kdrnic

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Viewing 89 posts - 1 through 89 (of 89 total)

  • kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9742

    You will see it in the demo, it is highly visible.


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9740

    I played rnlf’s E1M1 – here is the FDA:

    https://drive.google.com/file/d/1SBp6NYnl_3dFs2IRffeeQFL7-eCuUnez/view?usp=sharing

    Very unusual architecture – perhaps the most unusual of the bunch so far

    Two issues:
    -I noticed one door has the sides not unpegged correctly, meaning they slide together with the door
    -In the zigzag-over-nukage area one bit has a red skullkey texture, probably unintentionally

    —————————————-

    Also an opportunity to ask @TigerQuoll for a version of his level.


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9712

    It is possible to cross the slime as many times as you want, as slow as you want, no strafe, even walk, with guaranteed zero damage.

    Damaging floor mechanics are explained in a video by decino:
    https://www.youtube.com/watch?v=3iBlwsh8I2g

    As to lack of coherence, and difficulty, this is a secret map, which are hard, unusual, and we agreed to have “gimmicks”.

    I do like your idea of lowering the imp-latforms one for each wing.


    kdrnic
    Participant
    in reply to: Favorite Mods? #9696

    in 2023 I played two very good WADs which are episode-wise (rather close) remakes, with added detail and difficulty, “Phobos Revisited” and “Deimos: Slight Return” episode I and II respectively.

    Both very good and a way to revisit Doom afresh. They are from the same author. Included screenshots are from Deimos: Slight Return.

    The level geometry is followed closely but there is still originality, which is a great achievement.

    ——–

    Another good WAD in this vein of remaking Doom episodes is Doom the Way We Remember It. They are Doom levels remade from memory. All invoke a very uncanny feeling.

    ——–

    I am currently playing through a WAD called “Nostalgia”. I am halfway through it. So far it is a good challenge, good looking levels.

    It is a 2022 Doom 2 WAD.

    It is described in Doomwiki:

    “combines vanilla-style aesthetics with modern map design philosophies. Most maps are smallish in size, with a focus on easy-to-medium difficulty and fewer than 100 monsters. While level geometry and texturing is intentionally kept simple, the WAD contains many instances of environmental storytelling as well as occasional DoomCute detailing”

    However, this betrays what the modern WADs/audience is like. Modern maps are large, with lots of enemies, very difficult. To me, Nostalgia’s levels are long enough, sometimes clocking at 10+ minutes, and hard enough that I gave up on playing in UV and resorted to HMP.

    [1] https://www.doomworld.com/idgames/levels/doom/p-r/phobos-v
    [2] https://www.doomworld.com/idgames/levels/doom2/d-f/deimos-v
    [3] https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/d2twwri
    [4] https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/nostalgia

    Attachments:

    kdrnic
    Participant
    in reply to: Doom Books and Movies #9692

    Since @TigerQuoll has mentioned a non-Doom-but-Doomy film; here is another: Virus (1999). “it tells the story of a ship beset by a malevolent extraterrestrial entity that seeks to turn humanity into cyborg slaves.” It is highly underrated in my opinion, the effects look specially great.
    It has:
    * Very cyberdemon-looking cyborgs
    * Many spiderdemon-looking robots
    * Lots of light and dark contrast
    * Computer rooms
    * Heroes armed with shotguns

    Also, it is an adaptation of a comic book, although I haven’t read it.


    kdrnic
    Participant
    in reply to: Doom Versions and Ports #9691

    The PSX version of Doom was the favourite non-PC port at iD. It has some unique coloured lighting effects, and can now be played in modern PCs through a reverse engineered source port PsyDoom https://doomwiki.org/wiki/PsyDoom .


    kdrnic
    Participant
    in reply to: A roguelike or roguelikes – specially Crawl #9639

    What do you think changed for the worse in DCSS, or what did you prefer as it is in the original LHDC?

    Have you beaten either?

    Would you have LHDC-specific tips?


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9630

    Alright, I’ve merged the South/East/West wings of E1M9

    Now we need a North Wing that requires all 3 keys to open

    Any volunteers?

    https://drive.google.com/file/d/1bR_gJeVLK1KAdISrI1BJZ0O2szQ2q9BN/view?usp=sharing

    ———

    Also, there was the idea of the DGC touch.
    Could be one of those things:

    -A patch/texture hidden in every map.
    -A “DGC room”, maybe with DGC written in the carpet floor, we add to every map.
    -Could hack the sprite of one unused decoration, to be that DGC computer, we add it to every map.

    At any rate it needs doing SOON. What are the opinions of all?

    ———

    We are nearing a first release, as soon as we have E1M1/E1M7 and a more finished E1M8! Hurrah!


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9624

    I made my wing of E1M9:
    https://drive.google.com/file/d/1Qb2ncNmH0BSFgwsNde1w9jVO2zHB1SeD/view?usp=sharing

    I did use a “gimmick”, as suggested by @patrick_wd

    Soon we merge in @patrick_wd ‘s wing, and the North Wing can be the sector with 3 keyed doors ? Any volunteers for this North Wing with the exit?


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9622

    @watchful it was a “soft” deadline or a suggestion

    we still have a bit over a week, but the sooner we pack it up, there is more opportunity for people to play the WAD, before DGC attention turns to the next, less remarkable, game.


