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Everything posted by printz

  1. printz

    EDGE 2.1.0 Impending Release

    Wow, I thought EDGE was abandoned! So cool to see it alive again!
  2. Well, I feel that software deserves more than to be slaves and masters. Every piece of the system deserves to have the initiative when needed.
  3. printz

    Eternity Engine 4.00.00 Völuspá

    If this is happening, then my next releases are going to be in ZIP archives.
  4. printz

    What is the most epic thing you've ever done?

    This is a good topic, because it makes me search my past for anything which could be called awesome. It turns out that, despite some good things that have happened with me, nearly all of them took a lot of time to develop, losing their edge. I can say that, within the Doom community, programming certain stuff (bots, portals) was an epic feeling for me, as I finally accepted my life as a computer programming nerd. Outside the community? Well, finally having some friends to talk to, or getting to regularly travel in weekends, or becoming generally healthier are indeed good things for me, but not epic: they took time to develop, no sudden effort, and are all-in-all ordinary things. I'm not a "renaissance" man by any means, and I probably should be in order to be admired by others.
  5. I wonder if you can program guide bots in ZScriot too. By this I mean a way to find which switches are accessible from your position (and also worth pressing, not just doors leading nowhere), and an actor to lead you to them.
  6. printz

    What is the closest you've been to death?

    Not sure if it was really close to dying, but: Got electrocuted trying to pull a plug from a stupidly tight outlet (I touched the terminals trying to pull the plug from below). Felt like someone shaking me violently. I think I blacked out a little but fully realized what happened to me. No problems though. I left a small gym pull-up handle on a horizontal bar, but it wasn't stable and it toppled over, falling from above me just a few centimetres away from my head.
  7. printz

    Eureka 1.24 Released

    Here's the Mac build. Also, why is this thread not in Doom Editing? eureka-macOS-1.24.zip
  8. printz

    Worst editor?

    What the hell is up with all those editors (especially DCK) which refused to work under Windows 95 and Windows 98 (they required me to restart in DOS mode, where I had no mouse), when Doom itself (or Wolf3D, for that matter) had no problem running this way?! Also, way too many Doom editors (with notable exceptions WadAuthor and the Doom Builders) lack any user experience common sense. In DEU and DETH, when you save, it always works as a "Save As" which only exports the current map. You're also asked every time you want to save. And when you quit, instead of the common "Save changes? [yes/no/cancel]" question, you get something like "Discard changes?" or "Sure you want to quit?". DeeP and DeePSea seemed to be based on them, at least conceptually, inheriting the flaws, with a few improvements, but the same clunky file interface. Why do Doom editors (even Eureka, which requires you to constantly build nodes after saving, manually) fail at basic New/Open/Save/Close document functionality? Wads should be like documents.
  9. printz

    Spider Mastermind Encounter

    Here are some suggestions: Use environmental hazards, such as damaging floors or Boom winds. Don't give the player plasma or BFG. Especially, obviously, BFG. They're too powerful for the spiderdemon. Try to make the player exhaust his plasma on other monsters before encountering the spiderdemon. The arena must either have obstacles or a blur artifact. Otherwise it's unfair for the player. Never place melee monsters, especially demons or spectres, in the same walking field as the spider. They can easily turn on the monster, go melee and block it until it dies. Some monsters are actually quite effective as companions. I'm thinking of Mancubi, whose attacks are devastating against players, but pretty weak against a Spiderdemon. They attack rarely and if they anger the spider, they become very easy prey. Imps on higher ground are also quite effective at annoying the player. On the other hand, avoid Arachnotrons — the two Doom 2 maps are proof enough that they make the Spiderdemon encounter too easy. Some weapons are pretty fun to use, such as SSG, as they force the player to go in the open and fire. Despite spiderdemon's size, not all shots connect (unless you use GZDOOM) and if ammo is not so big, you won't want to waste shells. Keep in mind the player has only 100-200 health left, and any mistake of staying in the open is dearly paid. This can make the encounter of a spiderdemon more stressful, because you can't just run away and avoid projectiles, you need to either stay covered, attack it continuously or hope it infights. The latter one is the most common way spiderdemons are neutralized in maps not meant to make spiderdemons real challenges.
  10. I find politics to be a fun way to create drama and stuff worth fighting for.
  11. printz


    I believe that doing some work helps overcome bad feelings. Once your work is finished and you see what you've obtained, satisfaction ensues. This is good for confidence.
  12. printz

    Post Your Doom Picture (Part 2)

