New Member Introductions
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- Posts: 5
- Joined: Fri Jun 16, 2023 2:05 pm
Re: New Member Introductions
Hi, I'm Enigma. I'm currently working on an experimental game using GZDoom that involves some platforming elements, but I don't feel like it's quite ready to show yet. I also hope to be helpful here in some manner.
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- Posts: 5
- Joined: Mon Oct 31, 2022 4:41 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: Intel (Modern GZDoom)
Re: New Member Introductions
Hi my name zero_kim I'm currently working on companion
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- Posts: 23
- Joined: Thu Jun 15, 2023 10:01 pm
Re: New Member Introductions
Hello
I signed up because I wanted to give feedback on gameplay mods, for good or ill.
I signed up because I wanted to give feedback on gameplay mods, for good or ill.
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- Posts: 5
- Joined: Sat Jul 15, 2023 4:00 am
Re: New Member Introductions
Hello everyone !
Happy to join this forum and the community of Doom !
Bye
Happy to join this forum and the community of Doom !
Bye
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- Posts: 19
- Joined: Wed Aug 02, 2023 12:19 am
- Graphics Processor: nVidia (Modern GZDoom)
Re: New Member Introductions
Hello everyone. I go by Gordon Threemen, among others. I mostly just play Doom - had it in some form since 1998 but didn't really get big on playing it until 2005 - though I've been looking at getting into creating mods. Maybe I'll have something worth sharing sometime.
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- Posts: 18
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Re: New Member Introductions
Hello. Happy to join other Doom fans and be part of a very talented community. I remember first seeing the original Doom around its release way back in the '90's. I was maybe 4-5 years old but was completely mesmerized by the first person view along with the scary music and monsters! Later into the decade my brothers and I discovered Hexen on the N64 and had hours of split screen multiplayer co-op fun when friends came over. It wasn't until 2013 that I'd get my first proper chance to play Doom when I bought the BFG Edition on PS3. I picked up Doom I and II on the Switch during 2020 to revisit the game and try out the new DLC map sets but started encountering bugs and frequent crashes last year. Same thing when I bought them again on PS4! By then it dawned on me that I should be able to run Doom on my Mac without issue and soon found GZDoom to offer enough modernization and customizable options while still allowing for authentic classic graphics and gameplay if preferred.
Since then I've lurked the forums learning about new mods and map packs. I had a fun idea of making a skin that quickly grew into my first attempt at modding and spriting. This forum has been a very helpful resource for understanding the engine and how it can be modified using ZScript. I'm blown away at all the creative and fun ideas that have been built for a decades old game. I plan on creating a proper release for my mod here soon and hope to share some of what I learned during its creation in hopes it could be useful to others. While I don't have as much time as I wish to work on more, I do have other ideas I hope to share someday. As a musician in real life growing up on great classic gaming music, I also hope to contribute to other projects in way of mixing/mastering or custom work entirely if time permits. Looking forward to being more of a contributor moving forward.
Since then I've lurked the forums learning about new mods and map packs. I had a fun idea of making a skin that quickly grew into my first attempt at modding and spriting. This forum has been a very helpful resource for understanding the engine and how it can be modified using ZScript. I'm blown away at all the creative and fun ideas that have been built for a decades old game. I plan on creating a proper release for my mod here soon and hope to share some of what I learned during its creation in hopes it could be useful to others. While I don't have as much time as I wish to work on more, I do have other ideas I hope to share someday. As a musician in real life growing up on great classic gaming music, I also hope to contribute to other projects in way of mixing/mastering or custom work entirely if time permits. Looking forward to being more of a contributor moving forward.
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- Posts: 1
- Joined: Tue Sep 05, 2023 1:43 pm
Re: New Member Introductions
Hi, im new here to this platform. basically im from australia and i hope i make some new friends here and will find solutions to my problems.
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- Posts: 1
- Joined: Tue Sep 12, 2023 11:46 pm
Re: New Member Introductions
Hi, I make maps, models, textures, sfx, music, program game code (QC), program engine code (C)
Would like to post.
Would like to post.
