reviver
I'm too young to die
Having fun. . . ..
Posts: 9
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Post by reviver on Oct 1, 2021 7:27:21 GMT -5
Hi. BldCrtDM(Blood Circuit Death Match) was finished and released to file hosting sites 09/18/2021. It was developed using GZDoom 4.6.1, and has been tested successfully with GZDoom 4.7.0.( www.zdoom.org/downloads) BldCrtDM requires Doom II: Hell on Earth and a Source Port such as/similar to GZDoom that can load and fully render high quality textures. Even though GZDoom is the Source Port recommended, it is not the only one with which BldCrtDM has compatibility. BldCrtDM is a multiplayer wad file that supports various Classic Doom gameplay styles (Auto Aim, no FreeLook/no Jumping) and Modern Doom gameplay features(Manual Aim and FreeLook enabled). It is designed mainly for Deathmatch 2 and AltDeath parameters, though Deathmatch 1 is supported as well. 2 - 4 players are encouraged as the range for Deathmatches, regardless of how BldCrtDM is used during a Deathmatch. Teamplay can also be utilized with BldCrtDM. Blood Circuit Death Match can be downloaded here(indirect link): archive.org/details/bld-crt-dmBlood Circuit Death Match's read me txt can be read here(indirect link): archive.org/details/bld-crt-dmThe read me txt goes into details not mentioned here -- this post is abridged to be a quick read. Blood Circuit Death Match blends Doom 64 textures from the Steam version wad with native Doom 2 textures to create an environment that is creepy and futuristic. Blood is being used as a fuel source to power the technology in this map, and is continuously being processed and filtered in the background as players attempt to frag each other. Flowing like waterfalls, crimson fluids endlessly descend, seemingly infinite in supply from its unseen origins. . . . BldCrtDM screenshot previews:
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Post by ketmar on Oct 1, 2021 7:45:06 GMT -5
ahem… what exactly "requires the port that can load high quality textures" there? everything inside is in vanilla format, there is nothing special in any lumps.
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reviver
I'm too young to die
Having fun. . . ..
Posts: 9
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Post by reviver on Oct 1, 2021 7:58:12 GMT -5
ahem… what exactly "requires the port that can load high quality textures" there? everything inside is in vanilla format, there is nothing special in any lumps. BldCrtDM can be used, technically, with vanilla Doom, but you get rendering glitches that come only with missing texture files. These visual errors occur with Marshmallow Doom 0.79 as well as other Source Ports that heavily emulate DOS Doom 2.
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Post by ketmar on Oct 1, 2021 8:12:48 GMT -5
i still can't see why GZDoom is required. for old dos .EXE you will need to merge with something like deusf, but even Chocolate Doom can perform merge with the appropriate CLI arguments these days.
it's your wad, of course, and you may present it as you like, but if you want to get more attention of people outside of zdoom forums, it would be better to describe exact requirements instead. because technically this can work in most sourceports these days, but many people will simply skip it reading the presentation as "GZDoom-only".
p.s.: especially people really interested in MP, because virtually none of them are using GZDoom for multiplayer (and for a good reason).
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reviver
I'm too young to die
Having fun. . . ..
