Ferk

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About Ferk

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    Green Marine
  1. Just an idea... would there be interest for an indiegogo campaign to make a version of BD with proper Freedoom compatible GPL assets? I'd back it up, specially if it also involves revamping some of the animations and assets from Freedoom.
  2. Depends on the convention. It also does not necessarily mean that you can use any arbitrary name NNNN. I always assumed it was not possible since most iwads are either reskins or require a different binary than vanilla Doom. But it would be great if Freedoom can do this.
  3. Doesn't that mean that any new name that isn't part of the original names from vanilla Doom would cause it to abort? At least that's what I thought it meant. If it is feasible then the question is why wasn't it done before? Freedoom has already additional textures, why not additional sprites? Please leave the sprites named after the original Doom sprites as close as possible in theme and meaning, and leave the more alien stuff as separate sprites.
  4. Is that actually possible? As I understand, vanilla Doom does not support custom sprites. Or am I wrong? This is the reason why I think the style change of Freedoom to be less mystic/demonic and more of an alien/tech-oriented TC is not a good idea. If you want to play dark-gothic Doom pwads Freedoom is not a good Doom wad replacement as it is. Imho, if it's supposed to be a stalagmite it should be a stalagmite and maps that assumed it's a tree should adapt to it. The tree looks really good and it's a great asset for any WAD or TC that does not try to be a Doom compatible WAD replacement. It would be great if custom sprites was a thing in vanilla Doom so Freedoom maps could have sci-fi assets and leave the Doom namespace with appropriately Doom themed stuff.
  5. Where did you get that one? that image was not part of the originally posted previews by Urric. It would be great if we could collect all the sprites we could so maybe it'll be easier to complete it. The style in that one is a bit different than the one from Urric, was it done by someone else?
  6. Thanks, that worked. Though the images he posted are probably not all the work he did. Just to make sure it doesn't disappear I'll also upload them here, using the new forum upload. I extracted some of the frames from the photos he took of some of the sketches and so.
  7. The original images have already expired since the last time I posted, that's also what I was afraid of. So... he didn't share his progress with anyone? I don't mean sharing the status, and I know it was 6 years. I mean actually sharing the original images in its latest version with compatible license so someone can carry over. Me, myself, could give it a try, even if I'm not a very experienced spriter.. I think even an amateurish version based on this work would be better than the current flame bringer. I really like this concept for the archvile and it would be a real shame to see it vanish. It's in the kind of style that I'd love to see freedoom follow. I tried with the wayback machine but could not retrieve the old images from this post: https://web.archive.org/web/*/https://www.doomworld.com/forum/topic/52718-my-archvile//*
  8. Yes... that's so true. It's a pity when a community spends all of this huge amount of effort in something that doesn't really belongs to the community itself, but that is instead some company's IP. It's like they get workers for free. Doom doesn't even belong to its own creators. It's not John Romero's IP, instead it's owned by Zenimax media. A company that just buys property as an investment, expecting to make profit from it, just like any other company would (not saying that Zenimax is particuarly evil or anything). In my opinion, only when something is public domain or openly licensed does it really deserve the title of "Classic". Like Lovecraft novels, classical music, ...and I'm hoping in about 14 years J.R.R. Tolkien works will start becoming public domain too, if no company f*cks it up. It's a good thing the Doom engine is GPL, but it's a pity the assets are not.
  9. Retroarch works in both iOS and Android and it has a Doom core based on prBoom. Thought it's not very comfortable to configure it for playing pwads. It's a pity there isn't a more decent libretro Doom core.
  10. For people to play a mod that uses Doom assets they need to buy Doom from Bethesda in the first place. So they are already getting their fair cut of money. Imho, it's just plain greed when companies pretend to get extra money out of the modders for a game they already got paid for. I'm happy Brutal Doom is still alive, kicking and tearing. Though I gotta say a "Brutal Freedoom" mod would be cool, the Freedoom project could certainly do with more help and that's a game that would truly belong to the community and not be simply someone's IP.
