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InsanityBringer

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About InsanityBringer

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  1. InsanityBringer

    So how come a lot of music and games suck now?

    i dunno what kind of games are you even looking for? if you're just looking at the big fps games you're going to have a bad time if they aren't your cup of tea. but there's much more to modern than a bunch of military fps games. i can't comment on music, i basically listen to nothing relevant, but games are all over the place now and many are very good.
  2. InsanityBringer

    What are you listening to?

    please send help i'm getting into things like five years after they were popular
  3. Xc2HD8O.png

    is this ranger's helmet? it seriously feels like it but i just can't feel 100% sure

  4. InsanityBringer

    Is this an og 3.5 copy? I never seen this box before

    the ITEM field and the like in the hud is because they just reproduced some of the screenshots that were released around the time of the Doom press release beta. Odd, but i guess it works...
  5. more or less doom doesn't handle them at all. Normal interactions between two objects (projectiles are the only exception here in Doom) are done in two dimensions, so effectively all monsters are infinitely tall. Flying monsters can't fly above any other monster. Raven attempted to change this for Heretic, but there are some bugs in their implementation.
  6. InsanityBringer

    Serious Sam Vs Doomguy

    the two buddy up as saviors of humanity and become best friends as they stomp legions of vile monsters doomguy's gotta have respect for humanity's heroes and would probably be willing to work with them. why do fictional characters gotta fight all the time
  7. InsanityBringer

    Thoughts on Human Allies?

    I'd be fine with holograms showing the meager resistance trying to fight back and getting slaughtered, I guess. The phobos segment did have a lot of live humans, including soldiers, but I suspect we won't be seeing them in action. It's just really not the Doom way, especially with the way Doom 4 worked, where it's focused so heavily on your capabilities more than anything. Human allies always feel like they're tricky, since there's a balance that needs to be hit where they aren't stealing all your fun, while not appearing utterly useless. They have to avoid getting in your way, while being able to keep up with you as you progress, which in a mobility heavy game would probably be an utter nightmare... If there's any human soldiers shown fighting I can't imagine it being anything beyond a setpiece where they just get killed quickly.
  8.  

    I didn't quite want to derail the relatively technical discussion in the visplane thread, but while visplanes are in everyone's thoughts again I always remember this tweet, it really does give a fairly good impression of what's going on with visplanes. I wonder what it'd look like with merging...

  9. InsanityBringer

    Rule 666: If it exists, someone made it in Doom

    all it really means is that you can compile C code into ACS bytecode. the main upside of this, more than anything, is just having a very clean full featured programming language to work with. Standard library support is fully there, but it doesn't introduce any magical new capabilities to ACS, so some functions just fail in the most minimal way allowed by standards. There's enough though that with adaption, I believe it would be possible to compile a modified version of the Doom source for it.
  10. InsanityBringer

    What does your Doom folder contain???

    my layout is pretty dumb, but here goes doom/choco: hey you probably can't guess what lies in here doom/dev: stuff being worked on, stuff being tested. full of a million little test wads doom/dev/res: resources for all sorts of crap. in subfolders as needed doom/doom64: doom 64 stuff, includes rom and doom 64 ex doom/eternity: this one's pretty tricky, you probably won't find out doom/freedoom: loose assets from freedoom for reasons, including some historic versions for testing pruposes doom/gzd: a complete mystery. contains 2.1.1 and the latest devbuild also. doom/iwads: you know what sucks? having twenty DOOM2.WAD files on your drive. heh. doom/historic: contains historic doom things. has the doom alphas, romero's dev dumps, scanned assets, old editors, and the like doom/prboom: i tried looking in there and i couldn't figure it out doom/src: reference source code mostly. linuxdoom source, heretic, hexen sources, jaguar doom sources, and the like. When I work with the GZD source it's usually elsewhere with other active deve projects doom/stupid: where i haul stupid jokewads and really dumb things i've made doom/vanilla: holds the vanilla doom distributions, as well as heretic/hexen/strife. doom/wads: The heart of this all. All projects are cordoned off into their own directories with wads, text file, and any other included assets for reference. Works out fairly conveniently. All needed documentation can be inferred from text files when complevels are needed and the like doom/zdoom: contains the last stable release of zdoom, if needed. I pretty much never run anything directly, instead good old qzdl is used to launch everything except for vanilla. This makes managing iwads easy (don't need to mess around with DOOMWADDIR), and it makes running things across directories easy.
  11. InsanityBringer

    What are you listening to?

    a friend sent me this song and i've had it stuck in my head for a bit. rip
  12. InsanityBringer

    Rule 666: If it exists, someone made it in Doom

    ever since DavidPH's developed an ACS compiler that can accept C as an input language, it's kind of been my dream to get a minimal doom port working in GZD or EE. i mean it will probably never happen since there are so many better things I can do but it's a fun dream.
  13. InsanityBringer

    Has anyone managed to compile Vanilla Linux Doom on Linux?

    all i can say for certain is that i've compiled it before on a ~2008ish ubuntu distribution, I can't comment on what's changed in 10 years but it's probably gotten worse. I could never actually run it though since my linux knowledge was lacking and it requires an 8-bit display in order to run in the first place. I was just mostly interested in seeing what the official doom port on linux was like, honestly, but it's probably nothing special. Probably not worth going through the pain to make it work.
  14. InsanityBringer

    Things about Doom you just found out

    each pellet does do damage individually, and when each individual pellet hits it checks the hit thing's HP and checks if it should kill it right then. At a maximum of 15 damage, no pellet can gib anything in the game. Presumably Doom Retro adds up the damage from a shotgun blast and then at the end of it, applies the sum of the damage. Even the normal shotgun could easily gib a zombieman under this condition, so I'm assuming Doom Retro messes with the gib condition in this case.
  15. InsanityBringer

    The DOOM perspecive

    for what it's worth some games with angled weapons aim the shot projectile at the crosshair, and with modern gzdoom modding features simulating this should be entirely possible
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