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9615

    Right, the pistol is traditionally entirely skipped

    I managed to almost finish at UV but got stuck on the exit:
    https://drive.google.com/file/d/1GjdgN5sTUMxwh62xA7V6GoCQpc9-fOc0/view?usp=sharing

    Both this and the other demo use this “fixed” version
    https://drive.google.com/file/d/1Ncf9ryauEGaqWQftlqagY4lIEOioVI5W/view?usp=sharing

    Edit: I found the issue with the exit door. It is at a different height inside vs outside.

    Edit 2: actually changing this didn’t fix it either.


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9611

    I tested the @sorceress map

    I think it is possibly slightly broken?
    Did you test with Chocolate Doom?

    The very first door refused to open, until I modified the sector slightly in Doom Builder 2 (see pics).

    At the very end, after opening the exit door but before pushing the exit switch, I got a hall of mirrors effect.

    At the start, the map was a bit short on shotgun ammo.

    Here is a demo, I accidentally played on HMP:

    https://drive.google.com/file/d/1mFU2VZ5Jg5o_brhuw-lALZwxHNyjh_Gn/view?usp=sharing


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9610

    your link is asking for a decoding key @Wesbat


    kdrnic
    Participant
    in reply to: Rogue #9607

    there is this other suggestion, for roguelikes in general:

    https://www.dosgameclub.com/forums/topic/a-roguelike-or-roguelikes-specially-crawl/


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9601

    Maybe you can swap with @Tijn, you get E1M8 and he gets E1M1?
    Talk with him on IRC


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9597

    Here is a starting point for a collective effort E1M9:

    https://drive.google.com/file/d/19-bLoaOtvpqV0jt72fduUHapni6Zv2dw/view?usp=sharing

    (it is vaguely reminiscent of default E1M9)

    I figure if everyone is willing,
    we can use this central hub model,
    I can have the East wing,

    @Wesbat
    the west bat can have the West wing,
    and @patrick_wd the South wing.
    (or some similar arrangement as long as @Wesbat keeps West, if he is in).
    If someone chickens out or joins in we can just re-distribute.

    This also potentially allows us to “merge” the map, if two people work on it at the same time.

    We can use some wacky system of tags such as:
    kdrnic 100-199
    Wesbat 300-399
    patrick_wd 400-499

    There is an open position for the NORTH WING, tags 200-299.


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9596

    I still had to load and save the WAD to run it in CrispyDoom

    https://drive.google.com/file/d/1y7Iy_s-TqTyd_mjtKV0_UDD-DxQ6jpw5/view?usp=sharing

    Here is a new playthrough demo, with the new WAD

    I think you made a very successful map, specially with your sometimes pessimistic messages in IRC
    (it does have an episode 2 or even Doom 2 vibe, but as you said, you were looking for that, to defy me)

    https://drive.google.com/file/d/1Q9Zyad0knh3o-FTodJI3_qMAUAKBu8tX/view?usp=sharing


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9594

    I fixed the @voxel WAD a bit in DB2 and did a playthrough

    I think I may have accidentally skipped some content? Maybe some walls/boxes lowered that weren’t supposed to.

    https://drive.google.com/file/d/1dEe5LsIjyFjUXv0StqoViZxHo9pddUPz/view?usp=sharing
    Demo file: https://drive.google.com/file/d/18VW8QJY6rhz-U3yjD3txEp3wc36ALE1w/view?usp=drive_link
    Video recording: https://youtu.be/5R4e65TBlLo?si=V8IFe1Z5yv84hJhC


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9584

    I have made a slightly updated version addressing a few concerns:
    -You can now go back from the exit area, this is an useful convention.
    -Added a tiny peppering of health on HMP and lower.
    -Marked the chaingun as a secret.
    -Added one extra barrel to help with one speedrunning bottleneck.


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9575

    @Wesbat put it back!


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9572

    I have finished both on UV. Great maps.

    I recorded each first finishing on demo files, and I suggest other playtesters try this.

    The enchantment is as follows:

    crispy-doom -iwad D:\wads\doom.wad -file DGC.wad -skill 4 -warp 1 3 -record mydemo

    Where 1 3 is E1M3, skill 4 is UV, etc.
    You also add -longtics for official speedruns IIRC.


    @Wesbat
    ‘s map, having played his other WAD, has a distinctive Wesbat style, which is much to my taste. Probably everyone has a distinctive style, when mapmaking.
    I did fall once into the cheeky trap – but I can’t say there was a lack of warning.

    I am very impressed with the size of @patrick_wd ‘s map – entertainment for 19 minutes!
    At one point I was a bit lost in a computer/cubeish area – maybe something can guide the player’s eye.

    THE DEMOS

    I present those timidly – they will display my poor Doomplaying:

    E1M5/Wesbat:
    https://drive.google.com/file/d/16dPO2udr4wO1CueHL3MiYgRL-GEFtIO0/view?usp=sharing

    E1M6/patrick_wd:
    https://drive.google.com/file/d/1qLZB5FDYOGLHp82hLWCULtskS_db_uvQ/view?usp=sharing


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9571

    I have updated the index and added a link to my own map.

    Out of several attempts the lowest time was 02:19 (UV speed).

    I can share the demo but if some adjustment becomes necessary it won’t matter.


