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Everything posted by Blastfrog
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Yeah, but I meant the mechanics of it. You know, the traditional weapon system (carry as many as you want, no aiming down cross-sights). And the levels weren't as linear as the ones today. EDIT: And I know that Doom 3's levels were slightly linear, but not nearly as much as the levels of today.
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Would it be possible to convert the PSX Doom music to module format?
Blastfrog replied to Blastfrog's topic in Doom General
Huh, crap. Maybe midi with soundfonts for each song? -
Attempting to make a custom version of Chocolate Doom...
Blastfrog replied to Blastfrog's topic in Source Ports
So I got wget, and it appears to be working correctly now. (it's in the middle of building it atm) EDIT: Oh crap, what's this at the end with "command not found"? -
I hate it when people credit Petersen for Hall's maps...
Blastfrog replied to Blastfrog's topic in Doom General
That's pretty much the same idea that I had, except with more polish/changes to make more than just the maps like the alpha. It would mostly just be a completed version of the alphas. The most "ambitious" thing about it would be a Super Mario World-like overworld map in place of the intermission. That, and some minimal scripting to make it so there's an episode-wide puzzle. -
Would it be possible to convert the PSX Doom music to module format?
Blastfrog replied to Blastfrog's topic in Doom General
XM, because it's simple, but has more channels than a regular MOD file. Speaking of which, how many channels did the PSX music have at maximum? I kinda like the ambient music, granted, it can be boring sometimes, but it can really add a ton of atmosphere to a map, even more than actual music. -
Ehh? It's inexplicably working again, and I didn't even do anything! o_0 I'll bump this if it crops up again, but for now consider it solved.
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This is entirely unrelated to my unskilled efforts in attempting to compile Chocolate Doom. Anyway, for some reason, sound just suddenly stopped working for me in Chocolate Doom. The weirdest thing is, it works just fine in all the other Chocolate ports (Heretic, Hexen and Strife). I have tried deleting the config and having it generate a new one, that doesn't help. Volume is up all the way, too.
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I honestly don't see the point. What's next, FreeStrife?
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Attempting to make a custom version of Chocolate Doom...
Blastfrog replied to Blastfrog's topic in Source Ports
I do want to build it with Cygwin, by the way. Here's what I'm getting when I try to build it. -
Attempting to make a custom version of Chocolate Doom...
Blastfrog replied to Blastfrog's topic in Source Ports
Heh. But okay, seriously, I can't find any SDL packages. Like, they're literally not there. Do I need to use a different mirror or something like that? -
Attempting to make a custom version of Chocolate Doom...
Blastfrog replied to Blastfrog's topic in Source Ports
Huh, I can't find any SDL packages in the Cygwin installer. Weird, shouldn't it be there? :? Also, REALLY stupid question, are you the same Randy that is the author of ZDoom? Thanks for helping me anyway. :) -
Attempting to make a custom version of Chocolate Doom...
Blastfrog replied to Blastfrog's topic in Source Ports
Actually, I found the compiler in the install file (I ran it again) I'm getting this error now: "line 273: sdl-config: command not found". -
Attempting to make a custom version of Chocolate Doom...
Blastfrog replied to Blastfrog's topic in Source Ports
I was just trying to do what the Chocolate Doom wiki said: http://www.chocolate-doom.org/wiki/index.php/Building_Chocolate_Doom_on_Windows Anyway, instead of bothering with this crap, will it still work if I use Cygwin's version of GCC? -
Attempting to make a custom version of Chocolate Doom...
Blastfrog replied to Blastfrog's topic in Source Ports
Cygwin is supposed to be the development environment, not MinGW. The Chocolate Doom wiki says that the compiler used is supposed to be MinGW's version of GCC, other than that, MinGW has absolutely nothing to do with it. All I need to know is how to configure Cygwin to use this compiler, that is all. -
Either this is a hoax pretending to be id, it is id, or it's a fansite. Those would be my guesses.
