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inkoalawetrust

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About inkoalawetrust

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    GZDoom Modder

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  1. Nice avatar.

    1. UserPlayer89

      UserPlayer89

      I have a bit of a mild fascination with gothic horror and the supernatural in general so once I started playing the Touhou games Remilia unsurprisingly caught my attention immediately even if she isn’t technically my first favorite. vampires are cool. wish I knew the artists name off the top of my head so I could find and link the original, reverse image searching didn’t seem to help unfortunately.

  2. inkoalawetrust

    Strife Dialogue with item?

    I don't think the health should be a problem, all actors have 1000 health by default. I also don't see any prerequisite checks for the ISMONSTER flag from P_CheckUse() to P_StartConversation(), so I think it just needs to be a "living" actor in general.
  3. inkoalawetrust

    Share Your Sprites!

    And by the way, I made that reskin of the Di-Cokka that Craneo edited because I work too slowly on modelling and have to motivation to begin with to make an original model for Wolfenstein mods instead. If I do though, it'll just straight up be a Panzer IV (Not a Tiger I because Panzer IVs and IIIs were actually the most common German tanks). Anyway, here's the raw PNG renders from Blender. No optimizations or anything, but if someone wants to use them (Like to make the turret independent of the hull), the BIMP procedures I linked in the original post that Craneo linked for the original Di-Cokka will still work just fine for mass cropping and palletization. Alt.zip Alt.zip
  4. inkoalawetrust

    zScript Questions

    Can't tell you, I don't mind the default style at all. You can find settings under Edit>Preferences>Interface>Colors & Theme though. Eh, not sure what to tell you about that one, personally I just load my projects in UDB on a map and playtest through UDB. Yeah, for some reason the save button no longer universally saves for the opened archive/directory. You need to save the individual files, then save the whole archive/directory by going back to it.
  5. inkoalawetrust

    zScript Questions

    For ZScript documentation I'd suggest Agent_Ash's guide, and the ZDoom wiki. There's also an official ZDoom server where you can ask questions, not sure if I can link it here, but it's linked on the ZDoom wiki homepage under the "Room 101" section. As for formatting and the likes, I'd just suggest using Slade, it handles ZScript highlighting pretty well and also shows tooltips for functions, including any custom functions. It doesn't work all the time (Particularly the function tooltips), but it's way more hassle free to use than VSCode, plus you're already probably to be using Slade for other modding tasks to begin with. I'd just suggest making your GZDoom mods in a directory instead of a WAD or even a PK3/ZIP archive.
  6. inkoalawetrust

    Do people actually PLAY the mods or maps you make?

    No, not really. Of the people I explicitly know that use my mods, there's maybe like 5 of them. Including like 2 people that aren't me using my AI library. I've basically never seen my assets or code out in the wild. Let alone the actual mod resources I make. Besides the like 10 people that just load them and spawn them in through the console (I'm talking GZDoom here). My videos do get a few hundred views on a good day though, and one of my videos even got over 200000 views somehow.
  7. inkoalawetrust

    Concerns and thoughts with where modding goes from here?

    Well I did mention that, but that also happens when other companies try to kill off mods. And while Doom is a special case where mods are so integral to it and its' identity that it would make Bethesda backpedal hard, as opposed to just continuing on like Rockstar, Nintendo, or just earlier today, Mojang (In Bedrock Edition) do. They could still do serious damage, like by making people incredibly weary of making mods for engines like GZDoom or DSDA using Doom assets. Wait what? They did? You can make mods on the new id Tech engines now? Yes, I'm aware the reason is money, but it's only a PERCEIVED threat. In practice for example, Pokemon sells like 20+ million units regardless of how bad the game in question is. No amount of Pokemon fangames left unchecked can hurt Nintendo's bottom line, especially in their case where their primary audience learned to walk last month. And even if it can in theory be a net negative to sales, it's still sacrificing good will to stop a sales loss (Lol, GTA V would've definitely tanked if I could run around Liberty City in it right now) that is miniscule at best. Well yeah, I think it's at least pretty unlikely that they'll stoop as low as Epic Games, so there's that. Though keeping it up today is pretty redundant outside of consoles.
  8. inkoalawetrust

    Concerns and thoughts with where modding goes from here?