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9563

    INDEX LIBELLARUM
    Permanent link to this table
    Last updated: 23:14 Thursday, April 10, 2025 Coordinated Universal Time (UTC)

    E1M1
    Assigned to: rnlf
    Status: Ready for testing
    Link v3: https://data.base13.de/pub/dgc_e1m1_rnlf-v3.wad
    Link v2: https://data.base13.de/pub/dgc_e1m1_rnlf-v2.wad
    Link v1: https://data.base13.de/pub/dgc_e1m1_rnlf.wad

    E1M2
    Assigned to: voxel
    Status: Ready for testing
    Link v5: https://thomaspurnell.com/notes/voxel_e1m2_20250320_4.wad
    Link v4: https://thomaspurnell.com/notes/voxel_e1m2_20250320_3.wad
    Link v3: https://thomaspurnell.com/notes/voxel_e1m2_20250320_2.wad
    Link v2: http://thomaspurnell.com/notes/voxel_e1m2_20250320.wad *
    Link v1: https://thomaspurnell.com/notes/voxel_e1m2_20250319.wad *

    E1M3
    Assigned to: kdrnic
    Status: Ready for testing
    Link v2: https://drive.google.com/file/d/1E658uXp44sLJlDSnNy0g0eEmetwX7EXd/view?usp=sharing
    Link v1: https://drive.google.com/file/d/1BlBH8Hfx7QMbAm-YOYgGaYgYn5WaMyr9/view?usp=sharing

    E1M4
    Assigned to: sorceress
    Status: Ready for testing
    Link v3 (RC1): https://app.box.com/s/wstynrq6lyhu9esq37894s6xwwx4a3ri
    Link v2: https://app.box.com/s/xlk477xzz5sygg5hrdeygxu2xcx4iix2
    Link: https://app.box.com/s/c1avl8v8l6j6240g6z0zj7ppqsev5mfv

    E1M5
    Assigned to: wesbat
    Status: Ready for testing
    Link v2: https://mega.nz/file/PXpEBKLZ#4rj5yloepjLOLFxysOKNuRhNjF7P18izKCUvmCmsYAA
    Link: https://mega.nz/file/HbZTWIIL#f7g6K89UMMSWD7_8KlCl5iDrtcyfIAXtCjUv2ssmQtw

    E1M6
    Assigned to: patrick_wd
    Status: Ready for testing
    Link v3: https://mega.nz/file/nwpEhDBY#NDqzmXMeiBWdcbGSO-Pop4H9kl7eCHah0ZzHPvZS9so
    Link v2: https://mega.nz/file/O1QRVZZZ#aUcmUl2eFQnxM7lcRPCSblmm11Njg2xzuMK2SLq2CI8
    Link: https://mega.nz/file/L9hT0Qpa#YrVmCQNACU23XIIQx4lcQca3arciQdywY7utGZ09LfU

    E1M7
    Assigned to: TigerQuoll
    Status: Work in progress
    Link: (pending)

    E1M8
    Assigned to: watchful
    Status: Ready for testing
    Link v2: https://drive.google.com/file/d/1eGNlm9t8Z4nUb3ZVsHrxYLVre7lEILmv/view?usp=sharing
    Link v1: https://drive.google.com/file/d/1KdyGJGsyUTOIgNaWmpb5HM6dbOLd6KTI/view
    Link v0: https://drive.google.com/file/d/1V2WXGY9ru2wZ1hhSYzFkNQNvdFkBY7YM/view?usp=drive_link

    E1M9
    Assigned to: Collective effort
    Status: Work in progress
    Link v3: https://drive.google.com/file/d/1bR_gJeVLK1KAdISrI1BJZ0O2szQ2q9BN/view?usp=sharing
    Link v2: https://drive.google.com/file/d/1Qb2ncNmH0BSFgwsNde1w9jVO2zHB1SeD/view?usp=sharing
    Link v1: https://mega.nz/file/WexAHDyJ#0rqzqujuN4odmKM_vbHTGY1OlxphzgthnQDFfa3AM9g
    Link v0: https://drive.google.com/file/d/19-bLoaOtvpqV0jt72fduUHapni6Zv2dw/view?usp=drive_link


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9562

    @Wesbat I am not sure it is necessary, since we can aggregate all discussion/feedback within this forum thread. I hate those 2000s forums with dead links to long gone interesting information.

    Since posts are editable, I can make a post such as a table, and edit to include further updates.

    I have my own level complete/ready for testing… I tried to make an industrial style area to fit the REFINERY theme. It took some more time than I expected, but at the same time the level is a bit longer than I thought it would turn out.

    I am not sure whether it is best to release each level to be tested one by one – I thought of having a deadline. I suggest no later than Friday, March 21. So we have the last 10 days of March for “glue up” and finishing touches.


    @patrick_wd
    has mentioned also being almost done, so maybe we can discuss starting a collaboration on E1M1 as planned, and E1M8/E1M9, which went unclaimed.

    Some ( @sorceress @voxel @TigerQuoll ) have mentioned getting-used-to-editor troubles, I hope and urge all can at least make something small; being the intention that matters, and someone else, if desired, can volunteer to retouch or lengthen the contributed level.

    Lastly, I think we can add some small DGC flavour – either a DGC-styled room, or maybe a custom texture – to every map. For a custom texture, I think it is possible to replace (but not to add?) a “texture patch” (rather than a “texture”) in a vanilla PWAD, without necessarily importing/merging all default “texture patches”. So we could pick a “texture patch” which is unused in any of the contributed levels, and reskin it.


