tag:blogger.com,1999:blog-35386730599166587732024-03-14T00:46:44.875-04:00Game OnPLEASE INSERT DISC TWOHerculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.comBlogger155125tag:blogger.com,1999:blog-3538673059916658773.post-82165554711189532742013-07-22T23:36:00.002-04:002013-07-22T23:37:48.526-04:00Aubrey Hodges: New Projects<div dir="ltr" style="text-align: left;" trbidi="on">
Regular readers of my little blog here are already familiar with my fondness for the soundtracks composed by Aubrey Hodges for the PlayStation and Nintendo 64 versions of <i>Doom</i> and <i>Quake</i> so I'll try not to bore anyone here by being redundant. (Though I must admit that after reading more about the system limitations he faced with those projects my respect for Mister Hodges has doubled.)<br />
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I bring this subject up again because this well-known composer of video game soundtracks recently left a comment on one of my <a href="http://doomfanatic.blogspot.com/2013/04/more-aubrey-hodges.html" target="_blank">previous post</a>s concerning his works. While I confess that I'm tickled pink to see a renowned member of the video game industry visiting my casual little gaming blog, today's post is not intended to boast of that fact. Instead, I wanted to make this new post to convey some info that Aubrey mentioned in his comment that I don't want to be overlooked by readers whom it might interest. (I'm happy to provide some free advertising; I like the guy's work <i>that</i> much.)<br />
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So without further suspense, here is what Aubrey Hodges had to say:<br />
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<span style="color: orange;">Thank you for sharing my album links and I really do appreciate the kind words regarding my music. I have a ton of new material on the horizon that I have a feeling you will enjoy. Visit my site at</span> <a href="http://aubreyhodges.bandcamp.com/" target="_blank">aubreyhodges.bandcamp.com</a> <span style="color: orange;">for the latest releases. The next release will be in August, 2013 and is titled "Journey Into the Sacred Places" and is a similar ambient style... only beautiful and peaceful. Ok... gotta get back in the studio now. Regards, -Aubrey Hodges</span><br />
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Some of you might wrinkle your noses at that "beautiful and peaceful" part, but not I. My tastes in music are more eclectic than my gaming habits, ranging from as soothing as compositions by Beethoven and Mozart to as tumultuous as albums by metal bands like Cannibal Corpse and Morbid Angel. From what I've heard of his soundtracks for games other than my favorites I think its safe to say that the range of Aubrey's composition talents is just as diverse and his new works will definitely be worth checking out. I'll certainly be keeping an eye (and an ear or two) on his Bandcamp page.<br />
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So I once again say thank you Aubrey Hodges, not only for your music but also for your comment here; it truly means a lot to me. Sometimes as I'm taking screenshots of games and typing I honestly wonder if anyone reads this apart from the handful of friends I've made along the way, so hearing from you really made my day.<br />
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Thank you and may you enjoy continued success. <i>-Dianna</i></div>
Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com2tag:blogger.com,1999:blog-3538673059916658773.post-26950841444034810742013-07-16T10:22:00.000-04:002013-07-16T11:59:23.386-04:00Marvel Heroes<div dir="ltr" style="text-align: left;" trbidi="on">
It's been awhile since I've actually reviewed a game here so this post should be a refreshing change of pace for both my readers and for myself. Furthermore, this game was released actually quite recently so for a change I won't be boring you all with my ramblings about stuff that's nearly twenty years old which nearly nobody cares about anymore.<br />
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Normally I avoid MMO (<b>M</b>assive <b>M</b>ultiplayer <b>O</b>nline) games like they're the Black Plague for what I believe are very good reasons (though I'll not bore you with my ranting of those reasons right now) but recently I've started playing an MMO that I'm actually having some fun with: <a href="https://marvelheroes.com/" target="_blank">Marvel Heroes</a>.<br />
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<a href="http://3.bp.blogspot.com/-o4ketKVYtSw/UeVtnritqEI/AAAAAAAAC9o/iJ9DK9PaTt8/s1600/Splash.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://3.bp.blogspot.com/-o4ketKVYtSw/UeVtnritqEI/AAAAAAAAC9o/iJ9DK9PaTt8/s320/Splash.jpg" width="320" /></a></div>
Though I dislike MMOs I was attracted to this game because it's also one of my favorite types of games: free. Usually such games come with some sort of strings attached or (like the plethora of browser-based games that I must endure endless advertisements for) simply are too generic for me to waste my time trying to play. However, <a href="https://marvelheroes.com/" target="_blank">Marvel Heroes</a> is a full game that's playable from start to finish without ever forcing the player to spend any real-world money and furthermore without forcing the player to join some kind of multiplayer party.<br />
