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Satanic Infestation Open IWAD Project (CURRENT VERSION v0.0.5)


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Just now, RonnieColeman said:

:D The pistol and shotgun sprites are definite improvements over their Freedoom counterparts. Where did these come from?

i grabbed them from the freedoom attic, they're just placeholders until there's some replacements ready, Karasawa created some new sprites, but they have no hands, and i can't use them until either i or someone else draws them in, so they're sitting to the side until that's done, so for now, i'm using the current sprites

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11 hours ago, sergeirocks100 said:

i grabbed them from the freedoom attic, they're just placeholders until there's some replacements ready, Karasawa created some new sprites, but they have no hands, and i can't use them until either i or someone else draws them in, so they're sitting to the side until that's done, so for now, i'm using the current sprites

I actually centered the guns and made a full animation out of it: (the gun looked like a AA-12 so i made it fire like that)

 

(Can't send it atm will soon)

 

 

 

Edited by Morpheus666

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after some thinking, i have decided to host a mapping contest to try and bring some new content in, the rules are:

all maps must be vanilla compatible or limit removing

all maps must come in at 256 kilobytes or less

no use of textures outside of the ones in Ultimate Doom or Doom 2

map30 must have an Icon Of Sin/Satan's Avatar

a techbase theme for maps map01-map11, an urban theme for maps map12-map20, a hellish theme for maps map21-map30, and a Wolfenstien-esque theme for maps map31-map32 are encouraged, although maps of any theme can go in any slot

all maps must have a license attached to them, the exact license doesn't matter, if it's a permissive free license that allows for commercial use, like the 3 clause BSD license, the Unlicense, or Creative Commons, i can use it, although use of the Unlicense is strongly encouraged

the winners will be decided by me, any maps that don't make it will be put up for download, or reused for other branches of the project

the competition will end 3 months from now, on 8/19/2020, although maps, the same way as other assets, can be contributed at any time

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i decided to replace the COPYING.adoc with a LICENSE.adoc that lists the license my assets are under as well as the license Freedoom's assets are under, as well as acceptable and unacceptable licenses for contributions

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On 5/17/2020 at 6:39 AM, sergeirocks100 said:

i made a replacement for one of the marble floors by taking a picture of my kitchen counter and heavily modifying it

  Hide contents

Screenshot_116.png.fcf7421d00110794c10deb4632bb800a.png

 

I kinda like it but this is not the first time I get a vague feeling that there's a slightly blocky quality in your textures that makes one think the source was a JPEG image. Is that so?

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5 minutes ago, MrFlibble said:

I kinda like it but this is not the first time I get a vague feeling that there's a slightly blocky quality in your textures that makes one think the source was a JPEG image. Is that so?

you're correct, the textures are low resolution enough that i didn't think that the 1024x768 JPEGs the cheap phone i use for taking pictures creates would affect the final texture

Edited by sergeirocks100

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Well, there probably are traces of JPEG artifacts that are noticeable then, even after palettising. If possible, try to switch to a lossless format (PNG) in your digital camera, or at least crank the JPEG quality to maximum and/or compression level to minimum/zero compression. For images you take from other sources, make sure those are in a lossless format like PNG.

 

JPEG compression can do horrible things to images, especially at low resolution.

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22 minutes ago, MrFlibble said:

Well, there probably are traces of JPEG artifacts that are noticeable then, even after palettising. If possible, try to switch to a lossless format (PNG) in your digital camera, or at least crank the JPEG quality to maximum and/or compression level to minimum/zero compression. For images you take from other sources, make sure those are in a lossless format like PNG.

 

JPEG compression can do horrible things to images, especially at low resolution.

i decided to increase the resolution to 1600x1200 and the quality to the highest setting, i doubt it will make much of a difference, but there's no harm in trying

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just so that all the credits are in one place, i may extend the credits to include the credits of me, contributors, and the Wikimedia Commons assets i used, i may also try to write out some design documents detailing the changes i plan to make in the GZDoom version of the project, the other branches of the project will be excluded, as they won't have changes significant enough to write a design document about, in other news, map08 is almost done, and when it's finished, the long awaited v0.0.5 update will be out

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21 hours ago, sergeirocks100 said:

i decided to increase the resolution to 1600x1200 and the quality to the highest setting, i doubt it will make much of a difference, but there's no harm in trying

At highest quality the damage from JPEG compression should be minimal. The more compression, the more artifacts will show up and then translate into the final image you get from the picture.

