp Encounter is now totally playable for the first time ever! No longer do you have to sit back and watch an non-interactive cutscene. Now you are the Imp Encounterer! Additionally, great pains were taken to ensure no compromises were made in the conversion to DeHackEd. In what is most certainly a world's first, experience the first recorded instance in Doom's history of an elaborate DOS-compatible dedicated third person scripted sequence that pushes the vanilla engine to its very limits! Truly, this is a momentous occasion, not just for Bethesda/Microsoft in having the perfect candidate for their next official add-on, but for the community as a whole. I think it's pretty safe to say that this WAD is the greatest achievement there is, and likely ever will be, in Doom's lasting legacy.
Anywho, here's the download:
https://drive.google.com/file/d/18nOD2KV0muT6hvmI9XBntxGtNI3mckaV/view?usp=sharing
Recommended for use in Chocolate Doom and PrBoom+ (-complevel 2). Not recommended in GZDoom as GZDoom lacks the technical prowess to properly render the advanced DeHackEd and software renderer features.
Bonus video demonstrating the complete DOS-compatibility as well as full compatibility within the official Unity port itself! (hint hint, Bethesda!): -
QuoteResolved an issue from the original 1993 release where the Former Human would not light up when firing.
The Zombieman's tactical superiority in darkened environments has been brutally cut down in its prime, but fear not! The pitch black Cyberdemons of Bad Dream remain unscathed to haunt our nightmares another day.
But for how long?
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I've completed my audit of the Bethesda release of BTSX E2 looking for the Bethesda-specific changes. There were many alterations already made to the base PWAD as a result of the 1.0.0 release, but those are outside of the scope of this examination. By and large, the changes here in E2 are similar to those made previously in E1.
The embedded WADINFO lump in the Bethesda version of BTSX E2 indicates the WAD's version as "Internal Hell Version 547385934785943758943574894" and release date of "FUCKING NEVER LOL". There are also some trivial alterations throughout the credits, presumably just some late additions which didn't make it in time for the Bethesda upload.
As before, all of the map names were changed. Here's a text list of the alterations with originals on the left and replacements on the right:
SpoilerShadow Port => The Blinding Dark
Underwater Explosions => Depth Charge
Wings of Thorn => King Crab Spire
Dirty Water => Sunken Sanctuary
Tower in the Fountain of Sparks I => Searching
Useless Inventions => Business Particles
Shrine to the Dynamic Years (Athens Time Change Riots) => ''A Cult Above''
A Blue Shadow => Disowned Ruin
Adverse Wind => Bonsai Nightmare
Eureka Signs => Tarantula Oil
Tower in the Fountain of Sparks II => Searching II
Demons Are Real => Death Breakfast
Nation Gone Dry => Drowntown
Shocker in Gloomtown => Skeleton Limeade
The Theory of Broken Circles => Birdwatching in the Forbidden Realm
Tower in the Fountain of Sparks III => Searching III
Steeple of Knives => Nine Suggestions on How to Get the Man Out of the Box
Optional Bases Opposed => Strange Fates for Theodore
Unbaited Vicar of Scorched Earth => Kashmoney Temple
Speedtraps for the Bee Kingdom => Dr. Blockmap's Peninsula of Peril
Bulldog Skin => Rat-Safe Cronk
Bite => Chomp
Tower in the Fountain of Sparks IV => Searching IV
Perhaps Now the Vultures => Fire Suppression Exercise
Unstable Journey => The Blooded Library
Beneath a Festering Moon => Angry Science
(empty string in DeHackEd patch) => ???
Fireking Says No Cheating => Slamdance with the Sun GodOnce again, all of the intermission text screens have been omitted with no replacements included in their stead.
