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Everything posted by CBM
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I've been thinking I should try to do a doom 1 megawad just for getting some practice in mapping... and to try to make a megawad.... now that I am unemployed again, I have the time... so I have sloooowly begun... by making this very first room... it is 100% vanilla and uses the vanilla doom map format .... plus otex v1.1:
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I should try out rise of legends it seems! :-D You may be right, however... steampunk gives rise to the idea that inventors in victorian times could make anything, as long as it was powered by steam... in a similar vein.... aztecpunk could be about aztecs secretly being aliens that could create anything as long as it was powered by steam... or some variation of that did the aztecs have wooden doors?
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Thanks, I guess I will try that then. Just hope I can find some victims..err... players that wants to playtest them and give feedback :-)
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I just havent found any... I sometimes find bits and pieces all around the net but nothing complete. I have tried studying levels that are considered good. How do I start on the path to become a master GZDoom mapper? on the other hand, I guess I could just do a "40k 3D monster replacement mod" ... that will just replace existing doom 2 stuff with 40k stuff
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Well, I have been thinking about many ways around it. Another option I considered, would be to take the levels from FreeDOOM phase 2, then GZ'fy them (UDMF) and add the 40k stuff on top and try to make the FreeDOOM phase 2 levels work in a 40k type setting. Trying to make levels that are interpretations of Doom 1 and/or Doom 2 and/or FreeDOOM phase 1 and/or FreeDOOM phase 2 would also be an option but would still require a good amount of mapping skill To make original levels that would be good enough for a megawad, I would need some kind of detailed guide to what makes a good level, how to select textures, how to design encounters, the whole packedge. I know a decent amount of technical stuff in GZDoom modding (still not everything however)... but that is about it.
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so, is he making a linux distribution dedicated to gaming ?
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ok :-)
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ok, just asking. Since I will eventually need a good map editor that runs on Linux :-)
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Trying to port gzdoom-me-gec-maint1.9 to Android.
CBM replied to BrutalDoomisAwesome's topic in Source Ports
Fair point. -
I havent played as much hexen 2 as I should, but Eve's blaster arm would require some animation for both readying and raising/lowering which would likely be difficult unless its somebody with a lot of experience in making 3d or sprite based doom weapons.
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Hi... so this may be a dumb question, I am not sure.. but... Could I use an existing GZDoom megawad and make a "remixed" release of it where I replace monsters, items and weapons with 3d models maybe with a theme? for example... could I take an existing gzdoom megawad (with permission of course) and change all the monsters to 40k 3d models, use the weapons and items from genetech and add 3d models of 40k scenery as decorations? like a mostly-40k edition of some other megawad? I can't map very well... therefore I am searching for alternative ways to make some 40k 3d megawad (or any other themed megawad) happen. I can't do much of anything TBH... Am I just tripping or what do you guys think? Should I just keep quiet and keep trying to become better at mapping? Could I take an old megawad that is well liked and GZ'fy the maps in that megawad and then add all the 3D stuff? I guess the optimal solution would be to team up with other people to make a 40k megawad happen... some that can map, some that can compose music, some that can do textures, some that can do 3d weapons, some that can lead a project, some that can ..?? then I can add existing quake 3 player models to the megawad as monsters I am curious to hear what people think...
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is the source available on github?
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Trying to port gzdoom-me-gec-maint1.9 to Android.
CBM replied to BrutalDoomisAwesome's topic in Source Ports
shouldnt somebody refactor that codebase and remove all the ifdefs that targets unsupported compilers? as well as any code that is syntactically and/or semantically incorrect when using mingw? -
This thread is meant as a way to submit ideers and concept so they could be discussed in relation to the use of them in mods, maps etc... I will begin... --- The secret of the Aztecs the Aztecs have been holding out on us and had steam powered technology all along, millennias before anybody else maps with Aztec theme, monsters that are all steam powered robots or maybe even steam powered cyborglike creatures... and usage of wooden doors, long before anybody else.... maybe even actual computers... alien and human aztec hybrid technology? maybe they unlocked a portal to hell with the help of E.T. and his friends and made some steam powered robot/demon/alien hybrids? would this concept work or would it need tweaking and what tweaks would then be needed? comments? suggestions? --- any other doomers with ideers and/or concepts they would like to share?
