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SaladBadger

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Status Updates posted by SaladBadger

  1. UrdaWOR.png

    Kinda cool to see that those infoboxes on Google are actually drawing information from doomwiki.org instead of the doom wikia.

  2. A minor frustration I've run into with Chocolate Descent: I've encountered a bug where the game can go into an infinite loop if certain strange conditions are met when killing the level 7 boss. Unlike an algorithm bug, where something doesn't work 100% as expected in the game world, or a static limit or similar where the game exits with a given error message (like visplane overflows in doom), this kinda bug seems like a frustrating screw to the user, requiring them to mess around with the Task Manager or similar process management tools. With most bugs I can keep them as is, but this kind of bug makes me wonder what I should do. Should I fix it? Should I change it to an explicit game-ending error? Or should I just have the player muck about with task manager? I mean I guess that last option is comparable to what people would have to do if they encountered said bug back in the day...

  3. I wonder a little if some of the link spam dropping members who register here are actually people being paid to vaguely pretend to be an actual member, or if its some sort of new elaborate bot tech. I dunno...

  4. was having trouble finding what shows to watch over a upcoming vacation on my tablet, guess I'm gonna load some of the kyoani stuff I've missed in there (how the hell have I not watched Violet Evergarden in 2019???)

     

    honestly despite being strapped for cash ATM I probably will toss something at the studio. At this point, I'm not even sure how the studio can recover, but I really would like to support the livelihoods and future creative careers for those who have survived.

  5. well fuck, Kyoani's been burned in an arson attack, killing multiple people and injuring quite a lot more. That's kinda really fucked up.

  6. honestly, the more I read it, the more I wonder if Fabien was allowed to access the unmodified Doom source for the Game Engine Black Book. I seemingly remember an effort to try to produce a relatively accurate set of source code for the DOS game, but he also brings up a lot of details about the NEXT side of things, which I don't remember ever getting released.

     

    It's pretty cool that this does enable stats on how much time it took to build the game on nextstep and on DOS, though.

  7. For whatever reason, i've found that Doom with all monster state durations reduced to 1 is a really ridiculous but also strangely fun challenge. it's sorta like nightmare, and is in ways both more and less ridiculous than Doom's normal nightmare. It's also really amusing watching every monster just go around like they're completely jacked up on caffeine or something.

    1. SaladBadger

      SaladBadger

      I implemented this in DECORATE but I should do a DEHACKED patch so I could play with it in other engines, honestly.

  8. the latest H_G thread had a picture of kdizd e1m2. I happen to have a collection of extremely early KDIZD maps and I'm a little confused on one thing:

     

    NoCkHcL.png

    Is this courtyard more detailed than the final game's one? (I need to dig out the missing textures, since the final kdizd archive was pruned) Floor detail is pretty annoying though.

    1. SaladBadger

      SaladBadger

      (also, since I like prerelease material I'm vaguely tempted to see if I can get my hands on the leak, if any copies of that still exist. I dunno why I get so obsessive over incomplete works, but I like seeing games and modding projects come together)

  9. Things I vaguely wonder: A lot of speedruns of other games tend to play on their easiest difficulty, while Doom speedruns are typically done a the highest "sane" difficulty, UV (with some also on the less sane difficulty NM). How did this come about?

  10. 1am thoughts: isn't Fabien Sanglard's Doom Engine Black Book a realization of Bernd's failed dreams of writing a book describing the Doom engine? if only fab's book could come with a CD including the source code on it, then the illusion would be complete.

     

    the way times change is weird sometimes.

  11. Xc2HD8O.png

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

  12.  

    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...

  13. Strange and pointless mysteries of the doom code: Here in the doom source is a lengthy description of mobj_t which does not appear in the Heretic, Hexen, or Jaguar Doom source, where mobj_t is defined in doomdef.h, so presumably p_mobj.h was created in a post 1.666 revision, or more likely it was added during Bernd's cleanup of the Doom source for release. But where did this writeup come from? Its extremely detailed, seems to get most details right (a lot of Bernd's comments to the source express some level of confusion, if I'm honest), refers to otherwise lost internal details such as stategen.exe and states.c and states.h (as opposed to info.c/info.h).

     

    This is one of those things that are kinda pointless, but just the verbosity of the description and the fact that it seems fairly accurate seems pretty unusual for the doom source overall.

  14. https://reverb.com/shop/bobby-princes-historic-gear

     

    Bobby Prince started the auctions for his old music gear mid last month. The prices are pretty steep, but hopefully some collector's gonna want to get their hands on this, considering what the money's going to.

  15. Guess this is gonna cap up the con related status updates, i'll return to normal doom shit after this, but with the convention done i'm kinda really happy because it was very good this year. between the fhána concert, kenichi sonoda's big project reveal, live draws from vofan and rosuuri, playing the battletech pods, and just being able to see folk I've had a really fun time this year, i'm honestly really sad its over since most of the people I know aren't going next year. oh well.

  16. 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.

    1. KVELLER

      KVELLER

      Man, I'm jealous! Those things must be awesome. Hell, the whole convention must be awesome.

  17. 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.

  18. 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?

  19. 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.

  20. It doesn't play amazingly in retrospect but Void still has a really great place in my mind. Such a surreal theme executed extremely well. Its the kind of thing I honestly wish I could do in Starlight Sanctuary or my other map but I just really can't pull it off.

     

    fuck the more I think about it I just want to redo Starlight Sanctuary entirely. Make it more interesting and nice to look at.

  21. i submitted pics of the starlight sanctuary map to the puzzle and dragons stream as fanart and antonio somehow mangled my name as "InsanityBadger", heh

  22. it just struck me I could reuse the Starlight Sanctuary assets to gyp yet another concept from PAD: Legendary Sea of Stars. Would be a bit irrational, but imagine an aquatic themed level sitting at the bottom of a massive ocean full of coral, sea plants, and the like all shrouded by a huge field of stars.

     

    would be pretty nice

  23. I feel vaguely tempted to remaster some of my old shit maps like zpack e2m2 but I really wonder if there's anything i can do to untangle that travesty and turn it into a sane map.

     

    would be a fun experiment to see if I could make it not shit

    1. SaladBadger

      SaladBadger

      I mean, I probably can't, its too far gone and shit, but it'd be interesting. Thinking on this a little more, I kind of wonder if I can even get away with N5 at this point, while I like the style it definitely was overplayed and fuck man, its pretty obvious I was simply trying to emulate kdizd. I'd really love to try to turn it into a nicer aesthetic that has a lot less cruft over the years from kdizd emulators (and frankly kdizd itself)

    2. mrthejoshmon

      mrthejoshmon

      I do things like this sometimes (go back and tinker with old maps), it is a fun exercise and can surprise you with the results, I recommend doing it just to see the outcome as even slight texture differences can completely change a map.

  24. I'm replaying kdizd for some reason and while its still a guilty pleasure of mine I'm fairly certain the person who made z1m3 had absolutely no respect for their players at all

    1. leodoom85

      leodoom85

      Can't remember who did that map mostly, because I'm sure that it was made with a group of mappers...

  25. I've mentioned before I find Doom 2 to be close to mechanically perfect and I tend to play most mapsets vanilla style, but I'm also busy making making a 6DOF space shooter for GZDoom and want to work on a pretty different gameplay mod for it.

     

    where do i fit on the purist scale this is so confusing.

    1. KVELLER

      KVELLER

      6DOF? Count me in! I'm really eager to see that :)

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