Posts: 9
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Post by reviver on Oct 1, 2021 22:24:51 GMT -5
i still can't see why GZDoom is required. for old dos .EXE you will need to merge with something like deusf, but even Chocolate Doom can perform merge with the appropriate CLI arguments these days. it's your wad, of course, and you may present it as you like, but if you want to get more attention of people outside of zdoom forums, it would be better to describe exact requirements instead. because technically this can work in most sourceports these days, but many people will simply skip it reading the presentation as "GZDoom-only". p.s.: especially people really interested in MP, because virtually none of them are using GZDoom for multiplayer (and for a good reason). Quoting myself: "BldCrtDM requires Doom II: Hell on Earth and a Source Port such as GZDoom that can load high quality textures. " "[. . . .] requires[. . . .] a Source Port such as GZDoom[. . . .]" I recommended a Source Port such as/similar to GZDoom, but never once mentioned that the file only ran with GZDoom. If the Source Port is equivalent to GZDoom's texture rendering capabilities, it is covered by the words "a Source Port such as GZDoom". As for the rest of your statements: I truly appreciate your feedback about how to make BldCrtDM able to run fully textured in Source Ports such as Chocolate Doom or Marshmallow Doom. Your advice is good intentioned. . . . however, I clearly state in the readme txt file for BldCrtDM, BldCrtDM.txt, that users acquiring BldCrtDM.wad may do whatever it is they desire with it, be it using their copy as a base for a new level, and distributing the file(s) in various ways involving different storage mediums. If they wish to use software utilities to reverse engineer data found within BldCrtDM, then they may alter it to their hearts' content. BldCrtDM is a Public Domain file as far I am concerned. GZDoom is recommended because it is still being developed and the people behind the project show a strong interest in updating it for quite some time ahead of now. GZDoom 4.7.0 even features an alternative OpenGL mode that requires less RAM and hardware resources, but at the cost of fancier hardware acceleration effects not being enabled. I actually use this mode because it hogs less computer resources, even though I can run regular OpenGL mode without any problems. I am aware not everyone can use OpenGL due to hardware limitations, but so also is aware of this is the development team maintaining and releasing ZDoom variants. I just give GZDoom prominence because its features allow for higher resolutions and its customization is very open-ended. As a modder, it appeals to me because it is surprisingly synergetic with the way I use my level editors and the dmflags(Deathmatch Flags) can be set so that rules and restrictions for a Deathmatch can make Doom exhibit features found in games such as the Unreal Tournament series or the Quake series games. Thanks for the input, ketmar. Your criticisms and advice are very welcome.
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Post by ketmar on Oct 1, 2021 22:37:27 GMT -5
i didn't meant to attack your presentation, just some impressions. i, for example, almost skipped it, because "oh, it requires GZDoom. not interested."
most of the time if people will see some sourceport mentioned, they will assume that it is the one that is required, and "lesser" ports won't work. and you explicitly recommend the recent version of GZDoom, and a lot of people will simply skip the thing, thinkig: "oh, well, yet another fancy GZDoom level full of gzdoomisms and unplayable on my Zandronum."
i mean, it doesn't mean if you used GZDoom as an example, because quick skimming creates the impression i described above. that is what i tried to tell you: switching from explicit port naming to the lowest common denominator and requirements can widen the audience.
and sorry for not giving feedback on the map itself. i took a quick look, but it's definitely not enough to give a proper feedback. ;-)
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reviver
I'm too young to die
Having fun. . . ..
Posts: 9
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Post by reviver on Oct 2, 2021 6:08:17 GMT -5
i didn't meant to attack your presentation, just some impressions. i, for example, almost skipped it, because "oh, it requires GZDoom. not interested." most of the time if people will see some sourceport mentioned, they will assume that it is the one that is required, and "lesser" ports won't work. and you explicitly recommend the recent version of GZDoom, and a lot of people will simply skip the thing, thinkig: "oh, well, yet another fancy GZDoom level full of gzdoomisms and unplayable on my Zandronum." i mean, it doesn't mean if you used GZDoom as an example, because quick skimming creates the impression i described above. that is what i tried to tell you: switching from explicit port naming to the lowest common denominator and requirements can widen the audience. and sorry for not giving feedback on the map itself. i took a quick look, but it's definitely not enough to give a proper feedback. ;-) No need to apologize -- I actually put to good use the criticisms you made when I edited the opening post of this thread. My goal for the first post in this thread is to communicate quickly key points and vital information regarding BldCrtDM, which was why I was hesitating to include certain information that is now added to the opening post. With as few words as possible, with restraint selecting screenshot previews, and with as few hypertext links as needed, I have striven to condense much content. I have aimed to also to minimize the total loading time for the text and images used in the first post because I know not everyone has access to high-speed internet technologies, and also, not everyone accesses the world wide web from a computer system such as a mobile computer(laptop) or a desktop computer.
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