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Gez

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Everything posted by Gez

  1. Gez

    SIGIL II - Episode 6

    Timeline makes it unlikely. He would have to finish it by September 30, 2024. Which would be an impressive achievement given that Sigil 1 was released four years ago. Unless he has nothing else to work on for the next year, I don't see the Doom II project (apparently named Hellion now) being done in time for Doom II's tricenary.
  2. Gez

    Fluidsynth .sf2 .mid listening tool?!

    The entire point of MIDI is to connect Musical Instruments through a Digital Interface. So yes, that's theoretically possible if your piano is a MIDI piano. And you have a MIDI port on your computer, and MIDI cables to connect them. And professional MIDI software to handle the connection.
  3. Gez

    DOOM 2016 textures?

    Thing is that modern game textures are generally no very useful for old games. They're huge, they're separated into plenty of separate files corresponding to different types of maps, they are wrapped around 3D objects which makes their 2D projection to a texture image completely different from what you may expect, etc.
  4. Gez

    Turn a "thing" upside down?

    Yeah, changing pitch and roll will not have any impact on the sprites, it's more of a thing for some functional things (like cameras) or for 3D models. What you can do, at least in ZDoom, is using a custom actor that has a vertical scale of -1. Then it'll be visually flipped upside-down. Alternatively, you can use custom sprites.
  5. Gez

    I love Youtube's war on ad-blockers

    You can always use something like piped.video to watch youtube without watching youtube.
  6. Gez

    Happy birthday Finland 🇫🇮

    Well that's also his day today! But I thought he was from what is now the southern coast of Turkey...
  7. I know there's a set of bloodless sprites for vanilla enemies. I think @HorrorMovieRei made those?
  8. Gez

    100% Vanilla Doom ROLLCALL excludes SS Guard.

    The Commander Keen, Barrel, and Romero Head are also lacking from the cast call despite being things you can "kill" in-game.
  9. KDiZD featured Hell knights, chaingunners, and a super shotgun in Doom 1. Void featured several Heretic and Hexen monsters and weapons in Doom II. When talking about ZDoom, it's pointless to put in restrictions on what you can do based on the IWAD.
  10. Gez

    Source Ports personal deal breakers

    Doom Retro is based off an older version of Chocolate Doom, so the easiest would presumably to look for the higher-res code of anothr Choco fork. Obvious starting point here would be Crispy Doom, but its high-res mode is limited to doubling resolution to 400p, so look at forks of Crispy instead for 800p.
  11. Gez

    Source Ports personal deal breakers

    Porting code from port A to port B depends on how different both ports do stuff. Rendering in particular is a thorny issue because that's one thing that can be modified quite freely from the original without breaking anything you might want to keep -- cf. any port with hardware-accelerated rendering, or even new software renderers like Eternity's "Cardboard" or Helion or even Rum & Raisin. Ports may also have moved from the original C to a different language, e.g. C++ (ZDoom), C# (Helion), or even Java (Mocha Doom), Delphi (DelphiDoom), Eiffel (Brie Doom)... Plenty of oddball stuff if you start digging; Doom has always been one of the most popular code base to mess with, hence all the memes about running Doom on random stuff absolutely unsuited for it like an ATM, a printer, a watch, etc. So all this means that it really depends on a lot of factors whether grafting code from port A to port B will be easy or hard.
  12. Gez

    ACS SCRIPT IN SLADE3

    Yes. ACS requires UDMF or Hexen format. If you really want to use ACS with Doom format, you'll have to work around the fact ACS is not compatible with Doom format by using libraries. https://zdoom.org/wiki/Using_ACS_in_Doom-format_maps
  13. Gez

    what was the firsrt doom game you played

    Shareware Doom 1 in DOS.
  14. Gez

    What does bfg stand for?

    It's actually named after its designer's school nickname, "Buff-Face Greg".
  15. Gez

    Things about Doom you just found out

    Dunno. I got a lot more of those guys than of tomatoes.
  16. Well, first, which lore are you going by? In Classic Doom, it's not the UAC running the teleportation experiments, it's the military. The only role of the UAC is leasing its abandoned facilities to the military. That's why all of the zombies are former military personnel, there's no undead scientists like in many Doom mods. In Doom 3, guilt is clearly limited to Herr Doktor Betrayer the obvious badguy. The UAC at large suspects there's something weird going on and sent three troubleshooters to investigate. Betruger ends up being turned into a monster that is eventually killed in the expansion pack. In Doom Lore: Clusterfuck Edition, part of the UAC were clearly cultists who ended up zombified while other parts weren't and ended up forming the anti-demon resistance (ARC), so it'd probably be a case-by-case basis but I'm just gonna assume anyone responsible was summarily Doom Slayed by Doom Slayer outside of the judicial system. And in a more general case: the wonderful and definitely-not-abused-IRL concept of "limited liability" allows companies to do whatever the fuck they want while ensuring the decision makers enjoy full impunity. The company itself may be fined or even dismantled, the people who actually committed whatever caused the company to be fined or dismantled are free to continue doing whatever it is they were doing, as long as they can put the blame on an LLC instead of themselves.
  17. Gez

    dsda-doom v0.27.5 [2023-12-03]

