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About Cacowad
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Blasphemous
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TL;DR: Yes, it is compatible. No, it was not used as original art and CC0 art was preferred. Now, as a disclaimer, i'm not a lawyer. Take my words with a grain of salt. As far i i could research, licenses compatibility go from stricter to broader. For Blasphemer, as example, you cannot use a piece of work \ software that have a license that do NOT allow for commercial use ( CC-NC ), but you can use any that allow it (CC-BY, CC-BY-SA). In the years i've watched over this project, there was a substantial amount of confusion about licenses: the main license for Blasphemer is a classic BSD-3-clause, but it is a SOFTWARE license made for open source binary redistribution. You could argue that a .wad is a binary distribution; but it could be very well argued that is, in fact, no more that a glorified .zip archive... Licensing for art is a bit different, as it use a more fitting licensing system. One of the more popular is the CC one (Creative Commons licenses), wich allow for far more greater "control" on how the resources you create could be used (or reused \ modified). Everyone who gave his\her free time to work on Blasphemer was already fully credited for its work, so we could argue that the project is compliant to the CC-BY license. In addition, the BSD-3 license require that any derivative work is shared under the same license, so we could argue that the porject is compliant to the CC-SA license. By this line of reasoning, the resulting license for Blasphemer should be CC-BY-SA, so any work that abide by that license could be allowed: CC0 enables reusers to distribute, remix, adapt, and build upon the material in any medium or format, with no conditions. BY: credit must be given to the creator. SA: Adaptations must be shared under the same terms. That's all, as far as i understand it. Oh hey, that's me!
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Thank you all for keeping the project going! Going for a fork is the best course of action imho, as i more or less left the scene :)
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Hello there, while, yes, CC0 does not even require attribution, there has been cases where CC0-labeled content was derivative content taken from non CC0 sources. As for this particular set of sprites, it seems to me oddly similar to the Doom3 pinkie... But whatever, if someone can get in conctact with the author it would be best. Otherwise i'm not really opposed to the idea to put it in, just not for the sabreclaw if i may, as i like the uniqueness Bigprojectalone spritework add the the set.
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How do I turn a monster into a two stage boss?
Cacowad replied to St. Mildly Annoyed's question in Editing Questions
Simply do not tag the first one as a boss monster, and then set the last frame as an invisible sprite. It should be enough. At least it should be enough if no other archvile is around. It was a long time since i touched decorate. -
How do I turn a monster into a two stage boss?
Cacowad replied to St. Mildly Annoyed's question in Editing Questions
You could take a page from Heretic and copy how D'sparil work: https://zdoom.org/wiki/Classes:Sorcerer1 https://zdoom.org/wiki/Classes:Sorcerer2 In practice it is how SOF2Fragger suggested, in the last frame of the death animation of the first boss, spawn the second boss. It's up to you how to distribute the frames of the death\rise animation. -
I'm liking the direction. I think the feedback you got from the freedoom discord server was very beneficial.
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Well, up to a certain point (i think, late 2019, not so sure anymore) i always tested every map in heretic+, just to assure it ran on the original software. I do not know wich dos ports exist in the wild, but i would like to encourage as any compatibility reports as possible :) About the Elk: i hope it is going to stay, as i personally like it. As of now one of the variants cover the sabreclaw slot, but it could be shuffled around the other placeholders (waredragon or knight) if necessary.
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This is a crosspost from the Freedoom subforum, you can find the the thread here. Blasphemer aims to create a free content package for the Heretic engine, with a theme of metal-inspired dark fantasy. Any limit-removing Doom source port that is compatible with Heretic can be used to play Blasphemer. As of this release we have almost 3 episodes worth of content to play and brand new monsters sprites. Blasphemer 0.1.8 is finally here. Grab the latest release HERE: https://github.com/Blasphemer/blasphemer/releases/tag/v0.1.8 Below you'll find a short version of the changes. For the full version please read the release note. What's new? Levels Fixed medusa on E1M1. Removed incorrect player 1 start on E1M6. E3M2 reworked by the author. Sprites Added Ghoul (Mummy) by Rei, replacing BigProjectAlone's deer demon. Added Harpy (Imp) by Rei, replacing Cwolf's lost soul. Added Ogre (Maulotaurus) by Rei. Added Morphed Eye (Chicken) by Rei. Added Unknown (Lich) by Oplexitie, replacing Freedoom's cacodemon. Textures Added archways variations by Kwc General Changes Added optional GL definitions by Jackie. Note: They are not included in the main build, you may find them on the repo page. Lot of offset fixes. AutoPage darkened. Added a script to generate the versioning on the titlepic. Thank you to @Catoptromancy @HorrorMovieRei @Oplexitie and all other contributors for making this release possible. If you like what you see and want to contribute, be it maps, art or feedback, feel free to contact us on the Blasphemer thread or the Heretic & Hexen discord server.
