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InsanityBringer

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Everything posted by InsanityBringer

  1. At the convention are these large Battletech tesla pods which fully simulate a mech cockpit and have all sorts of really fun features. This was among one of the most fun things I've gotten to play with in a long time, I kind of wish there was still more demand for this sort of thing. It's really lovely.

  2. InsanityBringer

    your favourite game, with a twist

    - What's your favourite game that has no lead protagonist? puzzle and dragons - What's your favourite game that has only a limited amount of bloodshed, or no violence at all? stardew valley - What's your favourite game with no human characters in it? worms armageddon - What's your favourite game with a currency stat? this seems like the "what is your favorite rpg" question so i'll go with ff6. - What's your favourite game that contains a cool as hell vehicle that you don't get to control? this is really hard, honestly. i always wanted to drive that tank in RTCW. or maybe some of the giant imperial vessels of valkyria chronicles? I also always kinda wanted to drive HL2 APCs - What's your favourite game that you don't feel compelled to max or collect all the points items? doomactually probably duke3d since i usually put effort in trying to max levels in doom. - What's your favourite game that you can play without a computer, phone or console? i don't have a lot of experience with meatspace games, for now maybe something like sushi go. something quick to set up and play
  3. seems mozilla's finally given up on supporting the old "tiles" new tab page in firefox and is now forcing you to use the shitty activity stream thing.

     

    rip

    1. riderr3

      riderr3

      Some addons is also screwed.

  4. InsanityBringer

    VINESAUCE DOOM MAPPING CONTEST 2.

    if you really want your fill, the twitch video is currently available at https://www.twitch.tv/videos/261931572, and you can go to 2:17:00 or so to see it. I like how the very first comment from joel is "was this approved," which is a very good sign. also i'm slowly dying as i watch this i'm probably going to be dead at the end. was nice knowing you guys, was a good run.
  5. InsanityBringer

    Why did GBA Doom include 'green' blood?

    Nintendo was definitely a lot more open to this kind of stuff by the GBA era on their normal consoles, but with the game boy line in america they definitely were trying to push a more kid friendly image, so I believe it was cut down to try to obtain a T rating. I think only a relatively small amount of GBA games ended up with M ratings.
  6. InsanityBringer

    How to DeHacked.

    you can modify anything to have the projectile flags, but the problem is that nothing is going to shoot them correctly outside of the projectile attack functions. spawn cubes will always be aimed at the spawn spots, so its not possible to make them into a normal attack. MBF adds a paramertized A_Spawn function, but I don't know if it handles missiles properly.
  7. InsanityBringer

    Neural nets sort of generate Doom maps but not really

    I can't recall anything that does it being developed outside of this, but it feels like they have all the information they need. maps defining what's playable space vs. void, maps defining sector heights, maps defining triggers, maps defining things, etc. It seems like it would be possible to do.
  8. InsanityBringer

    Neural nets sort of generate Doom maps but not really

    One odd thing I noticed looking at the example wad provided is that each wall is divided up into a bunch of small segments, I wonder if this is a sign of how they're getting this output. Take the line image and generate lines from each pixel of it, fill in heights with the heightmap images, and so on. I guess we'll see if they upload the source onto that github repo.
  9. InsanityBringer

    Neural nets sort of generate Doom maps but not really

    hmm, the claim I'm seeing is that the thing isn't producing actual levels, but the conclusion does seem to talk about "playing" the levels as if they were loading them up in game and checking them out. I'd figure maybe they'd show screenshots of that to demonstrate the presence of height, though? Part of the paper does seem to be about filling out heights and the like.
  10. InsanityBringer

    Favorite Source Port?

    all of the arguments earlier are why i'm really designating a spread of 4 engines my "favorite". there's overlap with all of them, but each one is developed into a specific niche. GZDoom is perfect for all the super complicated fancy levels with all the scripting and custom objects and whatnot, but it is no good at vanilla compat, and I'm fine with that. When its time to play the latest vanilla (or boom, really) compatible megawad, I can load up prboom+, play with complevels (relying on magic numbers for complevels is a little annoying, but its there at least). EE's niche is a bit weirder, but its still been established so far with crazy portals, which have been used in vaporware demo and mothership (I really wish I could throw in more examples here, agh), and Mordeth sounds like he's doing a pretty good job beating everything possible out of it. EE tends to also be a solid choice for some levelsets like AA since it supports a blend of MAPINFO that allows breaking the maps up into episodes without having to informally do it with death exits only. And then chocolate is there to be absolutely pedantic that any map developed will run in vanilla.
  11. InsanityBringer

    Favorite Source Port?

    its a dead even split between chocolate, ee, prboom+, and gzdoom, which isn't very good for this voting thing. sorry.
  12. InsanityBringer

    Your Vision of Hell?

