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Everything posted by Hideous Destructor Guy
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Tremors Robocop the zombies also have a nice Mad Max vibe to them the grab-bag alienology thereafter has a pretty strong Serious Sam feel to it the progression makes think of, like, Unreal but without what I loved about Unreal's aesthetic... which frankly I don't think is replicable with FD's much more frenetic gameplay and music. (I almost said "with the Doom engine" but then I remembered ZikShadow's video of playing Lost Civilization with HD). Not disparaging FD, it's like comparing a dessert pizza with a regular pizza...
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@Enjay: well, their body plans are both derived from therapod dinosaurs... (...where is the reply button on this forum???)
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If you launch Freedoom Phase 2 in GZDoom with a MAPINFO lump that defines additional episodes, the IWAD "episode" for playing the core Freedoom levels is titled "Hell On Earth" as though it were Doom 2. Is there an actual name that should be used instead?
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Making the Dark Soldier's death more violent
Hideous Destructor Guy replied to Tartlman's topic in Freedoom
There are some (G)ZDoom mods that go out of their way to rescale the revenant, but now that GZDoom can easily tell whether Freedoom or Doom is being used the modder can adapt accordingly. As for feedback: the *entire limb getting severed* like that seems a bit much. Like, not being squeamish or whatever, it just seems implausible that whatever the killing blow is would be *both* blowing a huge hole in the target's head *and* cutting its hand off. Best to let the red be a little vertically lopsided and just do the brains getting blown out. Would it be possible while you're at it maybe to fix the perspective a bit? The dark soldier's falling animation always seems like its sprite is being squished without any actual 3D rotation of the figure. -
Nothing. Story ideas are like a certain part of the human anatomy in that everyone has one and they all stink, but unlike that part of the anatomy in that a lot of people have more than one, so it all kinda gets bikeshedded away. I still think it's best to leave more to the user's imagination than to get carried away in reams and reams of Official Freedoom Team Approved(tm) Poké-Marvel Cinematic Universe Doom4 sorta lore-o-rhea (which frankly is more of a feature of proprietary franchises anyway).
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Gotta say that looks a lot better ingame, even after accounting for the improvements!
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Suppose someone (not me, just supposing) wanted to update the SKAG and polaric projectiles with rotations since they moved fast enough to seem to merit some kind of trail. Or, alternatively, someone figured that the healing animation on the necromancer was enough without rotations (or maybe we got some kind of Elder Thing-style critter that was radially symmetrical anyway) and wanted to add VILE]0, etc. and delete the redundant entries. Would it break anything to do either of the above and deviate from the number of rotations that are found in Doom?
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It's been fairly well established for a while now that Freedoom should be a distinct project on its own, and if anything it should set out to be *less* similar to Doom where feasible. If anything needs to be changed I think the dspldiehi seems a bit strained and quiet, though.
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Current sound sounds fine to me.
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I am definitely in favour of the brown one no matter what it's being used for. It fixes the weird distracting lines and shapes on the face that just look really offputting in the original.
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Noiser, that is a huge improvement! Very Hexen-esque, and the implied rock-like texture helps justify the lumpiness a lot. I would not mind this version taking the place of the current knight, assuming the rest of the sprites are of a similar vein.
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...I'm sorry but that looks worse on every level than the current pestmeister. On a technical level, everything looks like pillow-shaded ovals jammed together. My eyes actually hurt looking at the front view. On a design level, with the thick stumpy Barney-the-dinosaur lower body it looks like it came out of Pokemon's "we can't have this too cool-looking, pudge it up to make it look a bit dorky so it balances out with the other designs" department. I'd rather even we just stuck with the two similar-looking palette swaps and incomplete death animations. EDIT: I just saw the smoothed-out chestplate version from page 1: That looks 100% better already. Still really not a fan of the design, but that's just me...
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Thanks! I'll take a look at that...
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Cacowards 2019 Mentionation Thread
Hideous Destructor Guy replied to Not Jabba's topic in WAD Discussion
And this thread just so happens to be the next thing I click on on this forum after I discover D4V: https://www.doomworld.com/forum/topic/108725-doom-4-vanilla-dehacked-project/ -
This is by far the best D4 to D adaptation I've seen. And it's all done in what!!!?!? :O :O :O
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What would add to this topic, though, is if someone could post a step by step tutorial on how to log onto the IRC channel, and recommend a good free client for it. (My last attempt to get onto the IRC channel left me completely stymied at the Wikipedia list of clients, leaving me going back to Pidgin and getting that same "no data was found" error again until I gave up.)
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I'm willing to give IRC another try, the problem seems primarily to be that a lot of unsophisticated users these days will have no idea how to use it. A comprehensible step-by-step as to how to get onto the Freedoom IRC channel linked on the homepage (instead of the current direct link to the URL) would help a lot of people get past this barrier. At this point the benefit of adding Discord seems to be purely speculative right now. After all, everyone responding here obviously already has access to the forum, while I've never seen anyone on Discord ask where to discuss Freedoom. Meanwhile about 90% of the "servers" guilds I've joined on that thing I never check.