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- Joined: Sat Nov 12, 2022 11:12 am
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- Graphics Processor: nVidia with Vulkan support
Re: New Member Introductions
Hello! From Russia!
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- Joined: Fri Aug 18, 2023 5:02 am
Re: New Member Introductions
Heyo, I don't remember if I made a post here or not but yeah, here I am!
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- Posts: 1
- Joined: Sat Oct 14, 2023 6:07 pm
Re: New Member Introductions
hey everyone! hoping to become more vocal and involved in the doom community!
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- Joined: Thu Oct 26, 2023 1:45 am
- Operating System Version (Optional): Artix Linux
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: Welcome to the ZDoom forums <--READ FIRST OR YOU'RE AN IDIOT
Hey there. I've recently gotten onto a Doom modding binge, so thought I might as well actually sign up to an active community.
Currently I'm experimenting with porting the original source code release from C over to Zig but also doing some experiments at the same time - for example, I've actually managed to remove the BSP + blockmap + reject table entirely while the game still remains playable at 35fps most of the time on a high-end machine (including gothic99 and nuts). My conclusion so far is that it's pretty easy to throw away the blockmap and opt for a quadtree approach, but throwing away the BSP for rendering and sorting the linedefs in front-to-back order really is its own world of hurt - topological sorting is very surprising in practice and none of the usual sorting algorithms work (though selection sort comes somewhat close).
I'm also keen to start making some maps for GZDoom and/or Eternity (upper/lower portals kinda tempt me). My preferred editor is Eureka (which has incomplete UDMF support to the point where it's hidden behind an unlisted config option), although I can also use SLADE (which can be somewhat slow to get stuff working in). Due to the limitations of each, it may be the case that I do the main mapping in the former, then convert it so it can be used in the latter. Or maybe I'll get fond of SLADE's slower-but-safer mapping workflow. Who knows.
Oddly enough, while I did play Doom a little bit when I was younger, I mostly grew up playing Wolf3d and Heretic (shareware in both cases).
[Sorry if the post came through several times - for some reason, PrivacyBadger decided to completely block google, which meant reCAPTCHA wasn't working.]
Currently I'm experimenting with porting the original source code release from C over to Zig but also doing some experiments at the same time - for example, I've actually managed to remove the BSP + blockmap + reject table entirely while the game still remains playable at 35fps most of the time on a high-end machine (including gothic99 and nuts). My conclusion so far is that it's pretty easy to throw away the blockmap and opt for a quadtree approach, but throwing away the BSP for rendering and sorting the linedefs in front-to-back order really is its own world of hurt - topological sorting is very surprising in practice and none of the usual sorting algorithms work (though selection sort comes somewhat close).
I'm also keen to start making some maps for GZDoom and/or Eternity (upper/lower portals kinda tempt me). My preferred editor is Eureka (which has incomplete UDMF support to the point where it's hidden behind an unlisted config option), although I can also use SLADE (which can be somewhat slow to get stuff working in). Due to the limitations of each, it may be the case that I do the main mapping in the former, then convert it so it can be used in the latter. Or maybe I'll get fond of SLADE's slower-but-safer mapping workflow. Who knows.
Oddly enough, while I did play Doom a little bit when I was younger, I mostly grew up playing Wolf3d and Heretic (shareware in both cases).
[Sorry if the post came through several times - for some reason, PrivacyBadger decided to completely block google, which meant reCAPTCHA wasn't working.]
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- Posts: 2
- Joined: Thu Nov 16, 2023 12:54 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
Re: New Member Introductions
Hello a good old russian is here!
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- Posts: 36
- Joined: Sun Apr 09, 2023 10:49 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 7
- Graphics Processor: Intel (Modern GZDoom)
- Location: Eastern North Southlandia, West Side. Formerly NeoTerraNova
Re: New Member Introductions
How old? Old enough to remember living through the Cold War, maybe? Just curious.
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- Posts: 5
- Joined: Wed Aug 02, 2023 9:38 pm
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Re: New Member Introductions
New guy, not new guy.
Doing Boom/Eternity stuff [sue me].
Doing Boom/Eternity stuff [sue me].