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Revenant100

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Posts posted by Revenant100


  1. 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?


  2. 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.


  3. 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):

    Spoiler

    CpVj1c1.png

     

    Aside 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.


  4. 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!


  5. Quote

    Resolved 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.

     

    Yl6V7rT.png

     

    But for how long?


  6. 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:

    Spoiler

     

    Shadow 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 God

     

     

    Once 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.

    dOUjHv1.png

     

    Bonus screenshot: The Unity port's automap really doesn't like the new name of MAP17.

    buoUqDo.png


  7. 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:

    Spoiler

    Back 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 High

     

    The 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.

    FKcFFL3.png


    A few patches with text in them were edited for presumably the same reason as all the map names.

    Ay9sbu7.png

    hT6KCzU.png


    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.

    tuWTju3.png

     

    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.

    G7EW90q.png


    All in all, this is most certainly the largest band-related massacre carried out by Bethesda yet!


  8. 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.

    uV9NNyF.png

     

    Truly a hack fraud of scammed proportions.


  9. 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.


  10. 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.

     

    cYIKkLI.png


  11. On 6/2/2020 at 12:53 PM, Triple_sSs said:

    Here's something I don't think was brought up before:
    yTnsmnl.png

    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.


  12. 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


     

     

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