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40oz

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Everything posted by 40oz

  1. I haven't looked too deeply into it, but you could try searching whole text files for "crash" in the /idgames database, sometimes honest people write in the "known bugs" field about specific areas that caused Doom to crash. https://www.doomworld.com/idgames//index.php?search=1&field=textfile&word=crash&sort=time&order=asc&page=1
  2. I appreciate the consideration. I'm glad I could clear things up for you.
  3. Its a conversation I wasnt having with you. No one is asking you to take responsibility for what I was responding to.
  4. @dew Of course, but if that's what you (errmm.. excuse me, I thought I was talking to Marcaek for a minute) would rather be talking about, then why not make a thread about it? I don't get the motivation behind the "stop talking about this" posts that seem to come up in any thread where someone wants to discuss an issue about something that's not what you want to read about.
  5. To add to this, most TV's and Computers/laptops have HDMI inputs, which means with an HDMI cable, (about $10 at Best Buy or a major retailer) you can project your monitor on your TV, and play computer games on it. Doom64EX is a godsend because you get Doom64 with the freedom and user friendliness of modern source ports. I don't know how necessary it is that you use a PS4 controller, but I've heard xbox controllers are pretty compatible with the windows operating systems, so you could pick one of those up if you want. afaik I don't think you can get Doom64 on your PS4 no matter what you do. I don't know if a PS4 controller will work on a PC (I've never tried,) and projecting your phone on TV, if even possible in the first place depending on what phone you have, will probably require some kinda expensive device that you plug into your TV to remotely broadcast whats on your phone to your TV. Also the resolution will probably be garbage.
  6. I can't wrap my head around why I or anyone would write a post about the pit or downtown in a thread that's very specifically about barrels of fun.
  7. I do too, but it could use a solo or an extra riff. And what's with that whistling in the second half of it?
  8. I have a few ideas. Before I start I want to say that barrels of fun was definitely a prodigal map in a way that probably best influenced the intensity of how diverse Doom mapping has expanded to today. I really don't think Doom would be so popular if every part of the game was contained in the boundaries of realism and efficient monster placement. It has a lot of "what if this happened" type scenarios which showed mappers that anything is possible and invited all sorts of people to attempt to contribute to the game. Consider how complicated and detail oriented modern games are and imagine how many people want to mod those games for fun. We should all be grateful for Barrels of Fun for that reason. That said, if barrel's of fun were a pwad I'd play it once and forget about it the next morning. Why? For starters, the way the map was designed abandoned any concept of a physical location. I can usually see through the absence of detail and get an idea of what the designer was going for, but the fact that it looks like anything at all has to be completely by accident. I imagine Sandy was probably thinking something like this: "I would make it look like a sonic the hedgehog bonus round except Adrian Carmack only gave me these brown ambiguous brick and stucco textures to use so I can't make it look fun and silly like it should be. Also we have 29 maps plus this weird little barrel experiment thing I did so I might as well put an exit room on it so we can hit 30." All the sectors that make up the map only have some sort of utility associated with them and seemingly nothing else. "I can't can't get across this gap in the middle, so I'm gonna put this big ass triangle here so he can walk across. I guess I'll put some textures on it too so the player can actually see it. I don't think I can make this jump so im gonna drag this ledge over here, and and bend this wall over there, etc. etc." If this visualization is any indication, the soulsphere and rocket stash in the northeast had to have been added late into the maps development to make it fair and playable to a new player. Presumably, this map wasn't ever truly meant to be in the game. It's just not very ambitious or necessary and loaded with experimental stuff that does nothing to contribute any sort of narrative that's built up in the beginning half of the game. I'm basing most of this on cloudy memory because I'm not at my home computer right now, but I think the map could have been better with fewer monsters, and/or more shotgun shells. It could probably use some sort of impressive visual landmark, and make the map a bit more "mission objective" oriented because it kicks off with a frantic "don't die" scenario but the adrenaline makes a hard stop with the heavy monster grinding and little direction of where to go and what to do when its over. Again, the above would only make it a better map when viewed from a lense that obfuscates the rest of the package MAP23 is contained within, but I also believe that a map like this, as is, was essential for delivering on Doom's astronomical potential in the surrounding community, even if that was a side effect of Sandy Petersen's design and not his original intention.
  9. I just did that a week ago and you argued with me about it.
  10. 40oz

