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Ferk

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  1. The author himself has also already answered this in the thread for the wad. It's definitely not intentional. https://www.doomworld.com/forum/post/2255527
  2. Ferk

    Let's name Freedoom's levels!

    Remember that this thread is outdated. All freedom levels are already named, and many are different from what this 2013 post states. For the up to date list see: https://github.com/freedoom/freedoom/blob/master/lumps/dehacked/dehacked.txt#L205 Imho, this should be mentioned in the OP message, or at least be unpinned.
  3. Ferk

    MBF21 Specification v1.2 Release

    Sounds exciting if it spreads to other ports! About these flags: All these were already introduced as things properties before: https://github.com/fabiangreffrath/crispy-doom/pull/636 Imho, extra flags can conflict with other ports and it's less flexible for things that might well be numbers. Things like "NORADIUSDMG" could be instead a "Splash Damage Multiplier" property. So you could have an enemy that takes much more damage from explosions or has certain level of resistance (up to 100% resistance), instead of either immune or normal. About the flags for map bosses, doesn't UMAPINFO cover that?
  4. Ferk

    Let's talk about mbf+ / a new complevel

    What about a cheatcode that uses a thing id number as parameter for what to spawn/summon? Then with a dehacked mod you could spawn custom helper dogs, or other type of objects. Kinda like this
  5. Ferk

    what about FreeQuake?

    Then it won't be really fully FOSS. At that point, "you might as well" also make it freeware, or commercial. And then it would be harder to stand out among the rest of modern retro-inspired single-player FPS games that already exist. Anyway, the bulk of the work is creating the assets and maps, so whether you want to use the Quake tools or Unreal/Unity boils down to a preference on what tools you're more comfortable with for the goal and your sense of fulfillment when you have your creation run in an engine that you love. I don't see why that feeling can't be valid for Quake. Maybe personally for you that's not the case, but there are people who think of Quake 1 as the biggest 3D game ever, it just comes down to personal experience. Of course this is a Doom community so most people feel more nostalgic about Doom but there are Quake communities as well. Also, you can make the same argument about Unity/Unreal for 2.5D games... if you know well how to use Unity/Unreal you'll find making an "Action Doom" in those more modern tools gives actually a lot more flexibility (and there are already a few retro FPS games done in those engines that are amazing). It'd be possible to make a template in Unity that can be reused to make it easy to create Doom-like games. But I wouldn't say that this would mean everyone should stop making IWADs, right?
  6. Ferk

    what about FreeQuake?

    Imho, a free IWAD for Doom does not necessarily need to be Doom, much how a Quake PAK can be its own game while remaining compatible with Quake mods. I do believe that a singleplayer-focused 3D game in a fully 3D engine is something that you don't see very often in the FOSS world... so it would be a welcome project in my view. Other than Freedoom, the only singleplayer FPS campaigns I've seen in any FOSS projects were actually based on multiplayer-centric games, without a real focus in singleplayer. The fact that Freedoom is almost alone in the FPS singleplayer category in the FOSS world makes me wonder if it would have ever been possible for it to have gotten this level of attention, contributions and maturity had it not been for its goal of being Doom compatible. Sure, it would be great if there was a very ambitious project that expanded and added extra stuff, but building up to match Quake-level of content is imho already a huge undertaking. And since the project is FOSS, expanding it could still happen in theory. I'm just happy enough that there's a team working on a foundation already, and using Quake-compatibility as a base makes already for a solid one.
  7. Ferk

    PrBoom+ 2.6.1um (Aug 16, 2021)

    The libretro Prboom port implements analog movement by emulating keypresses. It uses a synthetic PWM function to determine when and how long the movement keys are pressed on each tic to get the desired speed. The period is fixed and the amplitude of the wave varies with the analog stick position. Maybe that could be a way to add it without compromising compatibility.
  8. Ferk

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Did you happen to have more than 1 episode? If you only add 1 episode after doing the clear, then the episode selection menu is skipped, since it's not much of a selection when there's only one option to select (also that's used for Doom 2, it counts as if it were just 1 episode so it skips the episode select screen). But the thing is that the other entries should be visible, without needing the "Episode = clear", unless the graphics for them are missing. EDIT: whoops, this was already mentioned, I did not realize there was another page of posts.
  9. Ferk

    Thoughts on the new Unity Port Update?

    How do you know that? Just because the game was not changed doesn't mean it didn't have worldwide effects in the decisions from the company owning Wolf3D rights. I wouldn't be surprised if one of the reasons Wolf 3D is not seeing a re-release is because there's very little interest in working on it if it's gonna be banned in several countries, they might as well work in some other game that's more universally appealing, like the Doom re-release.
  10. Ferk

    [FINAL RELEASE] Eviternity

    MBF does not support MUSINFO entities which this wad uses in some of the maps. But I think it will not cause a crash, just show an error at the start of the map.
  11. You also have AGPL which forces publishing the server-side source code for server software. The choice mainly depends on how much they want to allow third parties to use that code for proprietary closed source products. Or whether they want to be able to take back code contributed by others and include them into proprietary versions of the engines they release in the future. A large library project can perfectly choose to go GPL instead of LGPL if the intention is for it to be used only in open source projects and not be mixed up with closed source or more permissively licensed software. I think the only reason to go for MIT/BSD/Apache is to allow the integration of that code back into proprietary products. It's up to the licenser to decide whether they want to allow that. Personally I think GPL (and AGPL for server software) is the most community-friendly. It might not be the most permissive, the one that gives more freedom to entrepreneurs or the easiest to monetize, but it's the one that incentivizes the open distribution of source code the most since it makes impossible (legally) for someone to modify it without contributing the changes back to the community.
  12. The corporate world is constantly changing. Back in the late 90s Google was the cool new kid and MS the evil corporation. Not only did Id change, also Microsoft changed as did Google. I'm not saying that in MS they are saints, but they are definitely more friendly with the community than they used to, for their very own sake they have had to change gears in several topics. And the videogame market is one where they are the counterbalance to giants like Sony which I'd rather not have them become a new gaming monopoly. At least with MS they are committed to PC gaming (even Halo is now on PC), as long as a game is on PC and as long as PC keeps being an open platform I'd not consider that an exclusive. If you don't want to support exclusivity and walled gardens then you should be avoiding consoles anyway. In fact, if you truly wanted to avoid big corporations then you probably should be gaming on Linux using only open source or indie games under some puri.sm hardware and avoiding AAA titles, so none of these big firm deals would be making a difference to you.
  13. Ferk

    [FINAL RELEASE] Eviternity

    I don't know how "final" is "[FINAL RELEASE]" meant to be, but if there ever is will for a new release it would be great if UMAPINFO lump was added so the episodes / intermissions work as intended in PrBoom+um
  14. Ferk

    What's the deal with the sailor

    I was thinking... another idea could be using sprites from C-Dogs SDL (which is also Free and Open Source, assets are CC0/CC-BY/CC-BY-SA ..though we would need to ask which character graphics would be available in CC0 for it to be used in Freedoom). The angle is a bit different though, but I wonder if it'd still be serviceable. Btw, unrelated but they have already done tribute to Doom themselves before by making a campaign heavily inspired by it:
  15. Ferk

    What's the deal with the sailor

    The only issue with Shadow/Rise of the Woolball´╗┐´╗┐ sprites is that they don't have rotations, while the SS guards are meant to have them.
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