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    Gibbon

    @Gibbon

    Developer of too many source ports, Doom lover (perhaps too much), mapper. Overall Doom addict since ‘94.

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    Website youtube.com/channel/UC-oLK3EVXT2BBmbGQPHeh_g Location Czechia Age 36

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    Best posts made by Gibbon

    • Sprinkled Doom and RZDoom + Tools

      So, to avoid having such a giant list, I've opted to have updates for my 2 main ports, Sprinkled Doom and RZDoom plus some useful tools. A ton of other stuff remains on my github as usual. Releases are on the github links in the Release tab.

      Ports!

      • Sprinkled Doom - Latest release is 3.4.1

      Sprinkled Doom is a fork of Chocolate Doom with widescreen capability (plus Unity statbar) with full Choco / Vanilla compatibility but without any of the fixes or additions that Crispy Doom has. It is a middle-ground between Choco and Crispy. It was kept in-sync with Choco but I have since broken that as they were doing changes and fixes I had already made, and things got very messy.

      • RZDoom - Latest release is 3.2.0

      RZDoom is a fork of ZDoom 2.8.1 which retains full compatibility for it. But with updated libraries, optimisations, performance improvements and FMOD Studio implementation.

      Tools!

      • idManager

      This is a TurboC update of the old DeathManager tool shipped with Doom/Doom2/Heretic etc.. I received the source and added features to it for a better experience for those who use DOS for vanilla play.

      The changes:

      1. DeHackEd and DeuSF support (for Doom)
      2. HeHacked and DeuSF support (for Heretic)
      3. SeHacked and DeuSF support (for Strife)
      4. Ability to use many different executables
      5. Upgrading the GUI's and fixing some bugs in the code
      6. Making separate versions for Heretic and Strife.
      7. Ability to record a demo

      The binaries:
      IDMANAGER.zip

      I also reactivated the Funky Blue colour via Assembler:
      IDMANAGER_FUNKY_BLUE.zip

      I have uploaded them here as the source code is still closed and I am unable to release it due to Romero himself asking for it to be so. Apparently, Bethesda wasn't happy with all the code releases he did in the past.

      posted in Source Ports and Tools
      Gibbon
      Gibbon
    • Pandora 64 - Shovelware Inspired Megawad (again)

      So for those who don’t know, Pandora was a shovelware inspired megawad (35 maps) for Doom 2, designed to either annoy you or give you nostalgia for those CD’s you picked up in the mid 90’s with terrible levels.

      The original is here: pandora_22.zip

      Well, Doom64 missed all that loving, it only got the cool stuff. So since Pandora is now done, I’ll introduce Pandora 64!

      Rules:

      1. Remaster is the primary port to focus on as it will work on EX-Plus if it works on that.
      2. No HOMS or tutti’s are available in D64 so maps have to be even more annoying to compensate. But still beatable and completable without cheats.
      3. Custom midis allowed.
      4. Maps should be beatable for pistol starters.

      I’ll handle the MAPINFO lump and MAP01. The rest is up for grabs including menu graphics etc..

      Once you have posted a slot number, consider it yours, even if I haven’t added it immediately, as long as it wasn’t claimed by someone else first.

      Ok, the main part!

      How to get started mapping for it?

      1. Get the N64 ROM (if you ever owned it in the past, then it is legal to do so)
      2. Buy the Remaster from Nightdive
      3. Get DoomBuilder64: https://github.com/thekovic/DoomBuilder64/releases
      4. Make Awesome Stuff!
      5. You may need a source port.

      Pandora 64 will support 2 source ports.

      1. Official Remaster
      2. Mine 🙂 Doom 64 EX-Plus: https://github.com/atsb/Doom64EX-Plus

      Deadline? 12 months from now (July 30th 2023). This gives people enough time to get to grips with it and have a WAD with no rush. However if it is ready before that time then it will be released early.

      Slots:
      MAP01 - GIBBON
      MAP03 - AtomicFrog
      MAP11 - Kovic
      MAP17 - Immorpher
      MAP18 - LadyMistDragon
      MAP19 - United Virus X
      MAP20 - United VirusX
      MAP21 - Dusty Rhodes
      MAP22 - United Virus X and Immorpher
      MAP23 - Blue Thunder

      posted in Community Projects
      Gibbon
      Gibbon
    • RE: Post screenshots of the projects you're working on!!

      These maps are downright sexy! Amazing work.

      posted in Doom General
      Gibbon
      Gibbon
    • RE: Sprinkled Doom and RZDoom + Tools

      RZDoom has had a major update and now is at version 3.1.0.