    Nothing, and it wouldn't be the first time a company has done something stupid for effectively no reason besides "I can", Rockstar took down a project to properly port GTA IV's Liberty City to GTA V as if it somehow hurt their bottom line. Nintendo takes down ROMs and fan projects that again, don't hurt their bottom line, and fairly regularly too. Bethesda in particular also tried monetizing mods like twice didn't they? At least that one did have some line of reasoning (More $$$) than "fuck you". As for difficulty of enforcement, they can just issue take down notices, and pretty much anyone would back down from their mod project at the sight of that because they don't want to pick a fight with the billion dollar company over a hobby project. That's usually what happens, not a costly court battle (Which the company almost always wins anyway). The rest can basically work out through intimidation. Also, I'm not talking about Bethesda trying to force people to use official ports at all, I'm talking about Bethesda having the legal right to order mods and other Doom fan projects to be shut down or altered (Stop using Bethesda-owned stuff without explicit permission) because they can only legally exist with some form of permission to use their IP (Setting, sprites etc) like that. And because of the prior record of the gaming industry with mods, it's not entirely out of the question that some executive up the corporate pyramid who doesn't know what a Doomguy or a mod is will look at a bunch of nerds making mods for a 30 year old game and see it as copyright infringement that needs to be punished. After all, I'm pretty sure that's exactly what makes Nintendo dislike fan projects so much, that most of the people who call the shots are older on average, and aren't used to this sort of thing (Not saying that's the case with Bethesda like it seems to be with Japanese companies though). Would it be stupid for them to do, and shower them in bad press and publicity? Absolutely. And others have done this with little long term impact. Nintendo again being an example. Little Timmy doesn't care how many Pokemon fan projects Miyamoto has personally slain (I'm joking) when he asks dad to get him the new buggy Pokemon game. That being said, yes, Bethesda would probably get even more flak than companies normally do for pointless stunts like these, since Doom is the one franchise to which modding is the most integral part of it compared to every other game. But even if they cave and revert that decision if they ever do it (And yeah, they would probably backpedal hard), the damage would still be done. Are you calling me a paranoid cretin for not thinking that the goodwill of Bethesda will last forever and that they might do something stupid eventually? Because I'm not scared of them taking over the community like the illuminati or something, I'm scared of them having a Rockstar or Nintendo moment because some executive found out about HDoom or something and got scared that it might hurt Doom's brand image or some shit.
  9. inkoalawetrust

    Concerns and thoughts with where modding goes from here?

    Well, there sort of is. They can't touch the code because it's open source (And if Bethesda or Microsoft tried some shit like closed sourcing it again, it would probably a be a legal clusterfuck that immediately summons the EFF and FSF bare minimum). But they do still have the copyright to all the assets, world, plot, etc. So they could potentially try something with that. And while FreeDoom exists, it would still cause a lot of damage before mods switch to FreeDoom.
  10. inkoalawetrust

    ID24 - a new feature set standard

    Oh okay, guess just the PSX sky layer will be the only major new feature for GZDoom itself as opposed to a reimplementation of something that exists then*. Unless GZDoom extends it for its' purposes of course, but I think we all know that isn't happening. And maybe also that all these JSON lumps will potentially lead to GZDoom's JSON parser getting a ZScript API.
  11. inkoalawetrust

    ID24 - a new feature set standard

    Okay, so I have an actual question in regards to ID24. Does the SKYDEFS lump allow for skies made of arbitrary sky layers? It mentions that it's for Hexen-style skies, but those only have a foreground and background. So does this say, support the ability to make a sky with a transparent foreground cityscape graphic, a transparent PSX fire sky layer behind, a scrolling cloud layer further behind, and finally the actual sky in the background? Or is it only two layers like Hexen skies and what GZDoom already supports? Oh and also, is the PSX fire required to not be transparent? Just curious. Because I'm kind of assuming that in terms of sky layers at least, SKYDEFS allows for an arbitrary number.
  12. inkoalawetrust

    ID24 - a new feature set standard

    Wait is that true? From what I can see Kraflab is not adding it, but I haven't seen or heard of any other source port devs not doing it. And earlier today I was talking on the ZDoom Discord's dev channel about which ID24 feature will be the biggest pain in the ass to support with nobody suggesting against it, so I don't think GZDoom will not have support at least. (Unless Graf says no obviously.)
  13. inkoalawetrust

    The Designer Is A Dick

    Well based on him call it intentionally unfair and dickish, and the thread title, I think those where intentional design choices.
  14. inkoalawetrust

    ID24 split

    So, about the Final Doom thing, didn't that actually happen after TNT, which was meant to be a normal free mapset initially, was bought by id in the last moment and released as a paid commercial product, which itself was controversial? I wouldn't call that as much of a case of the community doing something like that. As for standalone GZDoom games, yes, I'm aware of them if you don't know. And those are original IPs and full games that simply use GZDoom (Basically a FOSS game engine by now, doubly so with VKDoom) as the engine of choice. Not a case of mods for Doom becoming paid. Selaco being a commercial project for example isn't a paid mod (it is its' own IP), but if you sold Reelism 3 or something, that would be a paid mod. I'm talking about id/Bethesda/ZeniMax/Microsoft still (Obviously) having full copyrights on all of Doom's art and basically anything that isn't the codebase itself. Which so far isn't really a problem because the aforementioned companies have been hands off about Doom. But with id and Bethesda taking such an active interest in classic Doom now (Even more than before), there's a nonzero chance that some executive in either of those companies (Well, particularly Bethesda and above) that doesn't know what a Doomguy or Cacodemon are, to make some move or demand that causes Bethesda to stupidly crack down on mods for source ports that use copyrighted Doom assets. There's both general precedent in the games industry for companies pulling bullshit like that, and Bethesda itself also has a direct track record for trying to pull off paid mods twice. Basically a rehash of the post I linked, again, because Bethesda having such interest in Classic Doom again makes it relevant again, and because I figure the kind of concern that people like @Ravendesk are expressing is about something like that happening.
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