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9557

    I have added monsters and items, balancing is not perfect but is already quite fun

    It is about 5min long in play time

    Attachments:

    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9549

    Another teaser zoomed out to not spoil much

    I have made all sectors, now I <i>only</i> need to texture, place monsters, health and ammo…

    Attachments:

    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9538

    Here are my humble beginnings

    Attachments:

    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9537

    I suggest a timeline where we have a rough level by 21 March at the latest so the remainder of March can be used in glueing the levels together, finishing touches, possibly some style of “level pong” (as in code pong)

    I think I can’t stress it enough, that if time or inspiration seems short we can just lower the bar, since the fun is in having made such a thing at all, rather than having made a PRO QUALITY thing, as in a game jam.

    ( @sorceress I think we agree on making a Doom WAD so avoiding Doom II stuff )


    kdrnic
    Participant
    in reply to: Phobos Calamity – Episode 1 #9534

    Will this be on /idgames ?


    kdrnic
    Participant
    in reply to: Phobos Calamity – Episode 1 #9531

    Played through the WAD in CrispyDoom, in UV
    Good WAD, and quite my style,
    I only point out:
    some areas a bit too dark, I think more often in the earlier levels
    I got stuck once, in the centre of E1M8, after falling down and couldn’t raise the floor nor lower the walls


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9510

    So here are our lots.

    E1M2 381d3f1a386e77f55c62a5e15365f64943f30f0d05e0512d79ae847d66382a6f March 6, 2025 at 11:10 pm #9509 voxel
    E1M3 57bbe8127208187098fddc6710d40f41d001a5be9a38f264eec0f8c4838a3bcc March 6, 2025 at 11:10 pm #9509 kdrnic
    E1M4 72cfc1b5cd126a06d8937dbbb2ed123c6099fa5a6e07eb38f3aa1ba6716bf673 March 6, 2025 at 11:10 pm #9509 sorceress
    E1M5 c9e1e69a7730c289eb43dc29e5d7124a762888814eec0fd5c405e7cbb73697b1 March 6, 2025 at 11:10 pm #9509 Wesbat
    E1M6 dbf929e6398509a2f60abbefbc61c6b0f6669b68de22962de0bc664f3c975907 March 6, 2025 at 11:10 pm #9509 patrick_wd
    E1M7 f110b1cec17f3c06a8b1f71762462795e897a888334c16b5ecb7fc808fd47c6c March 6, 2025 at 11:10 pm #9509 TigerQuoll

    I suggest that we discuss at most until March 10, and then necessarily start work with whatever the plan is at such time.


    kdrnic
    Participant
    in reply to: DGC Map Pack Collaboration #9509

    Since those collabs have an habit of turning vaporware I am going to propose a CONCRETE PLAN OF ACTION.

    1. We strive to make at least one episode
    2. It has to be DOS Doom compatible
    3. Each person shall make one level ideally
    4. Level pong is still an idea, then a duet can work two levels at once
    5. It is no issue if the level is unfinished – another volunteer can finish/retouch the level as happened in real Doom after Tom Hall left
    6. I suggest that we “remake” one of the original 3 episodes, not necessarily an actual area by area but to give a rough idea i.e. E1M2 is nuclear plant
    7. I suggest that the first and last maps, which are most prominent, are made last, or by the best mapper(s), or by team effort
    8. I think the bar can be held quite low, no need to avoid participating just because you aren’t good at it
    9. An idea for map shapes is to make a shape like a letter such as a K shape for KDRNIC

    Also, unless there is more PARLIAMENT QUICKLY REACHING CONSENSUS, here is the DEAL:
    We will make at least Episode I(1(one)).
    DRAMATIS PERSONAE (all that have mentioned willingness to participate, each shall make one level):

    kdrnic
    Wesbat
    sorceress
    voxel
    TigerQuoll
    patrick_wd

    Also THIS VERY POST has a line as such:
    “March 3, 2025 at 9:00 pm #9491”
    I will append to this string a space and the nickname as above, and hash, and sort. This will then be an ordering of maps, from M2 on.


    kdrnic
    Participant
    in reply to: Hello from Brazil! #8851

    Hello, welcome!
    Nice to meet a fellow Brazilian around here.


    kdrnic
    Participant
    in reply to: How does OMF stack up to other beat em ups? #6734

    Nowadays the genre of this game is more typically called “fighting game” rather than “beat’em up”. To quote “Beat ’em ups are related to but distinct from fighting games, which are based around one-on-one matches rather than scrolling levels and multiple enemies”, although it seems the distinction was often minded way back then.


    kdrnic
    Participant
    in reply to: DOS Game Club code pong #6669

    The baton is free again, I added coloured messages and (silly) traps.


    kdrnic
    Participant
    in reply to: DOS Game Club code pong #6667

    I am taking the baton a bit, to document the new OWv2 support, and some minor things.


    kdrnic
    Participant
    in reply to: DOS Game Club code pong #6661

    Merged Jaycie’s changes, so the baton is free once again!


    kdrnic
    Participant
    in reply to: Beginner programming advice for DOS? #6249

    Hello,

    If you intend to program in C for 32bit DOS I cannot recommend a combination of Allegro 4.2.2 and DJGPP highly enough.

