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About printz

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    I will always remember

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  1. It may be less known, but monsters can also activate W1-Open door, wait, close! Also W1-normal lift.
  2. printz

    what are your thoughts on Perdition's Gate?

    Thanks for reminding me of this stuff which fails on Eternity :-(
  3. printz

    Choose your DOOM.

    I'd choose DOOM III provided I get mods and modding tools. I might prefer DOOM (2016) if I knew how it played, but never really tried it due to old computers :(
  4. printz

    Can you collab with other people in making megawads?

    I'm fascinated how some megawads manage to gather teams which proceed to work in private -- none of the publically joinable community project practice -- away from all forum eyes. Pretty sure that all the team leading authors need to have proven themselves independently up to that point. You can't just ask for help out of the blue -- you'll just get the new-project card and be derided. Also, asking for help on resources you may not be skilled in (such as new music or sprites) won't automatically work either. In the real world that's usually paid service, so without money, their motivation needs to come from elsewhere. All this means that you first need to prove to yourself and to others that you can finish a work by yourself before others willingly join you, improvising with anything out of your skill. God knows how many times I joined Doomworld community projects, only that later I stagnated, ghosted out or quit. Basically I need to be able to finish what I start. And finally, with team hobby projects, luck also matters: that someone willingly joins your project, and that they don't leave in the meantime.
  5. Assuming you use GZDoom, you can use ACS scripting with the GetActorClass function to check the type of the activator. I'm surprised Eternity doesn't have it implemented…
  6. Yeah, cool and all, but BSP is a major hindrance if we want to move ahead and have moving platforms.
  7. printz

    DOS box for doom is trash,change my mind.

    Crispy, schmispy. It doesn't support Heretic or Hexen! This means the only way to play limit removing Heretic maps without inaccurate source port bullshit is through DOSBox and Heretic+! Which would be totally fine if macOS support didn't lag behind as with Catalina.
  8. I think I have a better view over the prequel trilogy because I actually watched the The Clone Wars TV series, which had time to flesh out all characters. And that's why I said that a new TV series focused on the sequel's time may be good for Star Wars. I want to see more of these duck-faced stormtroopers, they seem more dangerous than the old frownfaces.
  9. I fully agree, the prequel trilogy elements really deserve more love, especially when they have a whole TV series (even if cartoon) in their canon and not just the widely criticized feature film trilogy. I wish that keeping it canon also meant they'd exploit it in their subsequent movies. Instead I'm tired of seeing the same motifs as in 1977-8x. I find the sequel trilogy to be more symbolic and poetic than having an actual plot. Force users liberally die, resurrect, reappear as powerful ghosts, project themselves at great distances without losing the force capabilities, can form strong telepathic links which end up having real effects to their peers. It's all very blurry now.
  10. printz

    Is heretic 2 any good?