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Thought I might post one of my maps here.
CBM replied to BENCHY's topic in WAD Releases & Development
looks good! :D -
Well... About OS/2... It was in development before Windows was ever released and IBM got a knife in the back from Microsoft that were supposed to collab with IBM. Early windows versions is said to contain clues that its actually based on stolen OS/2 code. Just like MS likely stole CP/M code to make MS-DOS... https://www.wired.com/2012/08/ms-dos-examined-for-thef/ They also acted like *ssholes towards IBM and others... https://www.howtogeek.com/688970/what-was-ibms-os2-and-why-did-it-matter/
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So I've tried the first level... you nailed the resident evil 4 like vibe and that is very cool and the way you use darkness and light is fantastic (but could be better with dynamic lights)!! The parking lot exit is especially impressive! The way it transforms back and fourth is amazing! However, had the cars been able to explode and therefore serve as a kind of barrels then it would have been even better. but your system requirements are waaaay off.... this is essentially vanilla doom with a few GZDoom tricks and a few voxels... you mostly use sector lighting vs dynamic lights... the chairs are sprites, there are no actual models I would add more voxels for stuff like chairs, boxes etc, then I would make heavy use of 3D floors, dynamic lights and finally then I would replace ALL sprites with 3D models... like weapons, monsters, powerups etc currently it flies on this old gaming laptop from 2016, just like a bog standard doom 2 vanilla game would do with the system requirements you mention, then you will have PLENTY of performance available to improve the visuals even more I can't offer usefull insights regarding the use of textures since I am impressively bad at selecting textures when I make maps Tearing and microstutter always happens in GZDoom and other ports... nomatter what level I play... so I have come to accept it as part of the experience when using modern source ports.
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everybody that runs windows, novice or expert, should have password protected admin and user accounts and only daily drive the user account. same as one would do on a linux system. Only system I can see any point in maybe not having a password is a user account on a pi that should boot up headless for some task or maybe some other headless server setup. never... when support for windows 10 dries up, then Linux will be so far ahead of anything Microsoft is doing that Windows will no longer be relevant. Remember that Windows 11 have even more bugs, even more malware/spyware/adware than Windows 10 and even more ms dog poop. Then look at Pop OS and Manjaro for gaming use... They are both awesome! Even for playing Windows-only games!
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Is live editing in Doom engine related projects possible?
CBM replied to whatup876's topic in Doom Editing
GIT is also a good option and is very often the default when making open source projects that involves code. GIT being a version control system will offer a lot of additional advantages to dropbox... like tagging, merging, branching and more. you would typical have the main branch as a development branch, a release branch, a test branch and maybe also an experimental branch. the main, release and test branch should all be able to compile while the experimental branch can be in a state that is not nessecerily able to compile. main/trunk/development: to make new features that are not nessecerily ready for large scale test, the main development branch release: for releases that are tested and ready for public use, should mainly be used to "park" various releases test: for features that have passed internal testing and is ready for large scale tests, only bugfix in this branch experimental: for going wild and just have fun the main "trunk" and one or more release branches is the bare minimum. -
SO COOL! It seems to me that many old classics could be recreated in CDogs... like ik+, alien breed series, chaos engine 1 & 2, blue max, super cars??, ghosts n goblins??, ... and many more
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I can see the novelty factor, but surely there are many other ports that are much more relevant for playing doom in 2021? It was a big deal when it came out back then compared to dosdoom I guess and I used it alot back then, but personally there are too many features missing for my taste compared to more modern ports. Or am I missing something?
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LOL... for me it's mostly the same... I learned a few GZDoom mapping tricks but that's about it.
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currently, I am unemployed... again.... after just one month as a cable guy so back to searching for IT related jobs