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SLADE 3.0.2 released

##### SLADE 3.0.2 released

A quick changelog since 3.0.1 includes:

  • Many improvements to the texture editor:
  • Extended ZDoom TEXTURES support
  • Textures can be copied and pasted, including between different archives, patches and all
  • Added shortcut keys and context menu for the texture list
  • Added 'Texture' menu when a texture editor is open
  • New 'Graphic' menu for gfx entries, with some basic gfx editing functions such as flip/mirror, rotate, colourise and colour translation
  • Typing the first few characters of an item to jump to it in lists has been re-implemented
  • Added the ability to open entries in separate tabs
  • Dumped Audiere as the sound/midi library in windows, and swapped to SFML-audio. Upsides are much better/faster audio support and audio support in linux (and mac). Downsides are no mp3 or module format support (though I'll look into adding these back at a later date)
  • Fluidsynth is now used to preview MIDI in both windows and linux
  • Palettes can now be exported in various formats: raw, png image, csv and jasc palette
  • Many other bugfixes and small improvements

It can be downloaded from its homepage.

SLADE 3.1.1.5

slade12ß17A few days ago sirjuddington has released the latest version of the multifunctional editing tool SLADE which mostly is used for organizing, adding and optimizing data in your wad- or pk3-files. Tha latest version can be downloaded as usual from the webpage or the ZDoom forum thread including the changelog and the new fixes and additions.

So good, let's do it tetrice!

##### So good, let's do it tetrice! After three times of excellent Community Chest projects and a very unfortunate start, the fourth installement of the series is almost finished. Currently the second beta has been uploaded to the release thread over at Doomworld and it's already a blast. Many famous names have contributed to this and I am glad that it's close to its official and final release. If you want to support The Green Herring and his mappers, check the thread, test the beta and give them some feedback!

Sonic Roboblast 2

sonicrb2The modder an_unknown_player just released his recreation of Sonic Roboblast 2 on the Zandronum engine, the goal for v1 was to recreate the Multiplayer portion of the game (specifically SRB2's Deathmatch mode which was renamed to Match). On top of featurs like breakable monitors (jump on them or spin into them to break), new SRB2-ish vhasecam based on "TheArmyGuy's code" and 2 playable characters, Sonic and Tails, a lot of other stuff has already been ported. It's not finished yet as the modder needs some support but just take a look at your own, this is quite interesting and brings the experience to a modern engine.

Source for Doom 3 to be Released

##### Source for Doom 3 to be Released Recently Carmack announced that he recieved permission from his superiors to release the Doom 3 source code after Rage launches. Since Rage is expected to come out in October you can expect to see the Doom 3 source code come out sometime soon afterwards as well. 

Hopefully some crafty developers will take it upon themselves to release a source port for Doom 3 within the next coming years, or maybe some changes to the game could be made by developers already involved with a large Doom 3 project of some sort. A lot is possible when the source code is at hand, just look what it's done for the classic Doom we know and love! 

Space Wars released

Doomed Space WarsA good mixture of Doom's gameplay and Dark Forces' visuals, this is what Doomed Space Wars from Paul Corfiatis stands for. The story for this megaward is quite basic: An abandoned imperial space station named "Ondor" has been hijacked by an unknown force and is heading towards our Solar System. The UAC has sent a team of marines there to investigate and they realize that they are in the fight for their lives. Their mission is to seek, destroy and get the hell out of there. What can be expected in terms of content? Star Wars-like maps of semi linear design. Atmospheric architecture and realistic lighting effects, original MP3 soundtrack of original orchestral music composed and produced by the Corfster himself, coloured lighting, reverb, 3D floors, easter eggs, new monsters and challenging gameplay. Considering that Paul is always a source of good stuff, I really suggest trying the mapset, so check the dev-thread which can be found here.