    Post Your Doom Picture (Part 2)

    I'm still not sure I've wrapped my head around this. I get that the visual on the map is made up of a series of 1px wide sidedefs. That makes sense. I also get that all the lines use the Linedef type 48 scroll texture left. Are there any changes to the texture offsets or are they just left at 0,0? What exactly do the textures that make the animation frames look like? Does each individual image contain all 64 frames of animation like a film reel? e.g. all 64 frames chopped up into 1pixel wide slivers and each image represents the next column of pixels? I haven't had a chance to view TRUCK.WAD so I'm still mesmerized by what I'm seeing here.
  11. Fellas, it's ok. No damage taken. I know my maps are fire.
  12. The topic of dilluting texture usage in mapping, particularly for community driven projects has been on my mind for years. When I make textures, they're usually made with some purposeful intention that isn't always clear to the end user. This is a huge problem for projects that use cc4-tex textures because, if you can imagine this example, I'll see support textures with inverted crosses on them in a techbase of some sort. I suspect the mapper looked at their selection of support textures and just picked whichever texture looked the coolest, even though no human would build inverted cross metallic frames in a chemical plant. I had this kind of problem working on Mutiny, as many mappers put urban brick textures in their computer labs, and COMPWALL machines as windows on their buildings. Honestly, there's no way I could have made the mappers see the textures in the same way that I did, but at times it certainly drove me crazy that many of the maps turned out to be this ambiguous blend of everything at once when I curated the texture set to allow for a large variety of map styles. This is often the case with projects that are resource driven, such as the BTSX "samey" epidemic and any community project that relies on popular texture packs for individuality. For my own personal project, I've attempted to segregate my texture assets into different wads per map or per episode, which narrowed my selections and made mapping much easier, but I also struggled with the problem in that each individual texture wad was never 'finished.' It was always lacking in something and I would always have to go back to the image editor to make semi-duplicate versions of textures to fill in what was missing. The result is that I can almost never get around to ACTUALLY MAPPING and the project is the slowest moving thing I've ever bothered to work on. I'm motivated to come up with more resource driven mapping projects such as yours or Mutiny, but this dillemma is really something. I'm really not sure how to exercise creative control without ruining everyone's fun. I think people view the importance of thematic consistency and focused color schemes in a different priority level than I do and it shows in projects that I manage that I anticipate to be much better. (Don't get me wrong, I was very happy with how Mutiny came out, but I got pretty excited in the beginning and my expectations went out of reach before it even got started)
  13. I was reading Fraggle's most recent post in the "Things about Doom you just found out" thread in regards to his philosophy has a source port programmer and it reminded me how lucky we are to have multiple programmers in the community making their own source ports with different goals in mind. I am very grateful to have something as advanced, powerful and user friendly as GZDoom to give people the ease of use and limitless modding capability. At the same time, I'm also very thrilled that we have source ports that are designed to preserve all the historical energy and feel that Doom had when it came out of the box in 1993. There are times that I'm a little concerned about the popularity of GZDoom because it has opened up so many doors for people to create mods that are so out of scope of what Doom originally played like. I share this community with plenty Doom fans, and a large helping of them are exclusive GZDoom users. The depth of their knowledge about Doom goes about as far as whatever the most popular gameplay/weapons/randomizer mods are and the annual cacoward winners. Unfortunately, because of that, we don't seem to have a lot in common. I think I'd have an empty void in my heart if Doom only existed anymore in the form of ZDoom derivatives. Doom modding would snowball out of control, raising bars, setting standards, modding mods, and eventually everything that made Doom what it is will be replaced with something more popular and we won't be able to have a clear look on our community's own history from its inception. Thankfully, despite how limiting, finicky and bug-laden the original Doom game is to mod, we still have the option to go back and play old Doom wads in the same way they were made to be played, and view the roots of Doom in its essence to explore what made Doom so great to begin with. To be allowed the freedom to bounce back and forth between the two polarized perspectives; One that looks towards Doom's future and all the walls that are yet to knock down, and another that enables us to look back and see how things have come along since the beginning, is an extremely valuable thing. I selected prboom because I use that port all the time and I subjectively lean closer to the idea that Doom is very good as it is and only needs very minor enhancements in the form of new maps to keep the game fun and fresh, but with that said, I'd never wish for any of us live in a world where only prboom was allowed to exist.
  14. 40oz