      Release (binaries for Linux and Windows): https://github.com/atsb/rzdoom/releases/tag/3.1.0

      Change log:

      1. Optimising Windows Inputs
      2. UMAPINFO rev1.4 support (with a deviation on intermusic functionality)
      3. Removal of all JPEG support
      4. Replacing BYTE with uint8_t modern equivalent for intermission code (ongoing for other areas)
      5. FIXED: Barrel explosion timing
      6. FIXED: Hexen stair crushers
      7. ADDED: Pistol Start ability
      8. FIXED: VSync support
      9. Fully supports Brutal Doom Community Expansion project
      posted in Source Ports and Tools
      Gibbon
      Gibbon
    • RE: Underused Doom stuff

      Clips. I’ve found that on more modern wads that ammo clips aren’t used a lot. Usually it is relied on for zombie men to drop them or for a large ammo pack or chaingun pickup to bring up your pistol ammo.

      posted in Doom General
      Gibbon
      Gibbon
    • Source port area?

      I know a bunch of developers would rather share here but 'where' regular updates should go for non-maps and non-mods is not clear. A defined area for source port updates and threads would be awesome!

      posted in Comments & Feedback
      Gibbon
      Gibbon
    • RE: What hobbies do you think the demons have?

      Zombiemen volunteer as crash test dummies

      posted in Doom General
      Gibbon
      Gibbon
    • RE: John Romero broke his own rules!

      Following those rules must be hard, especially using DoomED where there was no visual inspection possible and basically relying on what you know and the values of height and alignment.

      posted in Doom General
      Gibbon
      Gibbon
    • RE: So about that flashlight

      I've been going through it again slowly, it does kinda hold up well. The models clearly show their age but the gameplay itself is quite fun. The flashlight is a huge contention amongst Doom 3'ers, one camp prefers the original as it was more tense, another prefers to BFG style since it allows for slightly more action and doesn't make it feel like a Silent Hill on Mars with guns.

      Who knew such a tiny change would have been such a huge gameplay chism.

      posted in Doom 3
      Gibbon
      Gibbon
    • RE: Source port area?

      Let’s hope so! Otherwise there will be like 14 threads and 5 tools in mods area for all my stuff 😄 which is very untidy.

      posted in Comments & Feedback
      Gibbon
      Gibbon

    Latest posts made by Gibbon

    • RE: Source Port: EDGE-Classic v1.32 (Updated January 2023)

      No idea how they keep bashing out these enormous updates, great work!

      posted in Source Ports and Tools
      Gibbon
      Gibbon
    • RE: Bernewfie - Hexen hack-of-a-port for DOS

      Well so far I'm loving it! I like how you made some modifications but kept it really vanilla, its awesome!

      posted in Source Ports and Tools
      Gibbon
      Gibbon
    • RE: Bernewfie - Hexen hack-of-a-port for DOS

      I’ll have to check this out, always up for a bit of DOS’ing around. Looks like awesome stuff as usual!

      posted in Source Ports and Tools
      Gibbon
      Gibbon
    • RE: Limit-Removing Heretic Project

      This seems awesome, I’d love to do a Heretic level!

      posted in Mapping and Modding
      Gibbon
      Gibbon
    • RE: my first wad

      Ok.

      Well first of, as LargeCat said, good job doing your first map. Now lets get into it.

      The first section is ok, super shotty in the first room, a stuck archie and some HK and Revenants. No problem.

      But that is where it kinda descends into absurdity. You pile on mobs after mobs and largely, the player will have a rocket launcher and super shotty. For an enormous amount of Revenants, HK, Barons and Cyberdemons... the end part is where I gave up. The floor you designed will chug on non-opengl rendered source ports due to the amount of linedefs they make up, and by all counts, it isn't possible to beat it on UV or HMP.

      posted in WAD Releases
      Gibbon
      Gibbon
    • RE: Frightening Experiments 1: Recluse Tech (complevel 21)

      Really love how this is coming along. Looks like a fantastic project, all the maps are amazing.

      posted in Community Projects
      Gibbon
      Gibbon
    • RE: So about that flashlight

      I've been going through it again slowly, it does kinda hold up well. The models clearly show their age but the gameplay itself is quite fun. The flashlight is a huge contention amongst Doom 3'ers, one camp prefers the original as it was more tense, another prefers to BFG style since it allows for slightly more action and doesn't make it feel like a Silent Hill on Mars with guns.

      Who knew such a tiny change would have been such a huge gameplay chism.

      posted in Doom 3
      Gibbon
      Gibbon
    • RE: Source Port: EDGE-Classic v1.32 (Updated January 2023)

      @dasho said in Source Port: EDGE-Classic v1.21:

      Just wish the DAMN music would work on Mac. I still haven't got my hands on one to test yet. My friends and I are all plebs, it seems.

      And since mine died, I won't be able to test it anymore 😞

      posted in Source Ports and Tools
      Gibbon
      Gibbon
    • RE: Source Port: EDGE-Classic v1.32 (Updated January 2023)

      Yes finally! Love this one.

      posted in Source Ports and Tools
      Gibbon
      Gibbon
    • RE: Sprinkled Doom and RZDoom + Tools

      A new release of RZDoom (3.2.0)

      This is a rather small update.

      • Reverted to FMODEX for audio from FMOD Studio due to Studio's lack of support of various audio backends and channels that were causing issues.
      posted in Source Ports and Tools
      Gibbon
      Gibbon