Curiously, the Bethesda version still includes the DeHackEd patch but with all of the custom map strings and intermission text removed. The Unity port of Doom used in the Bethesda Launcher still doesn't support DeHackEd patches, but it appears the affected maps in BTSX E2 have been modified so that they're no longer critically reliant on the patch, and this was done in general for the 1.0.0 release. The only practical difference this entails is that the teleport death exits are now filled with a crap ton of regular barrels to kill the player, and the exit process takes the normal Boss Brain death time period rather than the 1 tic that the DeHackEd patch reduces it to. The DeHackEd patch also includes a special Zombieman type which doesn't drop ammo clips, but I'm not sure if those were ever used in any of the maps even before the 1.0.0 release.Some of the MIDI tracks were updated but only in the Bethesda version? I see file size differences, but all I can ascertain for sure is that the Bethesda D_SHAWN lump has "Updated on July 22, 2020" written in its metadata while the D_SHAWN lump in the 1.0.1 public release does not.
And finally, the only graphical modifications I could find were the menu graphics lumps appropriately altered for the title change.
Bonus screenshot: The Unity port's automap really doesn't like the new name of MAP17.
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Doomguy aka Doom Slayer is obviously a lifelong Christian as he celebrates Christmas, a belief which is plainly stated in the Doom comic:
And, of course, the Doom comic is canon since this is the primary literary source that the Doom 2016 and Doom Eternal narratives derive from.
Also, Doomguy ultimately sacrificed his life to save Christmas.
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I just found out that Bethesda is releasing a new Classic DOOM Classic Cacodemon plush, and my first thought was, of course, hack fraudery seeing as they clearly forgot the Cacodemon's iconic pink upper lip.
However, after a quick history review, the truth hit me: I found out that Bethesda is plagiarizing!
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Are you suggesting that Hugo and/or Marty are not personally combing through every lump in every WAD that passes through the company?
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I've concluded my conclusive analysis of the new Bethesda release of Back to Saturn X/BTSX/Better Texturing with Startan X. The following comprises the notable changes.
BTSX is provided as a single WAD file as opposed to the original release having been split into two WADs. This is due to the new Bethesda version now being an IWAD rather than a PWAD. As such, it includes many more original IWAD assets.
Some changes in the embedded WADINFO lump indicate its version as "1.1.4i (IWAD Edition)". All text instances of "Back to Saturn X" have been replaced with "BTSX", and the original loading instructions have been replaced with a "DO NOT DISTRIBUTE" warning since it's an IWAD now.
As mentioned, all of the map names have been changed (except in the aforementioned WADINFO lump). Here's a text list of the alterations with originals on the left and replacements on the right:
SpoilerBack to Saturn X Radio Report => BTSX Contractual Obligation
Postal Blowfish => Mortar Cavalry
The Room Taking Shape => Drilling By Night
A Good Flying Bird => Conceptual Birdbath
Total Exposure => No Enclosure
Mix Up The Satellite => Visplane Holding Zone
Metal Mothers => Arachnobeliever
Get Out Of My Stations I => Waiting
Some Drilling Implied => Offworld Dentistry
A Proud And Booming Industry => A Guide To Dynamite Carnivores
The Colossus Crawls West => Not Drawing The Mammoth
Underground Initiations => Subterranean Searcher
I'll Replace You With Machines => Keep Being Cryptic
Big Chief Chinese Restaurant => Runoff Fat From The Skygrill
Tricyclic Looper => Tesselation Cycle
Get Out Of My Stations II => Waiting II
Navigating Flood Regions => Johnwind Quesadilla
Cyclone Utilities (Remember Your Birthday) => The Annex
Bingo Pool Hall Of Blood => Christmas Golf Asphyxiation
U.S. Mustard Company => State Karate Supply
Failed Experiments and Trashed Aircraft => Trash and Sewer With Pestcontrol
Gonna Never Have To Die => Vesta Station
Get Out Of My Stations III => Waiting III
Tough Skin River => Within Reach
The Unsinkable Fats Domino => ???
Optical Hopscotch => Defenestrator
The Hard Way => The Terror Of Maniac HighThe intermission text screens have all been removed. No replacements were included in their stead.
The menu graphics lumps were appropriately altered for the title change.
A few patches with text in them were edited for presumably the same reason as all the map names.