    What is that below the archvile? Dark magic sparkles? Or his body parts puffing away?
  13. (crossposted from ZDoom forums) Since I wasn't advancing on it any more, I've decided to simply release the source code, in its current state, of MAPtoWAD. MAPtoWAD is a command-line utility that can read Half-Life uncompiled .MAP files (built using something like Worldcraft v3 or Hammer, I think) and convert them to GZDoom TEXTMAP (UDMF) lumps. It reads all brushes from the Half-Life uncompiled map (.MAP, not .BSP) and uses their coordinates to build equivalent 3d floors in a GZDoom setting, all inside a very large 16384x16384x16384 cube sector with sky and line_horizon background, which would be very useful for making void maps. The result is something unreadable unstable in Doom Builder, but fully playable in GZDoom. I stopped working on it because of a serious limitation: no speed optimization on GZDoom 3d floors at all. Here is the source code, compilable with Dev-C++ or whatever works for you. HOW TO USE IT: - download Worldcraft for Half-Life so you can make HL maps - download Wally so you can collect the textures from Doom into a Quake/Half-Life WAD - find a Wad browser that can extract textures into PNGs without resorting to patches - use Wally to import those into a WAD - setup Worldcraft to use that WAD - start mapping! - after saving, do NOT try to use BSP/VIS/LIGHT. Just go to the command prompt and launch maptowad <halflife .map input> <gzdoom textmap output> - use your favourite Wad browser to import the textmap into a UDMF setup - use your favourite node builder on that setup. - play! As an example of where I used it, it's this HPack WIP: http://forum.realm667.com/viewtopic.php?f=20&t=2164&start=10 . I wish I had more updated screenshots. You may need to update the source code for your needs.
  14. printz

    Emergency medical help needed.

    Just so you know, currency is automatically converted if you pay by card. No need to have USD specifically in your account.
  15. printz

    Why Eternity

    You mean like subforums under Source Ports, one for Eternity and another for Doom Retro?
  16. I've been adding stuff to AutoDoom, which is my Doom bot for single-player and coop. With this new release, you can finally control your own player, while playing coop with a bot or more. Previous versions would simply replace the main player with a bot, turning the game into a demo. Go to download page Information Project is based on Eternity, which means that you start it in a similar way. If you don't use the -bots command-line parameter, the main player (you) will be the bot, so it will be like a non-interactive demo. To be able to control your player and play coop with bots, add the -bots n command-line parameter, where n is the number of coop bots. For example if it's you and one bot, use -bots 1. Currently you should only try vanilla/limit-removing Doom 1 wads. On Doom 2 the bot still has trouble deciding whether the SSG is a good weapon, and levels more complex than vanilla are not supported yet. Examples of Doom 1 wads: Concerned, 2002ADO, Base Ganymede, DODEAD, Crusades, Serenity, Classic Episode... You can record demos which play back in vanilla Doom or Doom+! Even coop demos work. But to make that work, use the -vanilla command-line parameter. Mind that you may have to also add the -spechit 0x01C09C98 parameter (it's a technicality because some vanilla wads such as Base Ganymede may fail playing back without it). Multiplayer not currently supported (it's also limited by what Eternity can do now). But I'm planning to allow bot-computers (no -bots command on them) to join multiplayer games. Demo video Indigo player is computer-controlled (I used -bots 1).
  17. Is this the Statue of Liberty in hell?
  18. I'm fine with anyone copying AutoDoom to other ports, but please be GPL3 compatible. If you want to copy to GPL2, please message me first. An API sounds like a good idea -- I already want to export the bot map feature. But other stuff seem like low level stuff. I'll think of it. Maybe path finding and other generic stuff sound doable. But there are also game specific stuff, such as linedef specials...
  19. printz

    Infernew, a Community Project

    Hi, here's a screenshot of my map. I want to use rough (low) detail overall, at least in the beginning, and improve detail later. I'll come a bit later with the official description as per rules.
  20. Pointless question, because time machines don't exist. And the answer is obvious anyway: of course they would have sold fine, since OBLIGE didn't exist back then.
  21. Well, in the wild, predators prefer hunting the young because they're easier prey. This can easily be explained on why you'd see lots of child corpses in hell.
  22. printz

    Infernew, a Community Project

    Are we required to adhere to the classic fire-and-brimstone hell style? In Doom that means lots of red and satanic imagery. I'm asking because Doom 2 tempts me to use its rich brown (and less satanic) texture palette. Of course, I have my earthly startup level, but this being said, I'm considering starting a typical satanic dungeon level, which may fit better. What I'm trying to come up with is an inspiration on the Doom 1 episode 2 ending screen. That spiky field with red mist looks nasty. Obviously it won't have the same visual complexity in-game. But it's not a satanic dungeon.
  23. printz

    The Sixth Hour

    Pretty cool speedmap. Secrets are a bit on the easy side and some areas seem recycled from the original id work, but it's understandable, and the gameplay is quite fun.
  24. printz

    Need testers for Eureka DOOM Editor

    On Mac, whenever I turn on fullscreen, the menu bar is permanently hidden and there's no known hotkey to restore it. On modern macOS, a lot of apps which didn't have fullscreen have gained it. I suspect it's a FLTK problem unless you can set a special flag in the code. Doesn't seem to be fixed in the development builds of FLTK. I would have posted this as an issue on sourceforge but I'm not logged in. User experience reactions (maybe it's old): 1. Sector flat rendering is too slow to be usable. I turn it off, but whenever I start or open a new wad, it's back on. It's only saved per project. 2. By default grid is hidden and snapping is off, which is wrong. 3. Did you remove the option to use vertical and horizontal wheel/touchpad scrolling to pan the map? Now it only zooms, and i have to use keys to pan. 4. I find the commands to get the next free tag too heavy. There needs to be a little button next to the tag field.
  25. printz


    Interesting design which makes use of Doom's limitations.