    Post Your Doom Picture (Part 2)

    What am I looking at?
  15. I think its really brave of Colonel Sanders to make this transition to the gender she always knew she was. I'm tearing up now that we finally live in the age where corporations can finally express their true identity in the way they were born instead of how the patriarchy has forced them to be. I can't wait to hear about how Little Ceasar beat cancer, Papa Johns coming out gay, The Trix rabbit being 6 years sober, Wendy confessing that she's been sexually assaulted, and Ronald McDonald revealing that he's black. This is truly a victory for franchises all over the world. <333
  16. 40oz

    My Ultimate Doom Project

    Sounds good! Don't be afraid to ask for help! One thing I've been wishing for more of are short episodes that are primarily solo endeavours with a few guest maps peppered in between. I think this ultimately makes for a better project than 9 maps in a row by one author. Ancient Aliens did something like this and I think it was good move. It's usually good to work on a few maps at once so you can switch back and forth at your leisure, but don't spread yourself too thin. I'm a busy guy too and the biggest challenge with making maps is actually finishing them. I would recommend leaving at least a couple spots open in case you feel you're going to need some help completing it. Don't leave us hanging on an ambitious announcement that never delivers! I love E4 so if you think you want an extra map at some point, I'll be happy to help :)
  17. Hi I do most of my texture editing with some pretty basic tools, and mostly use GIMP for some specific tricky stuff like transparency layers that I can't really do well with pixel by pixel editing. I'm not totally familiar with GIMP yet but I was wondering if anyone could tell me what is the most effective way to blend two textures together so the first texture is pretty clear at the top, then crossfades with a second texture in the middle, and then the second texture is clear at the bottom. Below is an illustration that probably better explains what I mean. 1.) Red is the first texture, green in the second texture. Blend them together, first texture is on top, second is on the bottom. 2.) Put the first texture on the top, and the second texture on the bottom, you get DOOM 2 SKY3, minus the mountains. How do I do #2?
  18. 40oz

    Post your Doom textures!

    Least Fog > Less Fog > Original > More Fog > Most Fog
  19. 40oz

    Stand Up Comedy Thread

    Tom Segura is one of my faves
  20. 40oz

    Fate - The Unreleased Capstone Game

    I like those pixelated point source lights. I wish Doom had something like that.
  21. 40oz

    Post your Doom textures!

    They're for a project atm, but I'll release them independently for people to use afterwards too. Making Plutonia-like textures makes me kinda nervous. It's hard to make original stuff because I feel like it deviates too far away from the original theme. It's hard to think of a lot of stuff than isn't just variants of vines or nukage / brown water trims because most of the maps are primarily Doom 2 textured anyway.
  22. I really would like to see him prattle on about this just to see how deep he digs his own grave. What is he seeing in this ad that I'm not seeing that makes this the fulcrum that sends us into eternal damnation? Who is Mark Dice anyway? Did he have any credibility about anything up to this point? EDIT: Also wtf is cultural marxism?
  23. Awesome! It's cool of you to dump these maps from this long anticipated project. That's not easy to do. I like the attention to detail, as was the trend of the top mappers in the late 90's. I hope the other Doom millenium mappers are inspired to dump their work here too.
  24. my buddies on social media seem to suggest we aren't gonna win this fight. So what can we expect out of this? Could doomworld get denied in some ISPs service packages? Could the community lose some valuable members?
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