MAP22 has been slightly updated with a few things moved and some sectors tweaked or removed. Most significantly, the fake Blue Keys that were previously put in jail have been replaced by screens indicating the status of a new laser grid system that protects the real Blue Key.And finally, as you can see in the previous image, the censored Red Cross Medikits and Stimpaks were copied over, as expected, but they weren't properly converted to the BTSX color palette, resulting in the shadows in the sprites appearing as deep red.
All in all, this is most certainly the largest band-related massacre carried out by Bethesda yet! -
6 hours ago, ahmedalhloul97 said:I still have one small question , is there a way to play singleplayer with co op monsters (solo-net) but without the weapons staying on the ground after picking them? , just like decino did in his Btsx playthrough
There isn't such an option. decino admitted that he edited the maps.
Truly a hack fraud of scammed proportions.
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I debated what thread to post these in, but ultimately, the choice was obvious.
And one that's a little more "free".
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10 hours ago, printz said:I think the right person to ask about idtech1's dimensionality is @John Carmack, not just @Romero.
Carmack has answered this question several times over the years.
Romero has also answered this question before years ago.
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Glancing over the documentation, I don't see any obvious way that would allow GZDoom to force its localized strings to take priority over something in a loaded PWAD. That seems counterintuitive to how the engine should behave in this scenario. It just so happens that the sprite fixes work in a fairly atypical fashion compared to most PWADs, so we're experiencing a nearly nonexistent edge case to account for.
If you're playing in a different language setting, which in and of itself is essentially a mod, you may as well go a step further and mod the sprite fix WADs themselves to accommodate your own specific needs. In this case, open the sprite fix WADs in SLADE or some such editor and manually delete the offending graphic lump, M_ROUGH. This is likely the most feasible solution to deal with this issue since I can't see any reasonable fix from my end, and I don't imagine there's something GZDoom could implement engine-side to handle this very particular circumstance in a graceful manner.
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There's no indication the appearance of the BFG's muzzle flash is anything other than intentional, and it's indeed another sprite that received minor touch-ups after the press release beta which similarly received no major alterations at that point when id was definitely reviewing their artwork shortly before release.
The BFG's barrel appears intended to be identical in form to the Plasma Rifle's (certainly a great departure from the barrel's known original design), and the Plasma Rifle's barrel is shown to have openings that allow some of the weapon's muzzle flash to visibly vent through. The Rocket Launcher's barrel has similar venting holes where we can see the muzzle flash completely overlap the end of the gun through these holes while firing. The idea behind the BFG's firing visuals seems to be that the weapon's projectile is so powerful that the enormous muzzle flash completely engulfs the barrel through its ventilation openings.
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On 6/2/2020 at 12:53 PM, Triple_sSs said:Here's something I don't think was brought up before:
Good catch. That's a rather obvious inconsistency. Nonetheless, I'll mention that I've gone through the status bar face graphics before and compared them to their press release beta versions, and it's evident that one of id's artists actually did go through and make a handful of minor touch-ups to the face shortly before release. These changes are much more minuscule and unnoticeable than the disappearing bloody nose there. Not to say that this could have been an error that went overlooked all the way to release, but they clearly did take the time to go over these face graphics again.
I'll probably add the missing bloody nose by borrowing some red pixels from the following damaged state for the sake of addressing such a conspicuous visual inconsistency, but I can't rightly say this is an unintended omission on id's part since they certainly had and waived the opportunity to fix it themselves.
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1 hour ago, xvertigox said:Damn, good work @Revenant100 Have you put any thought of speedrunning?
Actually, I just used a hex editor to forcibly unlock all of the levels for every character and enter the last level with all weapons and max health, armor, and ammo.
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Just beat the game with all six characters, and Dr. O Ryen's ending includes a blatant Doom reference as well as a mind-bending twist which completely redefines the very foundation of the established Chex canon in a manner far more bedazzling and enthralling than Doom 2016/Eternal making all WADs canon!
Spoiler alert!Spoiler
Doom 64 90's Press Archive
in Console Doom
Posted
I don't have access to any scanner that would allow me to properly scan this poster, but I've at least just now taken several pictures so all of the demon descriptions can be read.