    It is a nice and well tried library of game routines, with graphic modes, image loading, keyboard mouse and joystick input, sound both WAV and MIDI, etc i.e. all you need for a game.

    I have made several games with it in several states of unfinishedness.

    One advantage is that both gcc and Allegro 4 are also available for modern Windows and Linux, so you can build applications that work on both a modern OS and on DOS.

    The main issues I found with this are A) debugging in DOS sucks B) the executable size with Allegro is a bit a large (over 1 megabyte).

    If you decide to play with Allegro and need some pointers you can find me on the IRC channel.

    Cross-compile Allegro 4.2.2
    Latest DJGPP as cross-compiler


    kdrnic
    Participant
    in reply to: Aircraft textures #3470

    Here a DOS program for you to play with:

    Link

    It uses my TAPEGRO framework

    Use backspace to loop through the model files


    kdrnic
    Participant
    in reply to: Aircraft textures #3468

    Managed to get a similar point cloud now:


    bin = ReadFile("fokker.rb");
    _idx = 256;
    _offs = 0;
    var signed = true;
    var short = true;
    var endian = false;
    var old_buttons = 0;
    function Loop(){
    ClearToColor(screen, 0);
    _idx += dpad[0].x * 0.1;
    _offs += dpad[0].y;
    var idx = Math.floor(_idx);
    var offs = Math.floor(Math.abs(_offs));
    var pressed = buttons[0] & (~old_buttons);
    old_buttons = buttons[0];
    if(pressed & BUTTON_A) signed = !signed;
    if(pressed & BUTTON_B) short = !short;
    if(pressed & BUTTON_X) endian = !endian;

    //for(var i = 0; i + idx < bin.length; i += 3 * (short ? 2 : 1) + offs){
    for(var i = 0; i < 128; i++){
    x = bin[idx + i * (3 * (short ? 2 : 1) + offs) + 0 * (short ? 2 : 1) + (endian ? 0 : 1)];
    y = bin[idx + i * (3 * (short ? 2 : 1) + offs) + 1 * (short ? 2 : 1) + (endian ? 0 : 1)];
    z = bin[idx + i * (3 * (short ? 2 : 1) + offs) + 2 * (short ? 2 : 1) + (endian ? 0 : 1)];
    if(signed){
    if(x > 127) x -= 256;
    if(y > 127) y -= 256;
    if(z > 127) z -= 256;
    x += 127;
    y += 127;
    z += 127;
    }

    dx = bin[idx + i * (3 * (short ? 2 : 1) + offs) + 0 * (short ? 2 : 1) + (endian ? 1 : 0)];
    dy = bin[idx + i * (3 * (short ? 2 : 1) + offs) + 1 * (short ? 2 : 1) + (endian ? 1 : 0)];
    dz = bin[idx + i * (3 * (short ? 2 : 1) + offs) + 2 * (short ? 2 : 1) + (endian ? 1 : 0)];

    x += dx / 256;
    y += dy / 256;
    z += dz / 256;

    var t = 256, s = 3;
    x *= s;
    y *= s;
    z *= s;
    x -= t;
    y -= t;
    z -= t;

    var c = 0xFFFFFF;
    PutPixel(screen, x, y, c);
    PutPixel(screen, x + 256, z, c);
    PutPixel(screen, y, z + 256, c);
    }
    TextOut(screen, "IDX : " + idx, 256, 256, 0xFFFFFF);
    TextOut(screen, "OFFS : " + offs, 256, 256 + 8, 0xFFFFFF);
    TextOut(screen, "LEN : " + bin.length, 256, 256 + 16, 0xFFFFFF);
    TextOut(screen, "SHORT " + short + " SIGN " + signed, 256, 256 + 16 + 8, 0xFFFFFF);
    TextOut(screen, "ENDIAN " + endian, 256, 256 + 16 + 16, 0xFFFFFF);
    }

    Attachments:

    kdrnic
    Participant
    in reply to: Aircraft textures #3452

    heh, how you managed the result so quickly?
    I tried this code but didn’t get good results:
    link


    kdrnic
    Participant
    in reply to: Aircraft textures #3447

    I’ve made you a .ZIP of the .RB files mentioned:

    RBS.ZIP


    kdrnic
    Participant
    in reply to: The KDRNICIAN experience #2793

    oh! ctrl to override will be very useful!


    kdrnic
    Participant
    in reply to: The KDRNICIAN experience #2782

    I don’t think either keeping an useless unarmed soldier or just firing everyone after triaging is fun, so I will just keep the mod on.


    kdrnic
    Participant
    in reply to: Things in X-COM that don't make much sense #2779

    Oh also – the game is like Counter-Strike, in that the spotter has an advantage over the spotted; the offensive over the defensive; movement over entrenchment.

    Although I think this is a reasonable decision, in that it changes the “flavour” of the game. IIRC JA2 had the opposite emphasis.


    kdrnic
    Participant
    in reply to: Picture attachments aren't working #2778

    2 years later…


    kdrnic
    Participant
    in reply to: The KDRNICIAN experience #2774

    Another night mission – no casualties.
    Lost my fear of the dark.


    kdrnic
    Participant
    in reply to: The KDRNICIAN experience #2773

    Had a successful night mission – no casualties on my side.