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[WIP] The Shores of Zdoom (Oct 13: new pictures on page 6)
Blastfrog replied to Vader's topic in WAD Releases & Development
Just curious; what do you guys think of my version of the rifle? Voxels are pretty much serve what the rotation sprites served: to allow the items to be seen from any angle. I think voxels would be an improvement, it would look much more natural. The sprites looked kinda odd if you ask me. Voxels only do the same concept, but better. -
I hate it when people credit Petersen for Hall's maps...
Blastfrog replied to Blastfrog's topic in Doom General
I've been thinking about picking my Doom Bible TC back up, but with clear direction this time: Finish the alphas in the direction it appeared to be going in, and only use the Doom bible as a general guide, not the end-all-be-all of design (like I was doing, and figured that was a bad idea, since even Tom himself didn't follow it as closely as I was trying to). One thing I would definitely do differently is a custom engine, I was originally using ZDoom, but I wanted a vanilla-like experience. I think that making a custom Chocolate Doom engine is the best way to go. Mostly use the final engine, but implement elements of the alpha and beta engine (such as the old bobbing, the flatter lighting, etc.) Keep in mind, I'm not nearly as ambitious as I used to be for project goals, that was the original version's downfall. The main thing I want to do is modify engine features, and that's really about it. I was wondering, though; is there anyone willing to help me out with this? I'm not very experienced with C, but I can learn quickly. I already have a copy of Chocolate Doom's source, along with the stuff to build it with (except the compiler, I'll ask how to set that up in a different thread). -
[WIP] The Shores of Zdoom (Oct 13: new pictures on page 6)
Blastfrog replied to Vader's topic in WAD Releases & Development
I have a question, since KDiZD used rotated sprites for the pickups, why not use voxels in TSoZD since ZDoom supports them now? -
Doom used a commonly used commercial sound library, and id happened to use many of the same sound effects in Doom as countless of TV and movie producers used. I thought that this was common knowledge already. When will people quit making these threads?
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Wow, that kid's parents must be white trash in a fucking trailer park. I feel kinda bad for him, really. The video's still funny as shit, lol.
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Would it be possible to convert the PSX Doom music to module format?
Blastfrog replied to Blastfrog's topic in Doom General
Well, chances are, it's not the same music format as Doom 64's is. If I remember correctly, Doom 64's music format was a format made by Nintendo for the N64 specifically, so it wouldn't be in any PSX games. -
I think Doomguy is a cynical, somewhat twisted antihero. Cynical against humanity, he only saves them as a side effect of killing demons, he only does it for fun. He doesn't care one way or the other how humanity ends up, even though his actions seem to suggest he is trying to save them. Nope, he tries avoiding other humans all the time, just so he can spend some "quality time" with the demons. I view him as an introverted thinker. Thinking all the time about whatever random shit he pleases while killing demons. He is probably a philosopher, because what else can you do but think when you have nothing else to do? Not that any of his thoughts matter, he never communicates them to anyone else. He is separate from the rest of humanity. There is a possibility that the teleport usage has led to a change in his personality.
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[WIP] The Shores of Zdoom (Oct 13: new pictures on page 6)
Blastfrog replied to Vader's topic in WAD Releases & Development
Okay, done with my proposed rifle. For some reason the "shank" sound doesn't seem to want to work when hitting enemies with the bayonet, but other than that, it's bug-free. http://files.drdteam.org/index.php/files/get/zgyHPjgMMG/tsozdrifle.zip -
[WIP] The Shores of Zdoom (Oct 13: new pictures on page 6)
Blastfrog replied to Vader's topic in WAD Releases & Development
Could you guys perhaps use the 0.5 rifle instead? That one looked a lot better. I even have some okay looking recoil frames for it. (better than the terrible looking sprite zooming in like KDiZD, seriously, it looked cheap) Also, seeing as episode 2 contained many key levels from the original Tei Tenga scenario, perhaps you could get the rifle earlier on as a side arm instead of a powerful weapon? Perhaps it could even have a secondary fire being a quick swipe with the bayonet. EDIT: I'm making a quick little example WAD right now to show how I think the rifle should be. I'll upload it later. -
The sad part is, in this era of Cod/Halo like FPSs, Doom 3 in comparison feels like a classic 90's FPS in terms of gameplay. I actually miss Doom 3 for feeling at least somewhat closer to the 90's FPSs. Does anyone else feel the same way?