ST Goes Open Source, Developers Everywhere Rejoice

##### ST Goes Open Source, Developers Everywhere Rejoice After a long history of deliberation over the subject, Torr Samaho (lead developer of the Skulltag source port) has finally decided to allow Skulltag to go fully open source. In the past this sort of thing has been debated because of cheating possibilities, but a recent spike in interest over the state of Skulltag's much needed updates put the wheels in motion for a historical moment for Skulltag. With the source released, this opens up a whole new world of possibilities when it comes to features and updates, all Skulltag needs now are some interested developers willing to contribute. You can check out the release thread (which has the source linked) here.

Standalone Project Osiris brings Amiga FPS Alien Breed 3D to GZDoom

Back in the days of Amiga, Alien Breed 3D was a popular alternative for Doom, despite not being Doom. It contained an original story and a interesting setting, and even some visual tricks its inspiration could not do, like 3D floors and water effects. Project Osiris by ArcturusDeluxe brings this old classic to the modern age, powered by GZDoom. Its however a remake and slight reimagining, but here is what Project Osiris offers:

  • All 16 maps from the original game converted and adapted. The maps have generally been given additional monsters, tweaked item placement and even some extra shortcuts and surprises, but they are also still close the originals, for better or worse in some cases.
  • New textures and visual effects have been added. Dynamic lighting is used on many objects and some areas of the maps now have coloured lighting where appropriate. Additional textures have been added to denote teleporters, and doors that require switches to open (very handy on MAP11!)
  • New HUD, designed not to take up most of the screen this time! It now fits into a familiar Doom status bar format, or a fullscreen HUD if you prefer maximum viewage potential.
  • All 5 weapons from the original game, including new redrawn graphics and visual effects - also an additional one that didn't make it into the original game, the knife, for when you're out of ammo or you just feel like getting stabby. You can also switch back to the old weapon graphics if you're a fan of the hugest pixels!
  • Body Armor and map terminal powerups have been added. Body armor absorbs damage like normal (at a rate of 40%, in-between the Doom blue and green armours.) The map terminals reveal the full automap when activated.
  • All the original aliens are present and are angrier than ever. Many of them now have diagonal angle views (the original game only had side, front and back,) some now have death animations where they didn't before, and some have been completely overhauled graphically. The two boss enemies are also back, now with new mechanics! Look out for those in MAP08 and MAP16.
  • A few music tracks made by ArcturusDeluxe, remixed from music originally made for the game but was missing in some versions. Also lots of additional sound effects added, some of which are actually legally allowed to use

What's more, the game runs as an IWAD - No Doom WAD file is required, it is its own standalone game, using GZDoom. The title is still in beta, but promises to be completely playable from start to finish. So take the day off, and surround yourself with a decidely different atmosphere.

Star Trek TOS

startrek217Currently was wandering along in the forums when I spotted AFADoomer's latest screenshots and progress reports on his amazing Star Trek TC. It's an amazing piece of art and completely takes all inspiration from The Original Series from the 60's - it looks classic, it looks cheesy and I am really looking forward to this. Keep it going AFA!

Starting off 2020: Enjay releases Zygomatic!

Hello readers of Realm667 news! Missed us? Thought so ;) After a long winter's sleep, fighting Lost Souls in our dreams, we return to our regular coverage, fully refreshed! Today's entry comes from Enjay, one of the real OG's of the Doom scene having made the legendary NJDOOM map set, all the way back in 1994. This right here is not a mapset, but a single level that bears the name Zygomatic.  There is a little story behind the map, and ill let Enjay speak for himself here:

''I was supposed to go to a friend's house for a meal tonight. A second friend called and wanted to go out but because of the arrangement with the first friend, I said no. Then my first friend called to say everyone in their house was ill with the flu and the meal was off. So, I called my second friend but he'd already made other plans. Why is this relevant? Well, at something of an unexpected loose end, I decided to quickly throw a map together to give myself a chance to play around with UDB (Ultimate Doom Builder, see the last news item - Red) a bit more thoroughly and with a bit more purpose than just testing it. UDB performed brilliantly. There were no issues whatsoever that I am aware of.''

As it is a short map, it should not take long to complete, in the realm of 5 minutes or so. A bite-sized map, then, and one that will stop your boredom, even if it is for only 5 minutes.