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If it was Doom 2 or one of the other episodes I would not be surprised. I did hear that one of the versions was almost entirely sandy. 
Oh LOL 
"Hey Sandy! I work in mobile game development, and one thing I've been thinking about a lot is how to get more women (and please don't take this as an insult) in your age group interested in game design?"

"Sandy is actually a man." 
Oh God Hahhahahahahahhahaa 
 
Spongebob 
I'm a squirrel! 
Func_DoomJam 
A brainfart.
Replaying this Doom wad by Aard, Biff and Lun, I thought it might be a nice side project / mini event to do something like that again. The basics of Doom mapping are very easy to pick up and there are several advanced tools available, like DoomBuilder (think TrenchBroom for Doom). Would be cool to have a little jam-type of event where we made a bunch of simple levels just for the fun of it - especially coming from a non-Doom mapping background for the most part, thus perhaps less pressure for perfection. 
I Like The Idea 
 
 
If a ZIP was provided with all the necessary tools or something, I could be down with that. A simple DOOM jam sounds fun... 
 
I'd only do it if there was a 7z with all the necessary tools 
Slow Clap 
 
 
A few years ago I got the idea to finish an old Doom map I started well over 10 years ago, but never really finished.

I installed DoomBuilder and started playing around. Though I quickly got sidetracked and the map is still unfinished, I don't recall it being all that hard to get used to working with the editor. I think the only other program I had to get was some kind of texture manipulator. 
Don't Forget The Readme Or Otp Will Be Lost 
 
 
All you need is Doombuilder, preferably one of the latest dev builds of GZDoombuilder, and of course the Doom2 iwad. Should work out of the box; if not, you might need to install SlimDX, too. While you're at it, grab some source port for for easier playing/testing, e.g Zdoom or prBoom.

You can load one of the original maps to see how things work. Basically, what you do is draw the layout of the level and compartmentalize everything into sectors (DB does this automatically) which then can be assigned different floor/ceilings heights. There's a 3D mode for texture alignment, and so on. 
Doombuilder 
Downloaded it to have a look, seems very cool to use but it crashes every few minutes with no error msg :P 
 
Got it all running and I'm running around in a Doom 2 box level ... let's do this! :) 
I'm In But Only If We All Use This For Background Music 
 
I'm in! 
 
Are there any modern games that aren't plagued by dialogue? Are modern gamers like Rufus from Street Fighter IV?

Case in point, military shooters. Why doesn't the soldiers STFU? 
 
OTP - This comment wins.

"An FPS about Nothing." 
 
And for seriousness, I'd be in for this. Doom editing has come a LONG way since I last dabbled. This is actually fun ... 
Guys 
Why are there so many tools in the toolchain for quake? Why has nobody combined them into a single tool with command line options for skipping a step?

I would have thought that for intercompatibility between tools this would be a good idea. 
 
Modularity? Cohesion? 
 
My guess is because it's never become a priority. 
 
people are probably satisfied enough using separate tools, plus it does mean you can mix and match your favorite variant for each step. 
#26403 
All editors are set up to run bsp, light, vis without the user having to care whether they are 3 .exes or 1.

If it ain't broke...

And yeah, it allows mix and match, although I can't personally think of a reason not to use ericw's variants for everything now, but hey. 
 
Funny things happened in my wish map when I switched from the Light where color was first added to ericw's version (from last year to be fair). It seemed like some lights disappeared, so I changed back.

If I can get time to start working on the map again I'll try to figure out what was wrong. As I best remember, they were weird little fill lights with values like light 5 delay 1. Maybe it was just a small bug that has been fixed. 
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