    Yeah but compared to specialized games like Prince of Persia, the parkour aspect is rather weak. Also even if Corvus is equipped with a spear-staff which can even perform a few combos, he's still too exposed to melee damage, let alone projectiles, to be any fun. I tried fighting with the spear, but ended up preferring the ranged attacks, because I was open to all spear attacks of the infected sidhe. The game is definitely not as fast paced as Heretic I unfortunately. Due to the needed realism of showing a live humanoid, you're just no longer as maneuverable as in DOOM/Heretic. This makes the combat much smaller in scale. Also the enemies tend to be really aggressive, so you also need to be a lot more careful. Often it's like a cover shooter, where you need to get out of hiding to throw a fireball to an enemy who also throws fireballs continuously to you when he sees you -- this kind of gameplay. I also found it imbalanced. If I waste too much ammunition (mana and stuff) before facing one of the bosses, the game is practically lost, I have no chance. I mean that would be easy to fuck up in any classic game, but in this particular case I didn't really fuck up, and couldn't find any supplies or restart with more ammo... The use of the Quake II engine is another disadvantage, because that particular engine has aged terribly with regards to Windows support. Without any game studio's salvation of rerelease, I think it's doomed.
  11. Ah, so there was nothing caused by Force whatsoever in that instance? I honestly thought the Sith Dagger saved them by teleporting them aboard another deck as the ambiguously good/evil Force actions of Ren and Rey mixed up. The main characters even mentioned the Dagger soon after they thought Chewie died. But no, it's all much more mundane… Dunno, I like Poe. His face and voice remind me of Ash from Army of Darkness. The final battle has the realism of a video game, where a severely undersized one-player team is much more competent and manages to beat a behemoth computer-controlled army. That's all that I can justify on it. Honestly I think the writers stuck themselves in a corner here, and a tragic (but realistic) defeat would have made the whole battle futile and war lost (just like the characters keep admitting what would mean if they lose), and main box-office films can't afford to be cynical. And unfortunately second-rank productions such as books and side-films won't ever be allowed to sacrifice main characters either. Red storm troopers? I vaguely saw one. This idea reminds me of Crusader: No Regret (which I haven't played yet but sure enough has a red armoured hero). Sorry but suddenly becoming a card carrying villain (which is the only way to suddenly turn "evil" in such a situation) is way too cliché. I totally didn't expect Rey to be fooled by Palpatine, she knows better than that; she didn't even get to know him as a grandpa to have any bond. Maybe you can justify it by how the Force works — any negative emotion like fear or fury can easily poison you if you're a Jedi. Anakin was pretty much doomed early because he was so reckless and emotional, for example. But unfortunately the Disney/Lucasfilm writers stuck themselves in a corner — Rey should have gone mad soon after releasing Sith lightning. Personally I consider the best fate for the Star Wars storyline to be long-running episodic TV series, not single block-busters. TV series are much more capable of showing the villains grow and destroy everything we love, thanks to the power of season cliffhangers. They even have the chance to win in the end this way (due to possible cancellations)!
  12. The film was great and worth watching. Nothing major but very action packed and dramatic. Definitely much better than Star Wars 8 which was all so awkward and left a bitter taste. This one was an awesome ending to the saga! Hopefully Disney/Lucasfilm will continue pumping out sequels, but I hope they become more daring with the writing, as they have a tendency to reuse their classic characters and assets to oblivion. And anyway this has always been the problem, not just since Disney…
  13. printz

    How does this source port handle multiplayer?

    Summoning @Ladna (even though he actually left years ago) and especially @Edward850 :-P I haven't checked multiplayer development myself and I have zero experience unfortunately.
  14. printz

    what would a wolfenstein movie look like?

    That film was really so cringe worthy. Maybe it was just bad writing? It started up from a funny but interesting sci-fi premise, but toppled all over itself with the story, ending up with you hating everybody and feeling relatively sorry for the villains (who are still tainted with the racist behaviour, they aren't nice guys). It's probably a more realistic conclusion, but we don't need films to tell us that, the news are ripe with this. Sorry but Wolfenstein is built on top of historical heroism, it's about people who escaped atrocities and helped put an end to murderous regimes. It's only the side of the story of the survivors. It's not supposed to be cynical, even if the real world knows full well what happened to part of the world after WW2. Wolfenstein is supposed to make you feel proud, moved and righteous, not disgusted like the aforementioned Iron Sky.
  15. You can try with insta-moving floors, which are, for example, sectors triggered to move their floors up, but their target destination is something like the "lowest neighbouring" floor or ceiling. Since they're past that limit, they're forced to move instantly to that designated target. See DOOM.WAD E4M7 for an example, the gargoyle instantly opening doors from the corridors nearby. In your case, you can simulate moving objects by using consecutive walkover linedefs which instantly lower and raise the obstacle's sectors. And the obstacle sectors are made of a long band, where at any moment only one of them is up, the rest at floor level. The problem is that vanilla DOOM (if you're not even using BOOM) may not have sufficient actions for your purpose. What I know for sure is that you can have such as advancing walls (if you can't see behind them) but not sure about moving blocks in a room. Still, you can join these sectors with geometry outside the playable area, and take advantage of neighbouring sectors located there. I wish Doomworld forums had a virtual blackboard for posting here, so I can illustrate what I said here...