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What Is The Best, and most lightweight Doom Loader?
SecularSteve replied to Randyghgu's topic in Doom General
Here's a bunch: Cross-Platform: https://github.com/Youda008/DoomRunner Windows Only: https://sobad.itch.io/minimalist-doom-launcher -
Is there a Source Port without the "No Platforms" Limitation?
SecularSteve replied to SecularSteve's topic in Doom General
Understandable... Though it was possible for a while with the following mentioned: I guess it's not as uncommon as I've perceived it. I think I'm more surprised as to why people don't take advantage of these RoR features in a select few engines a lot more. Seems like an enhancement that even purists would welcome for a chance to make "tower levels" or something. But that's just me. -
Is there a Source Port without the "No Platforms" Limitation?
SecularSteve replied to SecularSteve's topic in Doom General
Just trying to avoid misunderstandings if I can. I'm not an advanced developer, I have no idea how Advanced Coding of Doom Engines work, so I'm making it clear for the people who put effort into this stuff, sometimes for free, that I'm naive when it comes to how the stuff actually runs and works. You'd probably be surprised how many don't appreciate that. I'm satisfied with that answer. No reason to drag it on other than what I've already mentioned of comparing GZDoom with EDGE-Classic today, but it just so happens to be answered already: I'd like to thank you for the work you've put in, and I'll probably drop a donation for it later today. As someone who's been trying to run Doom on a Pi, this engine is about as advanced as we can get, and furthermore more than enough. Not as "middle-of-the-road" as PrBoom+, nor as purist as the "Chocolate Bars". And I appreciate that. Like the Snes9X of Doom Engines today (and I say that as a compliment). Finally at a point where it can be considered "pseudo-accurate", even on lower-spec hardware. -
Is there a Source Port without the "No Platforms" Limitation?
SecularSteve replied to SecularSteve's topic in Doom General
And there's my immediate answer. Thanks. Speaking of which, if you were to compare GZDoom and EDGE-Classic, what benefits would one have over the other besides EDGE being "Low-Spec Optimised and Compatible"? I've come across this 23 Y/o thread, and I'm curious as to how they would compare today: -
Is there a Source Port without the "No Platforms" Limitation?
SecularSteve replied to SecularSteve's topic in Doom General
Thank you for an immediate answer with no fuss. I'll check them out. You'd think "EDGE-Classic" would be on that list somewhere, but I'm not trying to offend the hard-working developers here. -
Is there a Source Port without the "No Platforms" Limitation?
SecularSteve replied to SecularSteve's topic in Doom General
I meant just plain "floor stacking". Like if you were to make a multi-story building, basements included. Purely without any trickery. Just plain "platforms are allowed" logic. True 3D and all that. I'm not trying to offend anyone. I'm just more curious than anything as to why there wasn't really an attempt yet. If you're going to go all the way with an "impure" port, might as well go all the way with the benefits is all I'm saying. I mean, the closest I've ever seen it materialised was probably the GZDoom Port of Unreal: But I'm still kind of new. Duck if I know what the Goose can be discussed here and what can't. -
Is there a Source Port without the "No Platforms" Limitation?
SecularSteve posted a topic in Doom General
I mean, think of the possibilities, and not just magic tricks like this: Before you say "If you want floors, go to Quake", I'm just saying if we're going to have a Source Port where the focus isn't vanilla accuracy, might as well go all the way, and add this kind of enhancement, right? I mean, unless it could cause some kind of game-breaking bug or something. But that's just a question. I'm not desperate for the answer if there's a good reason. -
As far as I know, there aren't any missing levels, all of the MIDI musical slots are filled in, and all of the copyrighted assets have been completely replaced. I've heard talks of overhauling the Deathmatch WAD (FreeDM) because at least half of the maps kind of suck, but other than that, it seems like there's nothing left but maybe a few asset improvements. This looks good for example: https://github.com/freedoom/freedoom/pull/1113
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Speaking of changes, what's left on their roadmap criteria? As far as I know, there aren't any missing levels, all of the MIDI musical slots are filled in, and all of the copyrighted assets have been completely replaced. I've heard talks of overhauling the Deathmatch WAD (FreeDM) because at least half of the maps kind of suck, but other than that, it seems like there's nothing left but maybe a few asset improvements. This looks good for example: https://github.com/freedoom/freedoom/pull/1113
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Why isn't there a TC OG X-COM Doom Mod?
SecularSteve replied to SecularSteve's topic in Doom General
Makes sense, no denying that. I've singled this one out specifically because a Doom mod would match up perfectly. The big difference of course being that none of the attempted mods were ever finished as far as I know. Think of the idea as "Space Wolfenstein with Aliens". And I don't mean the Blake Stone or the Xeno Aliens kind. I mean, who wouldn't want to see that? -
Why isn't there a TC OG X-COM Doom Mod?
SecularSteve replied to SecularSteve's topic in Doom General
That's awesome dude... You've really got something big in mind here. Though if there's a mod, I'd classify it as "Episode 2". In my opinion, it's smarter to make these mods incrementally one episode at a time, all based on the original trilogy to keep people's attention. While at the same time not burning out from making too much all at once. Assuming the assets are still lingering online somewhere of all of the attempts, my idea is to combine them all, finish what's left, and give proper credit to the ones already made (just to let them know their work isn't stolen). Because I personally think they've pulled the plug too soon. But once again, that's all just my opinion. -
Before you ask, yes. I'm already aware that this was asked here before: https://www.doomworld.com/forum/topic/110123-has-there-ever-been-a-doom-tc-based-on-the-original-x-com-games/ I'm surprised there isn't a complete one out there already. I mean, there's not even a need to replace most of the assets when they'd fit so well with Doom itself, textures and sprites alike. This idea is meant for people who aren't really a fan of X-COM's turn-based system. And want something more fun, action-oriented and quick paced. Because the lore of the game goes great with a more hands-on shooter as well. If it had a story, my idea would be that an X-COM regiment got wiped out during an attempt to fight off the Ethereals in a deserted region. All but "one survivor" that is... When they get beamed back to Mars to be studied, they learn to mask their thoughts, and escape their cell. Now they have to fight through a heap of Aliens after them, all the while trying to get back home. But of course, that's just my idea. I'm trying to revive an old thought that still has massive potential for some kind of FPS variation after The Bureau thoroughly disappointed.