    Seems no electro flare is too many.


    kdrnic
    Participant
    in reply to: The KDRNICIAN experience #2771

    I enabled the mod which forces psi to require line of sight. I wished for a mod that just disabled the aforementioned “telepathy” when the last aliens remain or X turns have passed; but this should let the game continue enjoyable.

    “female III” fell prey to this mission, in which I abused the laser rifles’ terrain destruction capability, laying lots of “suppressive fire”, very effective.


    kdrnic
    Participant
    in reply to: The KDRNICIAN experience #2768

    I just attempted a mission where the aliens could use psionic attacks – very unbalanced, they could attack every member of the team even without any visible…

    According to the wiki:
    “It should be noted that once you pass Turn 20, or if there are only 1 or 2 aliens left on the map, all of your squad members and their locations are revealed to the AI. This means you can expect a steady stream of psionic attacks after that turn if there any of the remaining aliens are capable of Psionic attack.”

    Apparently the only defence is just getting rid of the sucessfuly attacked soldiers.


    kdrnic
    Participant
    in reply to: The KDRNICIAN experience #2767

    Here is the most recent battle.

    I recorded with OBS, but then it was a pain to crop and try and edit the video, and also I wouldn’t be able to embed it anyway, so in the end I picked a couple frames and made it into a “slideshow” GIF.

    The highlight of the clip is when I perish in battle.

    The Personal Armour was of not much use in the end I think?


    kdrnic
    Participant
    in reply to: Things in X-COM that don't make much sense #2766

    Indeed – so far the aliens seem to mostly employ the stun launcher, I am not sure if I’ve seen explosives


    kdrnic
    Participant
    in reply to: The KDRNICIAN experience #2764

    I meant record a video of the screen, to be specific.


    kdrnic
    Participant
    in reply to: Things in X-COM that don't make much sense #2763

    You start with unarmoured soldiers armed with standard rifles, so you really are no better than the regular military or an armed civilian.

    Maybe we need to assume there is no military – world peace has been achieved prior to the start of the game.


    kdrnic
    Participant
    in reply to: The KDRNICIAN experience #2760

    I began ARMORing (sic) my soldiers – and also keeping some veterans in the base, while sending rookies to serve as scouts in the missions.

    I have also researched alien grenades – In the last mission, where Canageek and I scouted, one was very useful in clearing a path to the UFO, allowing the enemy to be promptly sniped.

    For my next post, I think I will capture the screen with some tool, to make cool GIFs.


    kdrnic
    Participant
    in reply to: Things in X-COM that don't make much sense #2759

    I think that the guys blocking each other is reasonable gamedesign, you can already make a 2-deep line by having the front man kneel and the other stand behind, like real armies – recalling the British army lines by Lord Wellington defeating Napoleon’s columns mentioned the other day by voxel.

    The civilians are indeed peculiar – it would be funny if the civilians could behave differently depending on the area. Picture rednecks going on an alien-hunting rampage, alien bodies piling up on the back of a pickup truck… there could be the option to arm the population, with the downside of their inaccurate shots being more dangerous than the aliens…


    kdrnic
    Participant
    in reply to: The KDRNICIAN experience #2758

    Sure, if you are keen to be the next Lost In Service B-)


    kdrnic
    Participant
    in reply to: The KDRNICIAN experience #2738

    RIP Tijn II

    died spotting aliens exiting the UFO who were promptly gunned down


    kdrnic
    Participant
    in reply to: The KDRNICIAN experience #2737

    I just had my first mission without casualties – although “female III” was stunned.


    kdrnic
    Participant
    in reply to: The KDRNICIAN experience #2732

    Just like in the gif, but for different reasons, vede bit the dust…

    But otherwise the mission was very successful.

    This female soldier which I was unable to name due to our lack of female presence, and who I sent in to the heat of battle without a weapon, also perished.

    In the midst of it Tijn had to apply a large dose of stimulants to revive rnlf. I am considering renaming Tijn kdrnic for this feat.


    kdrnic
    Participant
    in reply to: The KDRNICIAN experience #2731

    vede showing the importance of using smoke grenades


    kdrnic
    Participant
    in reply to: Programming & File Size #2729

    I also refer you folks to this tweet
    this tweet


    kdrnic
    Participant
    in reply to: The KDRNICIAN experience #2728

    In a fresh new battle, it all seemed lost as toasty was an early loss to a quick-drawing alien bastard…

    Tijn however, scouting tile by tile sacrificed himself to save the day.

    One floater that proved resistant to bullets had to be dealt two rockets from bitrot – earning him a promotion.

    They seemed to try and avenge the fallen comrade though, as two rocket blasts stunned both vede and sorceress in succession. dollarone quickly ran to their aid, medkit in hand, but it was unnecessary since the last alien was killed as he was nearing sorceress’ unconscious body.


    kdrnic
    Participant
    in reply to: The KDRNICIAN experience #2722

    A new UFO downed, team sent to crash site…

    voxel II fell prey to sorceress’ friendly fire!

    Also rnlf III died, to no one’s surprise


    kdrnic
    Participant
    in reply to: Programming & File Size #2716

    To note, DOSBox, the MS-DOS emulator which is needed to run many of those old games and comes packaged together with many GOG games, is 24MB (standalone Windows version) – a large size mostly because it requires a lot of functionality, emulating many different hardware configurations.

