Gerardo194 Posted November 29, 2016 Quasar said:"Mad" is an exaggeration; frustrated maybe. However, note I'm including "being finished with it" and "releasing it" under "losing interest," Jesus Christ! you're right, i didn't notice what you were saying! I thought you were discrediting our efforts and having little faith! My apologizes, I really thought you were saying we are going to lose interest. Sorry. 0 Quote Share this post Link to post
Impboy4 Posted November 29, 2016 Edward850 said:This is basically ransom at this point. That's a rather shitty maneuver to do to a community that thrives off open specifications. I'm not even sure what you'd expect with some kind of PSX DOOM EX, seeing that would only ever be made with open source contributions. I'm afraid he's right Erick; this is rather a low blow. Why do you guys not want to share your stuff openly? Is the vast community not trustworthy to have such content? 0 Quote Share this post Link to post
VGA Posted November 29, 2016 Well, I don't think busting his balls to release the code is going to work. No need to argue, Erick I hope you keep working on your PSX project. If at any point you get bored with it, then please release your code for the community. 0 Quote Share this post Link to post
Edward850 Posted November 29, 2016 VGA said:Well, I don't think busting his balls to release the code is going to work. Well, I don't think holding code for ransom is going to work either. There's no reason for him to act like that. 0 Quote Share this post Link to post
Gerardo194 Posted November 29, 2016 VGA said:Well, I don't think busting his balls to release the code is going to work. No need to argue, Erick I hope you keep working on your PSX project. If at any point you get bored with it, then please release your code for the community. Thank you very much VGA, thanks for your support friend! As we said, we can help with the lost levels expansion and NRFTL and Doom 64 for Doom 2, everything for GZDoom as Impboy4 requested us. We hope to discuss with Quasar about his and our project, maybe a merge will born, who knows? we won't make any source code public now until we finish. Everybody will use their resources, we make this for the community but it needs to be finished first. The RPG projects too! Thank you :) 0 Quote Share this post Link to post
Edward850 Posted November 29, 2016 Gerardo194 said:We hope to discuss with Quasar about his and our project, maybe a merge will born, who knows? Again, merge with what? Anything Quasar could ever offer you is already open source. He told you this from the beginning. 0 Quote Share this post Link to post
Gez Posted November 29, 2016 Quasar's project, it's a mystery to no one, is the source port Eternity Engine, which can already load and play PSX Doom maps, but without their music. 0 Quote Share this post Link to post
Gerardo194 Posted November 29, 2016 Same our project, Gez, it's the GZDOOM engine that loads and runs the PSX Doom maps from the Play Station CD. 0 Quote Share this post Link to post
Gez Posted November 29, 2016 Gerardo194 said:Same our project, Gez, it's the GZDOOM engine that loads and runs the PSX Doom maps from the Play Station CD. Just to be clear: Are you making a TC that runs on GZDoom (like the existing PSX Doom TC); or are you modifying GZDoom itself to be able to load the PSX Doom files extracted from their ROM directly, without using a mod? 0 Quote Share this post Link to post
Impboy4 Posted November 29, 2016 It seems to be the latter Gez if they did extract all the data from PSX Doom/Final Doom; the preview video does show that familiar slow frame-rate and the flashing keycard/skull in HUD. The only thing GZdoom that sticks out is the messages still being at the top instead of above the HUD in a larger scale (including the yellow "You need a red/yellow/blue key/skull to use/open this door/object"). 0 Quote Share this post Link to post
Gerardo194 Posted November 29, 2016 My brother is modifying the GZDoom port to run the PSX Doom, the program my brother is still making uses the PSX CDs to convert them into a WAD compatible with GZDOOM.This will not be a TC! The RPG games will be done the same way. We were very excited to show this because we are going to contribute to the community when we finish but some people are upset. I thank God that some people support us Impboy4 said:It seems to be the latter Gez if they did extract all the data from PSX Doom/Final Doom; the preview video does show that familiar slow frame-rate and the flashing keycard/skull in HUD. The only thing GZdoom that sticks out is the messages still being at the top instead of above the HUD in a larger scale (including the yellow "You need a red/yellow/blue key/skull to use/open this door/object"). the video was a beta version! All gameplay is finished but HUD 0 Quote Share this post Link to post
