
| What's New | Last Updated Sunday, October 17, 1999 |
| Friday, November 05, 1999 |
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Hasta La Vista DosDoom Well, DosDoom is offically gone, & EDGE is the latest incarnation of our team's work. Heh, I feel strange in saying "our team", as I have actually contributed very little in the way of the DosDoom team, other than the hype & pimpage of this page. I really haven't been very active with DosDoom for the past few months, & I really have lost my passion for the project ever since the bot development for DosDoom ceased. At any rate, team, it's been a fun ride, & thanks. I had fun coding the DDF mods & helping explain things to people at my page over here, & I even had fun making all those designs for the title page. However, I didn't enjoy being in one "camp" & feeling at odds with other ports. I would much prefer to be able to embrace all the work going on in the community. So long, EDGE team, I am retiring. I will be following your work with interest, especially when the bot development resumes. Basically, I am going to leave this page up for reference to anyone still using DosDoom, though I will no longer update it. I will concentrate on the bot page, & any mods that come out for the bots. One exciting new mod is Yoghurt's Doom Wars mod, which I hope to dedicate a section of my bots page to. Randy is working on scripting for ZDoom, which should allow some excellent new mods as well. |
| Sunday, October 17, 1999 |
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Dr. Seu . . . er, Doom
Oh won't you try my Doom source port
I do not like your Doom source port
If we said it was the best?
Not if it was the best
If it had jumping & mlook?
Not if it had jumping
If it was really pure?
Not if it was pure, you see
If it was blessed by Carmack?
Not if it was done by Mensa posers
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| Monday, September 06, 1999 |
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Mellowing Out Well, I have been really putting DosDoom, & Doom in general, on the back burner lately. Actually, back in the fridge would be more accurate. I have been getting seriously into Unreal & Half Life botmatches for the past few weeks, ever since my Ebay score of Unreal & since Valve released the latest patch which fixed the bot problems. Sorry about that, folks, but we gamers are a capricious lot, driven about by our gaming whims from one fancy to the next. Since my current system runs the latest games like butter, well, let me say that it is hard not to try them out. The DOSDoom team is toiling away, adding many features that will be sure to surprise you. QDoom will be an awesome showcase of the new DOSDoom's features. Ziggy has been making some great docs for DDF coding, including many tutorials. Hopefully, DOSDoom will be able to shed the poor public perception it has been cursed with for so long. I think people have been less forgiving of DOSDoom than has been fair, but that's my own opinion. |
| Wednesday, August 04, 1999 |
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TF101 Released I decided to fix that pipe bomb launcher, once & for all. It is now quite useful indeed. Thanks goes to Gokuma for his excellent beta weapons mod & his bouncing grenade code, which I modified a bit. Anyway, Here is TF101. |
| Tuesday, August 03, 1999 |
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Fixed Valkyrie Well, if you were trying to get Valkyrie running (all you hordes & hordes of people heheheh), I just uploaded a fixed version of it. Make sure you have either the Deathbot or DosDoom 0.653. |
| Monday, August 02, 1999 |
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Valkyrie Revamp Well, I have about had it with imbedding the DDF into the wadfiles for my Valkyrie mod. It has had mixed results for some time, & I am going to rip everything out & go with external DDF files in a subdir like Fanatic did long ago, & like my BatBot mod was done. Future versions of DosDoom may have a -game parameter that will make everything much nicer for mods anyway, but in the meantime you can use the -ddf parameter. If you haven't been able to get the Valkyrie mod going, stay tuned for a more reliable version. BTW, I like the new ruby laser graphic much better than the old one over at the Doom Millenium site. The old one looked too much like a, well, never mind. Of course the new one looks sort of like two clawed little hands holding something, so they still haven't gotten completely away from the subliminal imagery. |
| Sunday, August 01, 1999 |
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Coder Help Me I have a little something in the works that I was setting up today, & I need a coder to help me. It's probably pretty easy to set up, but it's beyond my capacity, as I'm no coder. I need a little program that I can feed a text file to that will read the text file, pull numerical values, average them, & also make an html link of 2 other string values. If you will help me, let me know, & I will give you more info. Maybe all I need is a cgi script. Who knows? |