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As someone who's got a Discord background tab right now and is now looking for the Pidgin button to figure out how to get onto the IRC (and re-learn how IRC even works), I will second that it could potentially help accessibility, however much I'd rather the Freedoom project not be dependent on a proprietary discussion channel. That said, here's how I'm logging onto the IRC: Starting Pidgin Deleting old Discord stuff Going into Manage Accounts... and hitting Add Account, selecting IRC Search {freedoom irc} on DuckDuckGo, end up on Freedoom home page Click on the "Talk on IRC", learn that a thing called Mibbit exists Try using that See a tab titled "OFTC banned Mibbit (dead)" Go back to the Freedoom page, go to choose other application Try to figure out where Pidgin.exe is stored (C:\Program Files (x86)\Pidgin), hit OK Watch it do nothing at all Hover over the link and manually type "irc://irc.oftc.net/", cut into clipboard, go back to Pidgin's interface Type in a name, leave password blank assuming I'm not actually supposed to create an account "Unable to connect: Error resolving irc://irc.oftc.net/: The requested name is valid, but no data of the requested type was found." ...so uh here I am on the forum and the git
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Anyone going anywhere where there might be a campfire and able to bring a microphone with them? That seems to be the most straightforward way to get some resources going...
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Do you mean this? It's the only PR I can find searching for "fix-map-names" and it looks like it's been merged.
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I should've guessed it was a 64/32 thing. It works, thanks! EDIT: How do you start a new map? The new/open menu options don't seem to work.
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How'd you compile it (and figure out where the FLTK libraries are)? EDIT: Right, /usr/lib. So what should be in place of obj_linux? EDIT2: Nevermind, that wasn't the problem, it's whatever sort of problem would spit out this: EDIT3 so I don't take up like half of all the replies on this thread: Tried boris's replacement below, same result.
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Thanks for the help. Says Eureka is -rwxr-xr-x Running both "getenforce" and "selinuxenabled && echo enabled || echo disabled" gives me a command-not-found error so I assume I'm not running SELinux. Compiled and installed zlib. Same as before. And here's the .out file with my username replaced (I don't think having a number in the username would make a difference?):23:54:54 execve("./Eureka", ["./Eureka"], ["ORBIT_SOCKETDIR=/tmp/orbit-usern"..., "SSH_AGENT_PID=1579", "TERM=xterm", "SHELL=/bin/bash", "XDG_SESSION_COOKIE=7b6462a4890ba"..., "WINDOWID=48234499", "GNOME_KEYRING_CONTROL=/tmp/keyri"..., "GTK_MODULES=canberra-gtk-module", "USER=username", "LS_COLORS=rs=0:di=01;34:ln=01;36"..., "SSH_AUTH_SOCK=/tmp/ssh-nFcYXA154"..., "MAIL=/var/mail/username", "PATH=/usr/local/bin:/usr/bin:/bi"..., "PWD=/home/username/downloads/eur"..., "LANG=en_CA.UTF-8", "GNOME_KEYRING_PID=1546", "SHLVL=1", "HOME=/home/username", "LANGUAGE=en_CA:en", "LOGNAME=username", "DBUS_SESSION_BUS_ADDRESS=unix:ab"..., "LESSOPEN=| /usr/bin/lesspipe %s", "DISPLAY=:0.0", "LESSCLOSE=/usr/bin/lesspipe %s %"..., "COLORTERM=gnome-terminal", "XAUTHORITY=/home/username/.Xauth"..., "_=/usr/bin/strace"]) = -1 ENOENT (No such file or directory) 23:54:54 dup(2) = 3 23:54:54 fcntl(3, F_GETFL) = 0x8002 (flags O_RDWR|O_LARGEFILE) 23:54:54 fstat(3, {st_dev=makedev(0, 10), st_ino=3, st_mode=S_IFCHR|0620, st_nlink=1, st_uid=1000, st_gid=5, st_blksize=1024, st_blocks=0, st_rdev=makedev(136, 0), st_atime=2012/07/14-23:54:54, st_mtime=2012/07/14-23:54:54, st_ctime=2012/07/14-23:52:09}) = 0 23:54:54 mmap(NULL, 4096, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = 0x7f0801ab9000 23:54:54 lseek(3, 0, SEEK_CUR) = -1 ESPIPE (Illegal seek) 23:54:54 write(3, "strace: exec: No such file or di"..., 40) = 40 23:54:54 close(3) = 0 23:54:54 munmap(0x7f0801ab9000, 4096) = 0 23:54:54 exit_group(1) = ?
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After scrolling through hundreds of vaguely similar-looking entries in Synaptic for each of those after libX* I think this is the point where my brain shuts off, I have to consciously stop myself from asking if there's just a Windows binary version of this that just plain runs, and see if I can run EdMap in DOSBox. EDIT: Squinting at a tiny screen in a very slow shell at a badly outdated program with very little functionality was a bit more prohibitively stressful than I thought.
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Result: then the file goes to 10 lines compared to your 400+. My line 1 ends with this after the first close parenthesis: However, if I try the same thing while deliberately typoing "./Eureka" the error is "strace: ./Eurekaa: command not found" so that seems to be something.