    XCOM for MSDOS, installed, weighs around 10MB, I imagine people from GOG when packaging didn’t want the user to have to go through the installation process from a disk that doesn’t exist, so it is packaged preinstalled.

    OpenXCOM, the opensource port to run XCOM on modern systems is itself 16MB (standalone Windows ver).

    Indeed, most of a modern game is graphics and audio – I see nothing wrong with that, but if you find offence there is usually “RIP”ed versions around on torrent sites, which remove the music, lower the quality of texture files to improve compression, and often remove videos and cutscenes – saving considerable space. Those are an alternative if you are particular about disk space.

    One downside of increasing compression to reduce file sizes is increasing asset loading times – most players much rather spend more time downloading or installing than waiting for the game to load.

    The thing with doing a NES game – and I have attempted so myself – is that the work to do anything is phenomenal, easily say 10-100x times the work to do the same for a modern platform.

    As an aside, the largest NES game is Dragon Quest IV, at 1MB, already quite huge considering the limitations of the platform.


    kdrnic
    Participant
    in reply to: A roguelike or roguelikes – specially Crawl #2647

    Many, maybe most, of the games in this club pail in comparison to their more modern continuations… that ought to be no excuse…


    kdrnic
    Participant
    in reply to: Polygons of Terror #2005

    I am not sure how undeserved it is – it may be 1 year before Tomb Raider, but Tomb Raider is more solid altogether, and it likely didn’t build knowingly on FtB’s failures. It is maybe a Bubsy 3D/Mario 64 situation (both also 1 year later though).


    kdrnic
    Participant
    in reply to: Polygons of Terror #2002

    Yes, FtB and the two platformers mentioned are all by Delphine, and that is a running theme of those.


    kdrnic
    Participant
    in reply to: Polygons of Terror #2000

    Since spooky old polygons are being mentioned, one that cannot be avoided is Fade to Black, a very unique game from 1995. It is the sequel to the more famous Flashback, itself following Another World, but it is a 3D person game rather than a cinematic platformer.
    It doesn’t really hold up though – very bad controls, something which plagues so many of those early 3D games.


    kdrnic
    Participant
    in reply to: On DOSBox, Mac OS port, engine remake, etc. #1994

    I tried emulating the 3DO port in RetroArch with the 4DO core, however unfortunately the sound is very poorly emulated, and sounded horrible. Attached is a comparison of MS-DOS and 3DO – there seems to be minor changes in art, like the shape of the car, the face of the character and some highlights on the chair. DOS screenshots are upscaled to 320×240 to give correct aspect ratio. 3DO screenshots have some artefacts from emulator scanlines.

    Attachments:

    kdrnic
    Participant
    in reply to: First impressions #1030

    This blogger talks about his memories of HoMM, throughout games I to IV. He touches the topic of the art style well.

    IMO the apogee of the art seems to be II, which improves over I. The graphics in III seem to look great in the world map, but in the battle screen they look copy-pasted together, and the background doesn’t really fit. Plus, the shading was softer in I and II, meanwhile in III it is clear that the left side army has shadows in one direction and the other side has shadows in the other.

    It seems HoMM II has the same art director, but different artists.


    kdrnic
    Participant
    in reply to: First impressions #1022

    With the town UI, I wish there was an option to automatically recruit certain units as they are ready. It would help the late game


    kdrnic
    Participant
    in reply to: My impressions so far #844

    Finally got Heist Almighty.
    Did all the missions I could find, failed some, got the multipliers except the one which needs the very tricky jump to the island, and had x7. Then did all the kill frenzies, and still had to do some car dock selling.

    Attachments:

    kdrnic
    Participant
    in reply to: My impressions so far #843

    I didn’t know about F6, I was using DOSBox’s Alt+Pause.

    Once you break the box, will it be reboxed if you don’t pick it up? I assumed that if you break the box and don’t pick it up, it could disappear after a while.

    The frustration is in that one hour you may well fail to proceed to the next level, and you can’t save also, so I’d say it is too big of a session.

    What did you do to get points? Even with a x6 multiplier I couldn’t find anything too safe to increase the score at any decent rate.

    A user that joined the IRC late yesterday suggested that a strafing button would be a great solution to the aiming problem, which I agreed to.


    kdrnic
    Participant
    in reply to: San Andreas #838

    Is the game’s title really a pun? Grand theft auto is a legal term used for stealing a car.


    kdrnic
    Participant
    in reply to: Succession Game! #482

    In january 2000, a 2 year old Kdrnic, a descendant of the loved 30s figure, becomes mayor of Dossington, despite protests regarding the minimal age for taking office, or being able to properly communicate for that matter.

