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About printz

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  1. I agree with @Graf Zahl. Many vanilla wads with no gameplay modding are highly predictable, since you know what combinations of monsters and ammunition to expect. Nearly all kinds of encounters have been done to death. I say this based on my experience so far with Back to Saturn X, which while graphically and structurally innovative (all-new textures and huge maps), the monster encounters are all the same old thing. I appreciate vanilla map sets because they strive to innovate using very few assets, but I think this is becoming too hard to achieve. This means you'd better mod for GZDoom. But why not a more advanced engine altogether, like Quake or Doom 3? There's satisfaction in overcoming a challenge.
  2. I'd like to see more interest on other, more complex Doom games, such as Doom 3 (or even Doom 64, right?). A reason I can see why Doom 3 didn't catch on is that you can't just make maps like in Doom 2 and expect them to be fun. You probably can almost as easily map for Doom 3 as for Doom 2, but a greater skill is necessary to "direct" the combat sequences to make them not suck. And since Doom 3 is from 2004, making it 13 years old, why not move it into the classic Doom group? Sadly I can't talk about Doom 4 because I played it too little. I hope it's doing better than Doom 3.
  3. EVERYBODY CALM DOWN NOW. This is not a virus alert. OK. This means that it's not the antivirus blocking Eternity.exe, but Windows itself which is quite cautious about running programs downloaded from the internet. It does the same thing for other software as well, such as the Eureka Doom Editor. But it's far less likely to do so for programs downloaded as installers (like setup.exe etc.). Why does Windows do that? Basically it's programmed not to trust random executables you download from the internet, and does so for the protection of average non-tech users, who are prone to downloading bad executables from rogue spam email and such. Eternity qualifies as "random" because we simply compile it and upload a .zip of it to a website — no extra validation or verification is being done. I believe we can get rid of this warning if we digitally sign the executable. Then Windows will know it's written by us. I haven't tried this thing on Windows (dunno about @Quasar) but I'm signing the macOS Eternity application (only official releases, not DRDteam builds which are out of my control) for this same reason.
  4. VaVoom. I believe it was once the "most advanced Doom port", until its development slowed down and eventually halted. It would be nice to see what cool stuff can be done with it.
  5. What is the name of the threat detected by Windows Defender? You are indeed referring to Windows Defender, and not SmartScreen ("Windows protected your PC")?
  6. Check if you don't have any visual filters set. Also hit Ctrl+Shift+H (show all) because it's possible some of the geometry was hidden by some accident.
  7. Second point sounds bad for the workflow. I hope DarkRadiant has visual filters to hide the huge amount of monster-clip brushes from you.
  8. Well, all the people who decide to mod by recompiling wolf3d.exe or wolf4sdl.exe are practically toying with programming. That's a great skill to practise.
  9. Hmm. I have two questions: What happens if a visportal intersects model meshes? Total failure (visual or not), or just reduced optimization? Does the AAS generator use the models to build the aas map? Or do you need to add monster-clip brushes to every 3d model placed near monsters? Are func_static brushes subjected to the same restrictions as models in this case, if applicable?
  10. That's how original wolf3d is controlled, and wolf4sdl doesn't change it. You cannot strafe and turn at the same time in Wolfenstein 3D. ECWolf seems to me like the ZDoom of Wolf3D, adding unsolicited gameplay changes (such as the possibility to circle strafe), besides the more useful moddability enhancements. A good way to play Wolfenstein 3D is mouse-only, no keyboard, though you may need sensitivity to be high.
  11. Are you hinting about Doom 4? Does it let you make campaigns as feature-capable as the original id campaign? Otherwise, what modern Doom-like game (with you killing creepy fantasy monsters) do you recommend, that's moddable from scratch? Finally, why do we map for 14-year old Doom 3? Why do we map for 23-year old Doom 2? Why is the game age even a problem in this discussion? Large areas are made from models in some Doom 3 id maps. Not entire levels though. Personally I'd use brushes for artificial constructs, curved patches for uneven terrain and walls, and 3d models for detailed modules and decorations. Having the design modular and not as monolithic feels nicer for the workflow.
  12. You didn't read my entire post, which said more than just posting redundant screenshot. I also said what I was thinking of adding, such as new ancient drawings, which would imply new stories.
  13. I wasn't even aware your screenshot is a rendition of my screenshot until I looked at a brighter monitor :D Doom 3 is dark. EDIT: but unlike GZDoom, it comes with a flashlight included :D
  14. To be fair I actually like @Dragonfly's example and he should continue it.
  15. Well, they did. I'll try to keep it to myself on next occasions. Can't progress much when all I have is 2 hours per evening. Stock textures are limited (decorations severely so), so I need to make do with them until I make new assets. I deliberately start low detailed and repetitive so I can change the layout later easily. I really like when I make something that I thought was daunting for me. Or when I put in practice something I just learned. I feel the need to communicate what I do.