    I like the idea of hell being mostly dominated by a grand sprawling desert with a black sky overhead. hot, dry, and completely unforgiving. structures of hell loosely dot this desert. other regions would have somewhat different climates to them and things within the air might give the sky the distinct red color, where demons might actually settle more frequently. I want to try to pull off this theme in a map at some point, with some editing the old alpha desert sky might actually work out fairly well for this, if its edited to have the horizon of the sky at the actual view horizon point.
  13. InsanityBringer

    Post Your Doom Picture (Part 2)

    honestly I always had a little trouble reading that effect on JPCP map32, but that's pretty dang clever. I wonder if it would have helped me read the effect to have the duke3d like glass "reflection" thing, or if that would have made things worse.
  14. I remember hearing some whispers that the DMX source code was going to be officially released by Radek here a while back, what became of that? was I just misreading things?

  15. InsanityBringer

    Another DOOM movie being made?

    the "direct to video" thing is really worrying me more than anything, since direct to video's always been a huge alarm bell when it comes to movies. I know some say that netflix is usually okay, but in my experience that's really not been the case. its honestly been a really long time since there's been a netflix exclusive that really caught my attention, so many are marred in a pretty bad reputation, especially adaptions. I guess we'll see, we don't have enough details to go off of, but if they were confident I'd figure it would have a theatrical release...
  16. InsanityBringer

    Port with Doom Alpha/Beta support?

    I don't really see much value in simply simulating them, given the not playable part of them. Loading the data and having a look around the maps seems simple enough (though that's gonna be painful in release based code unless you have an integrated nodebuilder I imagine) A reverse engineering project would be interesting to really figure out how the Doom engine progressed over the years, as well as maybe learn some other interesting things in the process (I'm curious how far along AI is in 0.5, there's references in the file to the A_Look and A_Chase function, but no related functions like P_NewChaseDir, so no clue if its just a stub or not. interestingly A_Scream is also in there). But there's just not really been enough interest, it seems, aside from a fair amount of work on the press release beta.
  17. InsanityBringer

    6th scale Doom Marine action figure

    Community member Arborix has ordered one and she's gotten her hands on it, so they're definitely shipping out. No idea about the specifics, but it looks pretty good.
  18. InsanityBringer

    what are you working on? I wanna see your wads.

    a current layout of Legendary Sea of Stars, with 2 keys used at the moment. I feel map layouts are kind of deceptive sometimes, I swear this looks like a large layout in the editor but at the moment its at most 10-15 minutes of gamplay. weird.
  19. InsanityBringer

    Unaccessable parts of Maps - Final Doom

    the side doors are indeed DM starts, and the strange box to the northeast is a monster box used to hold monsters that are going to teleport in later. The tunnel connecting it is for sound to travel to there, to rouse the monsters.
  20. InsanityBringer

    What's your favourite languages (not programming)

    I mean in terms of languages I actually know anything about, that's pretty much limited to English and Japanese. there's not a lot of languages out there I really feel that compelled to learn for fun. Language is a relatively interesting concept to me though, so I've been vaguely tempted to try to learn earlier forms of english and perhaps Latin, though there's not a whole lot I could do with old english, given the relatively limited body of work using it.
  21. For GZDoom 3.2.5 and above Now that joel's shown the original version on stream, I've decided to release the "enhanced" version I built. It doesn't change that much, but it tweaks the outdoors sections to look a lot closer to the source material, and just looks much nicer overall. Mostly the same gameplay and interior sections as before. DL link: https://www.dropbox.com/s/yiyc6dm9vh74m04/starlightsnc.zip?dl=1 idgames: And some screenshots of the revised areas:
  22. Inspired by DoomKid, I kind of want to go through and use all the archaic editors to make a short E1M1/MAP01 type map in each. If I did so, I'd probably be using DEU, WadEd, DCK, DoomCAD, DMapEdit, WadAuthor, and probably end with DB1. I have the Previous image for the Next emulator Previous which includes DoomED, so if I'm feeling ultra ambitious I can use that.

  23. InsanityBringer

    Watch me Struggle: Attempting to use Old DOOM Map Editors!

    DCK can definitely run on DosBox, I've done it before. Important thing to keep in mind: It'll ask you about video drivers on the first run. Select VESA Driver, and then pick a resolution. It'll then ask you where all your games reside, fill those out and you should be good to go. I'm also trying to see if I can get DMapEdit working in DosBox, since I have a bit of a fondness for legacy editors myself. EDIT: semi related, did DCK ever get the freeware treatment similar to what WadAuthor had gotten recently? Would be nice to have the full version for historic reasons, though the shareware version is pretty much fully capable for level editing.
  24. InsanityBringer

    VINESAUCE DOOM MAPPING CONTEST 2.

    I am very glad he was pleased with my map. I was worrying way too much that I had way too much crap going on, but it looks like it wasn't that big of a deal.
  25. As I recall, isn't one of the things introduced to Ms. Pac-Man a bit of randomness in order to break straightforward patterns? I remember reading the ghosts still mostly move by established rules, but they'll move randomly for a little bit beforehand.
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