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Gez

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Everything posted by Gez

  1. Gez

    Possibility of an awesome Doom movie?

    See, the first thing here is that you have a group of characters, so they can have interactions and characterizations. Hey, that's the Studio Ghibli formula! Long sequences where nothing pretty much happens, just letting the scenery tells the story. Like the train ride in Spirited Away, several minutes of the protagonist sitting still and silent in a train car as the surreal landscape rolls by.
  2. Gez

    Possibility of an awesome Doom movie?

    The plot of Doom sucks as a story. It's fun as a game that you actively play, but as a story to passively watch? "And then John Spacemarine shoots a demon, and then he shoots another demon, and then he picks up a keycard and opens a door and shoots more demons". Based on that, you need to adapt Doom to make an entertaining story. And then once you do that, all the fans become rabid.
  3. Definitely not Unity. More like Doom 64 or Quake/Quake II remasters, using the KEX engine.
  4. 2010. It was a year in which ZDoom got two major releases, 2.4.0 and 2.5.0. Other high-profile releases for ZDoom/GZDoom that year included (but were not limited to) Paranoid, Threshold of Pain, Stronghold: On the Edge of Chaos, Temple of the Lizard Men 2... Previous years had seen Legacy of Suffering, Harmony, Eternal Doom IV: Return from Oblivion , ZPack, Action Doom_2: Urban Brawl, Chex_Quest_3, BGPA_Missions: Liberation, Knee-Deep in ZDoom, The Ultimate Torment and Torture, BGPA Missions: Liberation, Demons of Problematique 2, The City of the Damned: Apocalypse, and the original ZDCMP, among a lot of others. This is just to give an overview of the ZDoom modding scene's output in the late noughties. So ZDoom and its GL offshoot were already quite well-established. Which is why developing something like Brutal Doom was even possible in the first place.
  5. Gez

    Twitter is rebranding to X

    They'll double down on calling him a genius, because it's basically a cult at this point.
  6. Heretic, vanilla-ish: UnBeliever Elf Gets Pissed Both of those kinda focus on exploring what gimmicks and combat scenarios you can create specifically in Heretic, but they're good. The rest is for GZDoom Heretic: Faithless Quest for the Crystal Skulls The Wayfarer Hordes of Chaos X -- kind of a Heretic/Hexen mashup with some Doom bits added in, not very serious, but fun Call of the Apostate Dark Deity's Bastion Tenebrum - warning, it's a slog, very long and the combat tends to be a bit on the bullshit side especially in the later levels, but it's really impressive and imaginative Hexen: Serpent: Resurrection -- one example of RPGfying Hexen Ressurection of Chaos -- follow-up to Hordes of Chaos, still not serious Necrosis -- some debatable gameplay choices, but good-looking levels Also they're mixed bags, but I'd suggest taking a look at the Upstart Mapping Projects, as there are two for Heretic and one for Hexen. And also The Realm of Parthoris as a previous attempt at a Heretic community project.
  7. How many of them are within reasonable distance of "levels that do in fact replicate the location" ?
  8. Gez

    Things about Doom you just found out

    There's also Hexen armor, which uses a different system in that armor protection is directly proportional to armor amount. The value the game shows is divided by 5 to give you an armor on a scale of 20 instead of a scale of 100, but if you multiply it back by 5, your armor value is your armor damage absorption. So if you have 16 armor, that means 16*5=80% damage absorption. This also means that armor protection drops quite fast. If you have 16 (actually 80) armor in Hexen, and you take 50 damage, the armor absorbs 80% of that (so 40), you take 10 damage but your armor now is just 8 (actually 40), so if you again take 50 damage this time the armor will only absorb 20 damage, letting you take the 30 remaining points. Whereas armor in Doom, Heretic, and Strife offers constant protection rate until depleted.
  9. Gez

    What is the CORRECT way to write DOOM?

    I use "Doom" because that's what looks normal to me. Using "DOOM" feels corporate. It looks like it really wants to be "DOOM®". Using "DooM" or any sort of variation with letter substitution (like D00M or whatever) feels like an attempt at r3v1v1n6 t3h 13375p34|< 0f t3h 90s. It's kind of charming but also kind of silly. Using "doom" without any capitalization feels like you're just being too lazy to use caps probably because ur typin on a phone or smth and also prolly 2 lazy 4 punct marks cuz who cares bout em anyways
  10. You can presumably recreate it yourself from DMENUPIC, M_DOOM, and whichever lump or lumps are used for the "💀 Press to Start 💀" message; though you would not get the exact same artifacts from scaling and stuff.
  11. GZDoom supports demos, it supports its own demos, and that's all. In doing so, it carries the proud tradition of vanilla Doom, which is demo-incompatible across version -- try playing a 1.2 demo in 1.9, or vice-versa, if you don't believe me. Anyways, those "small things" are not so small, such as changing from floating point maths back to fixed point maths... One thing to consider is how setting changes can break maps. For example: in vanilla, any line with a special will block use. When you use the "use" action, the game actually fires a sort of short-ranged hitscan and looks at which line it crosses. As soon as it crosses a line with a special, it stops going further. It doesn't look at whether this is actually a "use" special or not. So if you have a line with a special in front of another line with a special, you cannot activate the second because you'll be stopped by the first. If the first is a scrolling texture and the second is a door, then you can't open the door. In Boom, this is fixed, the code actually checks whether the player can activate the special instead of just checking for the existence of a special. Now, regularly, there are GZDoom bug reports about doors that don't work in such or such map and it turns out that the player was using "Doom" compat settings with a Boom or ZDoom map, and the change I describe above is why they had the "bug". The more bugs and issues you reintroduce, the more spurious bug reports you'll have to deal with because people will keep forgetting they set compatibility to vanilla and are surprised their GZDoom map glitches like crazy.
  12. From a quick look at the screenshots, those don't look like HOMs, they look like slime trails.
  13. GZDoom allows to make maps that are massively larger than vanilla limits, with 3D floors, portals, and tons of other effects. To make those things work, some bugs had to be fixed. Fixing these bugs led to wallrunning no longer existing. Now we can always go talking about adding more compatibility options, more branching in the code so that the old bugs will still be there when wanted but that's more complexity, makes things harder to maintain, and increases the risk of seriously breaking modern maps (those that use GZDoom-exclusive features) for the sake of playing old maps (those that can be played in other ports like DSDA-Doom). Eventually, the question will end up boiling to "why isn't GZDoom actually DSDA-Doom?" and the answer will be "for the same reason that DSDA-Doom isn't actually GZDoom"...
  14. Gez