| Monday, July 26, 1999 |
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The Old Grey Mare You know, I have been checking out some dehacked patches done by various people, & one thing I have been wondering is why people insist on continuing to use such a limited platform as dehacked for Doom modification, when DDF is so much more powerful & flexible. "Dehacked was good enough for us! We had no x_offset for our weapon attacks, & we liked it that way! & We didn't need any new sounds or graphics. We just substituted & shuffled around what graphics & sounds were already in there! And we were thankful for what we had! And eight weapons were all we needed! We weren't greedy for an unlimited number of weapons like you DDF kids!" Granted, I don't know much about dehacked, but all the dehacked weapons I've seen that have the weapon held from the side of the screen, a la Quake 2, will still have the projectile coming from the center, which looks terrible. Now in DDF, all we do is add an x_offset ## line to the weapon to make the attack come from the actual barrel of the weapon if it is off to the side. Don't you poor dehacked folk have anything like that? No? If you were going to do, say, a Half-Life conversion (cough), how will you make the projectile weapon attacks look good in dehacked? |
| Friday, July 23, 1999 |
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General Buzz Well, it's nice to know that I've been missed at the Doomshack. Yes, I've been quiet lately, dealing with various things. The DosDoom team has been going through some changes in the roster with the addition of the new members Andy Apted (coder) & Fanatic (tester), as well as the return of Ziggy Gnarly, who is now working on docs & some demo wads. There has been some good work done, as well as some great brainstorming of new features & discussion of our current to-do list. We are dealing with some of the typical team type discussions, & the newer members are getting in some input. I am not comfortable in mentioning any of the features in the works, but there are some very unique things in store. Some bold new ideas have been presented, & our discussion list is resembling a symposium / debate at the moment. I am proud of the guys on my team, each of whom contributes in their own way. BTW, the perceived insensitivity Doomfreak appeared to demonstrate towards the recent Kennedy deaths may have been more a reaction to the media's preoccupation with it. While it is big news, we all do get tired of how the media fixates on something for days , weeks, etc. (e.g. OJ trial). |
| Thursday, July 08, 1999 |
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Duke3d TC Page Tom Rajala has a page up for his Duke3d TC, so go check it out. He has some screenshots up, showing the Duke3d weapons & monsters in a Doom setting. Home Remodeling You may have noticed some broken links, as I had not yet put up some of the new pages for the new design. Well, I have put up the mods page, which features all the DDF based mods that I know of, so go check them out. If you are working on a DDF based PC, TC, or whatever, let me know so you can be listed. Also, the exclusives page is up, which currently has the screenshots from Covert Ops, which I posted earlier. |
| Tuesday, July 06, 1999 |
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Official Happenings I have finally gotten around to updating the official page for the home team, & I think that many will agree that it's a good thing. There are some other things that will need to be updated, so check there often. New Look Got the unoffical page redesigned, thanks to Mike Tawney. I have some more graphics to add here & there, but it looks much better than the old page. |
| Friday, July 02, 1999 |
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Duke3d TC First, let me mention that Tomi Rajala is working on a DDF conversion of Duke3d which looks promising. No page for this TC yet (that I know of), but hopefully he will keep us posted on it. Covert Ops
Also, in other DDF TC news, let me refer us all to some of the OC's (original coders--heh), who released the very first DosDoom special effects ever, & since they are on the DosDoom team, I think theirs is a righteous claim. I am of course talking about Black Shadow Software, famous for the Twilight Warrior TC. Anyway, Ziggy has told me that they are working hard on Covert Ops, the DosDoom version of Twilight Warrior, which will feature colored lighting, breakable glass, breakable doors, rain, and snow. & of course, let's acknowledge everybody else who has also done these features in their own mods--you know who you are ;-) Anyway, here are some screenshots that brother Garth kindly sent to me: |
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