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Everything posted by printz

  1. printz

    Diablo Immortal

    Name sounds very similar to Doom Eternal. Or Batman Forever.
  2. printz

    Diablo Immortal

    Assuming mobile=touchscreen, I don't see the problem. Diablo has always been point-and-click, you're just going to touch on the screen where you want your hero to go or attack. It's not as difficult as Doom to control.
  3. I was gonna suggest cacodemon.org, but cacoworld.com is good too. I always imagined Doom with a cacodemon drawn up in the corner, staring evilly and preparing to belch ball lightning. Maybe Cacoworld is safer than cacodemon anyway. Even though the latter is a common dictionary word, I'm not sure if it isn't too strongly associated with Doom by now. I think the .org TLD is more appropriate for free and open source (non-profit) communities, but I concede that .com is safer, especially because it sucks not getting the TLD right (wtf was it last time, .org, .net or .com?), and .com is the easiest to remember. I know Linguiça's work is already done by now (having rented the needed caco domains), but wouldn't "caco.world" be a catchy name? This would get rid of all the classic TLD decision awkwardness and having to secure all of .org/.net/.com against typo viruses.
  4. printz

    Post a picture of yourself!

    @Phobus You look a bit like Doomguy or any character suitable to put into Doom as the protagonist. I think even the Doom colour palette can have that without big loss. In fact didn't you already enter the military for awhile? Or am I mistaken?
  5. printz

    Do you think there should be another Doom horror game?

    Most definitely it would be awesome, but only if they manage to shift the genre a bit towards the horror gene, as Doom 3 itself was hyped. Early previews of Doom 3 presented it as a lot more complex than it ended up as. Every single monster was a whole ordeal, every single detail counted. Most notably, the pinky demon encounter was described as a monster dragging a human corpse behind it, painting the floor red. You'd see its shadow appear before itself, or alternatively it would see your shadow first. And you really wanted to make the best use of this situation. In the end, it was labelled as just a "first person shooter" and all the complex scenes were simple skippable cutscenes, not part of gameplay. It was perfectly clear what was a monster and what was simple ambient noise. I wish the new scary Doom iteration to be less predictable.
  6. printz

    Doom Eternal won't have Snapmap

    I'm actually optimistic about this "failure" of SnapMap. Judging from descriptions, SnapMap sounds like a prefab-based editor, which spares the user from the low-level difficulties of modern mod making. To me, it looks like it was heavily hyped during Doom 2016, but now it fell in the "trough of disillusionment" of the hype cycle. As tools get better and editors mature, we'll have the mod support for Doom we want.
  7. Well, however, judging from that video, it's just drawn in the style of character displays, but it's still using a graphics engine. In other words, it's not really something that would go in a simple MS-DOS prompt or terminal. Didn't SMMU (Eternity's predecessor) have a text mode which did just this -- render the game in the terminal (or MS-DOS prompt) as colourful characters? Aren't there wrappers over SDL (the most common Doom port graphics library) which instead of pixels, they render the game over the terminal?
  8. I get a warning when I start Gameception that the app needs an update from its author, because otherwise it will no longer work on newer versions of iOS. Someone told me it's because the app is 32-bit, and iOS is phasing out support. Does the app have any chance of update? I'm going to ask the author about it too. EDIT: it appears that Gameception is open source (as it should be). I'll see if I can compile it on my own iPad (obviously I can, but mainly want to do so without "debug").
  9. Wow, I thought EDGE was abandoned! So cool to see it alive again!
  10. 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.
  11. printz

    Eternity Engine 4.00.00 Völuspá

    If this is happening, then my next releases are going to be in ZIP archives.
  12. 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.
  13. 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.
  14. 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.
  15. printz

    Eureka 1.24 Released

    Here's the Mac build. Also, why is this thread not in Doom Editing? eureka-macOS-1.24.zip
  16. 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.
  17. 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.
  18. I find politics to be a fun way to create drama and stuff worth fighting for.
  19. 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.
  20. printz

    Post Your Doom Picture (Part 2)

    What is that below the archvile? Dark magic sparkles? Or his body parts puffing away?
  21. (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.
  22. 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.
  23. printz

    Why Eternity

    You mean like subforums under Source Ports, one for Eternity and another for Doom Retro?
  24. 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).
  25. Is this the Statue of Liberty in hell?