    How do you do secrets the "right" way?

    Don't forget to also remove all powerups and also all monsters, except lost souls. Lost souls can stay.
  15. There was no update to the source code. There was an update to the repository. This is an important distinction to make, because the repository is not just the source code, it's also a lot of other stuff, such as the issues, pull requests, and their discussions. In this case, here's the update in question... As you can see, it's nothing "official", it's not a change made by id Software.
  16. Gez

    Game that everybody likes but you dislike

    Any mobile game. Any always-online game. Any multiplayer-only game. Any game where 99% of the content is paywalled behind microtransactions and/or timed exclusive offers. Any game that sponsors Youtube videos.
  17. Gez

    Quake II Remastered

    Tank Commander: Hmm, what is that mysterious ticking noise? Tank (mumbling): Not over here, not over there... (Stops and looks to his left and right) Tank Commander: Kinda... catchy. (Starts talking to a beat) Tank Commander: Tank, Tank, Tank Commander. Tank, Tank, Tank Commander. Gladiator: (pops up) Gladiator! Tank Commander: Tank, Tank, Tank Commander. Gladiator: (pops up) Gladiator! (Loop continues again, and then Technician pops up) Technician: (as Tank Commander is talking) Tech, Tech, Technician! (His loop continues as such, and after another, Iron Maiden pops up) Iron Maiden: Iron Maiden, Iron Maiden! (Others loop) Iron Maiden: Iron Maiden, Iron Maiden, Iron Maiden! (Machine Gun Guard pops up while Iron Maiden joins the loop) Machine Gun Guard: Machine Gun Guard, Machine Gun Guard, uh! Machine Gun Guard, Machine Gun Guard, yeah! (Others loop) Machine Gun Guard: Machine Gun Guard, Machine Gun Guard, uh! Machine Gun Guard, Machine Gun Guard, that's me! (Looping stops) (Back and forth, progressively faster) Tank Commander: Tank! Machine Gun Guard: Machine Gun Guard! Tank Commander: Tank! Machine Gun Guard: Machine Gun Guard! Tank Commander: Tank! Machine Gun Guard: Machine Gun Guard! Tank Commander: Tank! Machine Gun Guard: Machine Gun Guard! Tank Commander: Tank! Machine Gun Guard: Machine Gun Guard! Tank Commander: Tank! Machine Gun Guard: Machine Gun Guard! Tank Commander: Tank! Machine Gun Guard: Machine Gun Guard! Tank Commander: Tank! Machine Gun Guard: Machine Gun Guard! Gladiator: (naked) GLADIATOOOOOOR! Iron Maiden: Iiiiiron Maiden! (Looping begins again, but Machine Gun Guard has a different loop) Machine Gun Guard: Machine Gun Guard, I’m Machine Gun Guard. I'm Machine Gun Guard, Machine, Machine Gun Guard. (Looping stops) (All together) Singing our song, all day long at Stroooooooooooooggggooooooooos! Technician: I found the source of the ticking! It's a grenade! Machine Gun Guard and Iron Maiden: Yaaaaaay! (Gladiator and Tank Commander look at each other) (Ticking stops, a huge, fake looking explosion happens. Chunks of Strogg flesh fall.) (Bitterman pops up) Bitterman: Muhuhuhuhuhahahaha! (Bitterman starts tapping his gun on the stage) Bitterman: Bitterman, Bitterman, ooh, Bitter, Bitter, Bitter, Bitterman!
  18. Gez

    Realm Deeps 2023 Round-up!

    By the time Mario goes into the public domain, we'll have AI generating entire games as the new version of asset flips, and you will have thousands of terrible, never-tested games with that premise on the very second it becomes legal to release them.
  19. I don't think this is especially relevant to mapping now. Back then, for Romero, Doom mapping was a new skill -- after all, Doom was the first Doom engine game. Romero's idea of making E1M1 last meant that it'd be a map done once he'd have "leveled up" his Doom mapping skill as much as possible, so as to make the best possible start map (which is a very different notion from "the best possible map"). Nowadays, people already know how to play Doom. At least those that are likely to download and play what you make are. Also they don't really need to be wowed by an introductory map that shows them how advanced the Doom engine is compared to the games they played before; because well, it's been nearly 30 years now...
  20. Gez

    Was Doom Meant to be Harder?

    Remember how the Nightmare! skill setting was added because people were complaining Doom was too easy even on UV?
  21. The IWAD selection box is not a launcher, it's just something to select an IWAD. And nerve.wad is not an IWAD... You need to select both NRFTL and Smooth Doom and load them together in GZDoom. You may want to get an actual launcher, though.
  22. Gez

    What is doom guy's real name?

    Guydoom Threepwood
  23. Gez

    Game that everyone hates but you like?

    I wouldn't say all, since I've seen some people make an absolute stink about stuff that's completely stupid to complain about.
  24. Gez

    Realm Deeps 2023 Round-up!

    Why wouldn't they?
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