    It's been deliberately removed.
  18. Gez

    Things about Doom you just found out

    They shouldn't attack each other. One of them will target the other, but as they are unable to inflict damage, the other will not be triggered to retaliate. You'd need a setup with at least two barrels, and quite a bit of luck, to get a mutual slapfight. Since in vanilla barrels assign guilt after they've processed damage (and potentially exploded), for a barrel to cause infighting means it needs to have been damaged first by one of the monsters, but survived this first attack, and been detonated after. So to get mutual infight, monster A needs to damage but not destroy barrel 1, monster B needs to damage but not destroy barrel 2, and then barrel 1 needs to explode hurting monster B while barrel 2 needs to explode hurting monster A. In ZDoom it can be easier to pull off as barrels assign guilt before exploding, not after, so you don't need to have the barrels getting hit but surviving a first attack by the correct monster. Barrels don't have a lot of hit points (just 20), so they've got only 3/8th chance of surviving an arachnotron plasma ball (1d8 x5 dmg), and 2/8th chance of surviving a mancubus fire ball (1d8 x8 dmg).
  19. Depends on which Doom you're talking about. Plain old vanilla Doom can't, not really. You could make something where it spouts one-liner after shooting, but it'll be very repetitive because it'll be tied to shooting a weapon, not to killing an enemy, so it'll happen even if you just shoot at a wall. And you'll have to hijack the normal firing sounds. The best bet for implementing this without too many hacks would be something like ZScript, so it'd work only in GZDoom, and you'd need to learn some programming.
  20. Gez

    Sound files and their use

    If you want the script to be executed when a player crosses a line, then you put ACS_Execute on that line, and your script will not have any of the special tags like ENTER, instead it'll have a list of parameters, which can be just (void) if you have no parameters at all. For playing the sound when all monsters are dead, you us an OPEN script but with a while (ThingCount(T_NONE ,0) > 0) delay(35); instruction in before the PlaySound instruction so it'll wait until all monsters are dead before playing the sound. See A quick beginner's guide to ACS.
  21. Gez

    Sound files and their use

    Well if all you want is for a sound to be played at the start of a level, you basically want to do the same thing Hexen did. Not only is it possible, but it's not too hard to do. The first step once you have your sound file is to put it in your .wad and create a SNDINFO lump to basically register it and give it its "logical name". Once you have done that, you take your scripts lump for the level and add an OPEN or ENTER script. Cf. script types. In that script, you'll use a call to PlaySound to have your sound played at some map spot. If you use ATTN_NONE, it doesn't matter where the map spot is located, the sound will be heard at full volume everywhere on the map. If you need to split your intro text into several different texts (e.g., one sound for "GREETINGS, MORTAL" and another for "ARE YOU READY TO DIE?"), then you can use delay to wait before two different PlaySound instructions.
  22. Gez

    Sound files and their use

    It's possible, it has been done before, and there are multiple ways of doing this depending on which source port compatibility you want. At the lowest level, vanilla, you're pretty much limited to cheating by sacrificing a monster and turning it into an invisible "speaker" with your sound clip replacing the alert sound, so that when it "sees" the player it plays the line. A good candidate for this would be the monster spawner, just dehack away its monster spawning, and replace the "to win the game" clip with your own. If you've got more than one line to play, though, that will become more and more constraining as you'll have to sacrifice more and more of regular things to get your custom stuff going on. At the other end of the spectrum, in something like ZDoom you can have scripts playing sounds a very precisely controlled times, including queuing voice lines one after the other. Heck, Hexen did that with the Korax taunts at the start of each hub.
  23. Gez

    Adding a credits text file to a 100% Vanilla Wad

    Yeah, it's perfectly safe to use a lump name like WADINFO, README, or even CREDITS for example. (The game does look for an image lump named CREDIT, singular, though; but CREDITS, plural, is fine.)
  24. The people for whom it's not a win is the GZDoom developers because that's one less mod with which to test proper DEHACKED support. Yeah but it's awful because all that's wanted is to change the ammo amount, and you can't change just that. You need to change the entire ammo type. As a result, you need to also change the entire weapons so that they use the new ammo types. Then you need to change the player class so that it uses the new weapon types. Then you need to change the status bar code so it uses the new ammo types, too. Also while doing all these changes, you completely break compatibility with any sort of gameplay mod. Changing ammo properties has always been one of the weak points of DECORATE; something it's been really awful at doing.
  25. Since you can just set music volume to 0, there's no reason to consider changing the music cheating. There are things that you can change that are invisible in a demo -- like for example changing the colormap to get rid of darkness -- and that are considered cheating, but changing music has never been considered one as far as I know.
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