  11. Yes, the issue is PWAD/engine compatibility and I'm talking about PWAD/engine compatibility. I understand the issue but I was talking in general. There are several inconsistency issues related to these strings, PWADs not being able to do their own string replacement in some engines when they use conflicting methods to replace strings is only a particular case of such problems. I don't see why this particular issue is more important than any of the others. Either live with it and acknowledge that Freedoom isn't Doom-compatible in terms of strings/story/ambientation (and that means, PWADS and engines will show inconsistencies in one direction or the other) or try to actually be equally compatible with PWADs and engines by sticking to Doom names and ambientation like the original Freedoom concept was intended. But fighting against this is a lost fight.
  12. This is one of the problems with making more of a Total Conversion out of Freedoom than an mere Doom asset replacement. Choose one: "consistent but faithful" or "inconsistent but with its own artistic direction". The strings are not really part of the WAD but part of the engine. Thus Freedom would have had zero copyright infringement regarding the use of those strings, so long as they are never distributed in the WAD, nor has any real control over what the engine that it's used may support (eg, you'll see the original strings in vanilla, no matter what, wouldn't you?). This drive of making Freedoom different from Doom in its story, enemy concepts and atmosphere is gonna cause inconsistency, be it when PWADs are used or when an engine doesn't support changing the strings in the way you expect. If you really want consistency and as much compatibility with PWADs and engines as possible, it'd say remove that string override, stick with trying to make Freedoom a replacement to Doom assets and nothing else, let the imps be called imps, the Hell knight be hellish, the textures of hell be hell and keep lost souls being lost soulish. Otherwise, if you really don't want to follow that direction I'd say don't fight against keeping consistency and embrace the unavoidable problems with compatibility, state that "Freedoom-is-not-Doom" distinction has preference over PWAD theme compatibility, and answer all these bugs with a "won't-fix".
  13. I just found out about this project and it looks like a really awesome idea!! GZDoom is truly a powerful engine capable of so much that it really deserves a "Creator's Kit" and more facilities to develop for it. I'm also intrigued about your IWAD and what will you show in the sample level to demostrate the engine's features. I see in the last status update (Dec 2014) you were planning to crowdfund the production of the assets. Has anything happened since then? I also see DECK is not included in your "Doom Stuff" page... which doesn't look like a good sign... neither the fact that the link to the so called "project's forum thread" is dead (maybe link to this thread instead?). It's great to see that all the programming tasks you mention in your FAQ actually did came to happen already: FMOD is no longer needed in GZDoom, ZScript is a reality now and SLADE has an OSX port. So I guess all that's left now is the IWAD.
  14. Iconic, yes. But it has a very awkward animation. I 100% agree that it should not be replaced by a new concept... but it could do with some tweaks / "remastering". Even it being bigger is not a problem, I do like those shoulder pads. It's just the animation, specially in the front view.. it's like his tights are bound or holding his pee. The rotations are inconsistent too, if you rotate around him it feels like he's moving all the time.
  15. You might be able to use new sci-fi textures in the new planet. But new sprites cannot be created, which means the macabre sprites with skulls, bones, altars and blood should stay because PWADs use them in gothic maps. And they would be out of place in Freedoom if they were not accompanied by matching hellish dark age textures and elements for the areas/levels they are used in. A sci-fi backstory in a red bloody planet that uses an environment that matches such sprites and is full of horror elements is basically already "a hellish reality", it's precisely the setting I was talking about. I just didn't specify if it's a planet or what. Imho, either adapt to be able to fit a hellish dark age setting for those areas in the backstory or make new maps using new textures without using the dark age elements. But I don't think those sprites should be changed for the sake of making them blend better in a more sci-fi map, because then PWADs will look bad. The graphics in Freedoom that are used in Doom PWADs necessarily have to be able to fit a hellish setting similar to Doom's. And I don't think following a similar setting is a bad thing. Doom doesn't have the monopoly on horror hellish environments, and it's not like going full sci-fi would be any more original (Duke Nukem? Hacx? AliensTC?).