    2000
    —-
    -Free clinics are again reinstated, and health department funding bought to 100%. The mayor expresses a support for universal free healthcare, to the chagrim of the pesky liberals who had removed this ordnance.
    -Fire department funding is also bought to 100%, to increase fire safety possibly.
    -A new area known as the Highlands is created. It is thought with the increased health spending, the residents of this area will live long.
    -The Dossington Tank Museum is inaugurated in the Highlands, to display the most interesting tanks of the world wars.
    -In August, the military asks to place a base on Dossington. The mayor accepts considering his duty for the country. Unfortunately, they can’t find suitable land for it…
    2001-2002
    ———
    -The Highlands are further developed
    2003
    —-
    -The residential zone of Windy Bottom is expanded
    2004
    —-
    -A solar plant is built at the Highlands, due to increased demand and power transmission issues
    2005
    —-
    -A terrain elevation is lowered near the Redneck 97 airport, and nearby commerce rezoned to light, in an effort to avoid plane crashes at terrain and buildings
    2006
    —-
    -Highlands further developed
    2007
    —-
    -New solar plant built, to accommodate demand
    -A plane crash starts a fire near the Henry Kissinger bridge, but firefighters put it down. The bridge is renamed the “Firefighters of Kdrnic bridge”
    2008
    —-
    -Another solar plant installed, due to continuing demand
    2009
    —-
    -Since capacity of existing plants remains at ~100%, 2 more are built identically, next to the most recent one
    -The Glorious Persecution against the opium of the people takes place: 5 churches are bulldozed, recalling the revolutionary efforts of the 30s

    Population: 65740 sims
    Treasury: 10801 simoleons
    Income: 4069 simoleons
    Approval: 65%


    kdrnic
    Participant
    in reply to: Succession Game! #481

    I’ll take the next 10 years


    kdrnic
    Participant
    in reply to: Succession Game! #463

    It is wan’s turn now


    kdrnic
    Participant
    in reply to: Succession Game! #459

    * The fire department is reorganised to run more efficiently, saving 50% of its budget for better uses.

    Doesn’t the fire department funding directly affect the chance of a fire? This must be reverted ASAP by the next mayor, least Dossington burn to the ground!


    kdrnic
    Participant
    in reply to: My experience with SC2k #445

    Some remarks on your points:

    1. It seems commercial should be the one you try to separate and have the highest land values. Both residential and industrial zones nearby seem to lower the value of commercial, and I think the distance to residential doesn’t affect commercial as much as industrial growth

    3. Underfunding fire departments directly increases the chance of a fire (less prevention) so ideally you keep that at 100%

    4. I prefer having lower taxes and saving money gradually over several years, for refunding power stations

    5. Sea and rail affect industry demand, road and airport affect commerce demand


    kdrnic
    Participant
    in reply to: Growing a city to may 2017 #442

    Did you play in hard?

    Taking bonds is a trap, it is better to save funds in advance of having to refund power stations, and perhaps switch to coal or oil…


    kdrnic
    Participant
    in reply to: Growing a city to may 2017 #429

    See if you have a toastopo.bak in your folder – when saving, Sim City 2000 seems to copy the old save file to a backup one


    kdrnic
    Participant
    in reply to: Succession Game! #420

    1925
    —-
    -Three churches were bulldozed in Old Town. I believe it is the low value caused by the nearby heavy industry that makes them settle there.
    -Taxes were lowered to 5%
    -The city now offers free clinics and forbids public smoking
    -Windy Tops/Micropolis connected to main powerlines, as it seems it is the best place to grow

    1926-1927
    ———
    -Industrial taxes raised a bit
    -Pollution ordnance removed
    -Windy Tops and Micropolis developed a bit

    1928
    —-
    -Connection to Lister added
    -Another church bulldozed
    -Some residential added

    1929-1930
    ———
    -Yet another church bulldozed
    -Some more zoning

    Population 16150
    Treasury $1216
    Income $693
    Approval 54%

    I’d say it is a bit hard to grow without an overarching plan, and perhaps conflicting goals, but it does mimic real political succession

    Attachments:

    kdrnic
    Participant
    in reply to: Succession Game! #418

    I claim the next 5 years


    kdrnic
    Participant
    in reply to: Growing a city to may 2017 #417

    I was aware of the terrain leveling, although they are rather costly and sometimes explode nearby buildings

    I feel starting with a flat map is a bit boring, or cheaty


    kdrnic
    Participant
    in reply to: Hard is… hard… but how hard? #406

    The manual.pdf, from the game’s folder, says:
    Whenever you start a new city, you have the choice of three
    difficulty levels, easy, medium and hard. The differences
    between the levels are:
    The amount of money you start with. In an easy game, you
    start with $20,000. A medium game gives you $10,000. In a hard
    game, you start $10,000 in debt, with a bond issue to pay back
    when you can and interest to pay every year.
    The national financial model. Your city is located somewhere
    in SimNation. The growth of your city depends on its surround-
    ings—rich, financially healthy neighbors are good customers
    for your industrial products and, bring their money with them
    when they visit your tourist attractions. In easy games,
    SimNation is in a boom cycle. In medium games, the national
    economy is stable. For hard games, SimNation is in a recession.
    The external industrial product demand. The easier the
    game, the more demand for the products that your city’s
    industries can produce.
    The propensity for disaster. The harder the game, the more likely
    is it that your city will be host to a disaster. Choosing No Disasters
    in the Disasters menu prevents disasters at all difficulty levels.


    kdrnic
    Participant
    in reply to: Disaster! #402

    89 dead.

    Attachments:

    kdrnic
    Participant
    in reply to: Disaster! #400

    The fire burnt the whole city, but a park… yet only 89 dead.

    Attachments:

    kdrnic
    Participant
    in reply to: Disaster! #398

    I was building this city very sustainably, even calculating maximum expenditure to be able to replace the power plant… suddenly, earthquake and fires everywhere.

    It is as if the city is made out of matches…

    I think I will refrain to playing with disasters disabled from now on.

    Attachments:
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