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after some thinking, i have decided to start accepting UDMF maps for the eventual GZDoom version of the project, although i encourage that you submit a vanilla/limit removing version as well so that i can use it in the main version of the project, it's not a requirement

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to expand the range of potential contributors, i am now accepting assets under copyleft licenses, but only if they don't force the entire project to use the same license, such as the LGPL and the Sleepycat license

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i was working on a map for the MAYhem project, but i decided to drop out as i would likely get rejected for the low quality of my maps, so i turned my submission into map09, here's some screenshots

Spoiler

Screenshot_Doom_20200528_231914.pngScreenshot_Doom_20200528_231928_01.pngScreenshot_Doom_20200528_231932.pngScreenshot_Doom_20200529_045411.pngScreenshot_Doom_20200529_045715.png

 

Edited by sergeirocks100

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just to make it apparent, don't bother with the phase 1 and freedm WADs in the repository, they are a byproduct of the compilation process and i don't have plans to do anything with them until the main branch of the project is sufficiently developed

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I see that no one is willing to participate yet.

Like I said, presentation helps.

If you want people to actually interest in your mapping contest, edit your post with proper information, formatting and dialects. No one will bother reading through walls of poorly written text.

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1 hour ago, TheNoob_Gamer said:

I see that no one is willing to participate yet.

Like I said, presentation helps.

If you want people to actually interest in your mapping contest, edit your post with proper information, formatting and dialects. No one will bother reading through walls of poorly written text.

you're correct, i decided to edit the main post to format it a little better

Edited by sergeirocks100

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i decided to make this candelabra replacement using a picture of a gaudy thing i got from goodwill, here's a screenshot

Spoiler

Screenshot_119.png.577ceaee1c3efb754e194b5bd308de3f.png

in other news, i'm going to go ahead and reveal some things that will be in the design document of the GZDoom version of the project, Satan's Avatar won't be a standard Icon of Sin type boss, instead, it will be a Shub-Niggurath type of boss which you will have to telefrag 4 separate times to defeat, each teleporter behind a increasingly convoluted and difficult path

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for my convenience and for the convenience of contributors, i have created a template to use when drawing textures and sprites, it's not a requirement at all to use it, but it's recommended to make sure that textures are aligned correctly

Spoiler

temp.png.bb7dd0657a48c5381852ce278b37b16d.png

 

Edited by sergeirocks100

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8 hours ago, sergeirocks100 said:

for my convenience and for the convenience of contributors, i have created a template to use when drawing textures and sprites, it's not a requirement at all to use it, but it's recommended to make sure that textures are aligned correctly

  Reveal hidden contents

temp.png.bb7dd0657a48c5381852ce278b37b16d.png

 

Can i ask what software you use to make your sprites?

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23 minutes ago, Morpheus666 said:

Can i ask what software you use to make your sprites?

i use GIMP, what makes you ask?

Edited by sergeirocks100

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56 minutes ago, sergeirocks100 said:

i use GIMP, what makes you ask?

i was just wondering since i was wanting to get into texture creation and so far Photoshop has been hard to do anything in since as far as i know it can't be set to the doom pallete, It's either that or MsPaint and between the 2 i think gimp would be better

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19 minutes ago, Morpheus666 said:

i was just wondering since i was wanting to get into texture creation and so far Photoshop has been hard to do anything in since as far as i know it can't be set to the doom pallete, It's either that or MsPaint and between the 2 i think gimp would be better

i would recommend you go with GIMP, it's pretty easy to export any Doom palette in SLADE to a GIMP compatible palette

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2 hours ago, sergeirocks100 said:

i would recommend you go with GIMP, it's pretty easy to export any Doom palette in SLADE to a GIMP compatible palette

Thanks for the advice!

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i'm currently working on a tech texture of some kind using a picture i took of a circuit board from an old VCR, here's a screenshot:

Spoiler

Screenshot_121.png.0a66cb40c7907eaae8fe7433b42294c4.png

also, i may create some door textures for the GZDoom version of the project that are designed for horizontal movement, because i do plan on using polyobject doors to some extent

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