Quasar Posted November 29, 2016 If you can think about releasing the code after your project is done, that's understandable to me. I know the feeling of having the "gun" jumped on you, though, that's certainly not what's going to even remotely happen with the stuff I've been working on. It's basically a very part time hobby for me, advancing my extraction/conversion tool with more formats. I haven't even had time to work on it for quite a while now. I'm more interested in knowing the full format for posterity than for any personal gain. 0 Quote Share this post Link to post
Jon Posted December 1, 2016 Quasar said:Extremely disappointing. This is why all the source code for almost all of my projects is GPLv3. Once you lose interest in this project, the knowledge on how to convert the MIDI music for the PSX game engines will be lost forever. Try to be more forward thinking than that. This is a bit melodramatic. I think Erick194's position is a bad one, but he's not some kind of golden oracle, if there's enough interest someone else will figure out the same things and make them open. Ideally before he finishes :> Just shun their work. 0 Quote Share this post Link to post
Gez Posted December 1, 2016 Gerardo194 said:My brother is modifying the GZDoom port to run the PSX Doom, the program my brother is still making uses the PSX CDs to convert them into a WAD compatible with GZDOOM.This will not be a TC! Alright, cool. Now please be aware that several parts of the GZDoom code (including, but not limited to, its OpenGL renderer) are under open-source conditions: if you release your work, you will have to release its source code as well. 0 Quote Share this post Link to post
Quasar Posted December 1, 2016 Jon said:This is a bit melodramatic. I think Erick194's position is a bad one, but he's not some kind of golden oracle, if there's enough interest someone else will figure out the same things and make them open. Ideally before he finishes :> Just shun their work. Well I've been hoping that for a long time but I've never seen any progress on it. 0 Quote Share this post Link to post
Gerardo194 Posted December 1, 2016 Boys boys boys, nobody is not in the bad position here, think better before you know about us! Gez, Quasar, VGA, we are improving the source codes, when we finish this we will make the source codes public for everyone, nobody at "G.E.C." told we were the owners of the source codes. We need to improved them on to avoid bugs. And we are adding some stuff to GZDoom to the community. 0 Quote Share this post Link to post
Gez Posted December 1, 2016 Gerardo194 said:when we finish this we will make the source codes public for everyone Good. So long as you do that, we can't complain. Still would be better if development was open source to begin with; not just for us but also for you. By forking from GZDoom on GitHub, you get persistent, safe storage of your work so you don't risk losing everything in case your hard disk fails; and you also get an easy way to merge back in the GZDoom updates. 0 Quote Share this post Link to post
Impboy4 Posted December 1, 2016 Indeed, online storage will help you a lot in case of computer failure. 0 Quote Share this post Link to post
Blastfrog Posted December 1, 2016 Impboy4 said:Indeed, online storage will help you a lot in case of computer failure.This. I've recovered a project from Github after my HDD crashed unexpectedly. 0 Quote Share this post Link to post
Quasar Posted December 1, 2016 I can't even work w/o a version control system any more, cuz I have to roll things back so frequently ;) 0 Quote Share this post Link to post
Gerardo194 Posted December 1, 2016 Hehehe, all of you are right! We have suffered this before way back in 2014, we lost several programs and games hehe. I will talk about this with my bro, he can't reply so much here because his job doesn't let him to use mobile phones while working, only in lunch time. 0 Quote Share this post Link to post
Impboy4 Posted December 9, 2016 I just realized that the PSX Final Doom disk doesn't use the Club Doom cd track in-game even though it's there. I have a feeling they wanted to make a Club Doom level sequel but scraped it due to time constraints. That's probably the same reason why they cut the Inmost Dens homage level as well. 0 Quote Share this post Link to post
Gerardo194 Posted December 9, 2016 Plutonia level 18?? That level looks very similar to The Inmost Dens to me. 0 Quote Share this post Link to post
AD_79 Posted December 9, 2016 Neurosphere is indeed Inmost Dens-y, but Impboy was most likely referring to this. 0 Quote Share this post Link to post
Gerardo194 Posted December 9, 2016 Oh yeah, I forgot it, I remember reading about this before, hehe. 0 Quote Share this post Link to post
Impboy4 Posted December 12, 2016 Since you insist on one track from each game; I'd like to hear videos of Hell's Churn/Vexation, Corrupted Core/Infectious, and A Calm Panic Rises/Larva Circuits if possible. 0 Quote Share this post Link to post
PizzaGuy Posted December 12, 2016 The entire Final Doom soundtrack is on Spotify for those who are interested 0 Quote Share this post Link to post
Impboy4 Posted December 12, 2016 bedbug182 said:The entire Final Doom soundtrack is on Spotify for those who are interested Read every post prior to you carefully and try again. 0 Quote Share this post Link to post
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