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Blasphemer 0.1.8 is finally here. Grab the latest release HERE: https://github.com/Blasphemer/blasphemer/releases/tag/v0.1.8 Below you'll find a short version of the changes. For the full version please read the release note. What's new? Levels Fixed medusa on E1M1. Removed incorrect player 1 start on E1M6. E3M2 reworked by the author. Sprites Added Ghoul (Mummy) by Rei, replacing BigProjectAlone's deer demon. Added Harpy (Imp) by Rei, replacing Cwolf's lost soul. Added Ogre (Maulotaurus) by Rei. Added Morphed Eye (Chicken) by Rei. Added Unknown (Lich) by Oplexitie, replacing Freedoom's cacodemon. Textures Added archways variations by Kwc General Changes Added optional GL definitions by Jackie. Note: They are not included in the main build, you may find them on the repo page. Lot of offset fixes. AutoPage darkened. Added a script to generate the versioning on the titlepic. Thank you to @Catoptromancy @HorrorMovieRei @Oplexitie and all other contributors for making this release possible.
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Uh, hello. Been a while. @Shanoa Sorry for the exceptionally late response: yes, there a currently no guidelines for episodes 4 & 5. @Shino1 Nice to see a concept of the vampire :). Regarding the lich: if i remember correctly, we can only add rotation frames.
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When did Old School FPS fans turn around on Halo?
Cacowad replied to Mr. Freeze's topic in Everything Else
Had a blast reading this topic. I recently replayed all halo 1 to reach with my (now) ex, they are decent games with some occasional not so decent mechanics. As someone else said, the level design is usually corridor -> mini arena -> corridor -> backtrack to start, wich can get stale after a while. I'm currently 30 this year, and thus ashes upon a river, and i remember both sides when halo came out: on one side holy moly the visual tech was quake on steroid, and the IA was great, actually see the monsters panic and dodge missiles and granates was great. The rechargeable shield makes sense in game, as both elites and you share the same mechanic. On the other hand, i don't particularly like the shield, and i don't really like that it goes down in a single hit most of the times, forcing the player in a costant state of be perfectly always aware of every enemy (the radar supposedly help, but i was never able to use it) and also take cover every half second of gameplay. Also the limited inventory, fuck that, i want my rocket launcher AND my pew pew guns AND my boomstick thank you very much, constantly recicling weapons from the ground was not a particularly good time. Last but not least, it is a bit slower than necessary, it serve it's purpose, as you actually need to kill stuff to progress (speedrunners excepted), but as a avid quake 3\live player before and warframe after, i do appreciate when there is a little bit of speed involved with my shooting. Uh, i remembered that i need to try ultrakill, it seems pretty fun, that'll go after wolfenstain i suppose. -
From the wiki page about compatibility: The project is currently vanilla+, meaning it should work on the original heretic executable modded to be limit-removing. tested ports include: Heretic+ (G)zdoom Dsda-doom Crispy-heretic Vavoom To be fair, i have not received reports on port compatibility in a long time. So some informations may be outdated and\or incorrect.
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Hello, yes, very much so. Here's some links as a refresher: Latest "stable" release on github, from there you can find everything of note. Latest compiled snapshot, not much happened since, but can be used as iwad on your editor of choise.
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Hello and welcome back! To be fair, if you are willing to go the extra mile, you could try to fit the golem as a d'sparil replacement by giving it a second form. Just brainstorming here, but maybe destrying the golem just release the evil spirit trapped within, regaining it's true form. This could be an elemental, a literal on the nose devil, a mass of eyes, etc, as long it could appear to be capable of teleporting around. Those are actually really good concepts, would love to see them in action ;)
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"The Box of a Thousand Demons" - 32 Boom maps by Thelokk - on /idgames
Cacowad replied to Thelokk's topic in Map Releases & Development
Gave it a try on HMP, reached map 4 until i got my ass handed to me by the ssg only style. Posting this to remind myself to continue it once i'm a little less tired :)