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<a href="http://4.bp.blogspot.com/-NWbtAtPE9M4/UeU-XG2yjHI/AAAAAAAAC60/qIoZ-Lm80fE/s1600/She-Hulk.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://4.bp.blogspot.com/-NWbtAtPE9M4/UeU-XG2yjHI/AAAAAAAAC60/qIoZ-Lm80fE/s320/She-Hulk.jpg" width="320" /></a></div>
Some of you are likely skeptical, so let me explain this a bit further; there is indeed what you could call a catch and in fact there are actually two or three such catches, but they in no way hinder a person from playing the entire game for free if they wish to do so. At the beginning of the game your choices of which hero you can play are limited to something like half a dozen; more heroes can be unlocked and added to your roster as you progress through the main storyline. This limitation of the initial roster is where <a href="http://www.gazillion.com/" target="_blank">Gazillion Entertainment</a> will hook fans of the most recent Marvel box office hits who are too impatient to wait for their favorite characters to appear at some random point in the game. For example, Iron Man is not among the heroes that are initially playable but for a mere 1450 G one can pay to instantly unlock this character. What's a "G"? The current conversion rates are pictured below:<br />
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<a href="http://2.bp.blogspot.com/-h6IeIekLHxw/UeU-lf57VTI/AAAAAAAAC7k/LGzEv28eRNY/s1600/Exchange+Rate.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://2.bp.blogspot.com/-h6IeIekLHxw/UeU-lf57VTI/AAAAAAAAC7k/LGzEv28eRNY/s320/Exchange+Rate.jpg" width="320" /></a></div>
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<a href="http://2.bp.blogspot.com/-kNMn9zqnH38/UeU-n_MRgaI/AAAAAAAAC7s/zJiUw2-cAPk/s1600/Heroes+Store.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://2.bp.blogspot.com/-kNMn9zqnH38/UeU-n_MRgaI/AAAAAAAAC7s/zJiUw2-cAPk/s320/Heroes+Store.jpg" width="320" /></a></div>
So, for something like 15 USD one can unlock the famous Iron Man. Not really all that expensive, I suppose, but it's at that point that the game has stopped being free for the impatient Iron Man fan. Furthermore, if you're really impatient and have some real-world cash that you simply must get rid of, you can go straight to the <a href="https://store.marvelheroes.com/" target="_blank">Marvel Heroes Store</a> on the official website and pay the minor sum of 199.99 USD to purchase a pack containing every hero in the game. (At the moment that would be 21 heroes in all, but it's my understanding that once this is purchased it will automatically update every time new heroes are added to the game in the future.) Oh, and lets not forget the multitude of costumes that can be purchased for each hero.<br />
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<a href="http://1.bp.blogspot.com/-VWX9WCGt6Ew/UeU-qol1BjI/AAAAAAAAC70/mDLi7c-zjy8/s1600/Costumes.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://1.bp.blogspot.com/-VWX9WCGt6Ew/UeU-qol1BjI/AAAAAAAAC70/mDLi7c-zjy8/s320/Costumes.jpg" width="320" /></a></div>
It should also be mentioned that these Gs are not earned in-game; the currency used with NPC vendors and the like are called "credits". Still, all that spending of real-world money to buy Gs to purchase characters and items in the game is as far as I can tell entirely optional, so as long as I can be content to play as Scarlet Witch in her original costume I'm going to continue to refer to the game as being free. My ultimate goal is to unlock and play the entire game as <a href="https://marvelheroes.com/heroes/squirrel-girl" target="_blank">Squirrel Girl</a>.<br />
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<a href="http://2.bp.blogspot.com/-3YsQuL49GPg/UeU-VFEaokI/AAAAAAAAC6s/GO1NnJN7v1w/s1600/Avengers+Tower.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://2.bp.blogspot.com/-3YsQuL49GPg/UeU-VFEaokI/AAAAAAAAC6s/GO1NnJN7v1w/s320/Avengers+Tower.jpg" width="320" /></a></div>
While signing up for the game, downloading it and installing it are all in fact free, here I should probably warn any interested readers of one initial annoyance that I had with that entire process. Regardless of your internet speed and bandwidth, the downloading and installing part of the process will likely take an entire day and maybe then some as the <a href="http://www.gazillion.com/" target="_blank">Gazillion Entertainment</a> servers feed you the data at blazing speeds of up to 600 kbps. (I actually started playing the prologue portion of the game when this process was only 50-60% complete, but I was unable to progress into the first chapter of the story until after I had left my rig on overnight to complete the installation.) Fortunately (as far as I can tell at the moment) this is the only time that you'll be held up in such a manner. After the game is fully installed you can play all you want for free... unless of course you lose your internet connection or worse you're one of those folks that gets charged by your internet provider according to usage; in these cases the game will likely be 11-12 GB of wasted space on your hard drive.<br />
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So, what's the gameplay actually like? While it's more dynamic and enjoyable than browser-based free games like <a href="http://wartune.r2games.com/sign_up_us.php?sub_id=&adid=774" target="_blank">Wartune</a> or <a href="http://www.tynon.com/ldp/tynontc1.html?type=google&adv=TNa1g1&faid=06" target="_blank">Tynon</a> that practically play themselves, players who prefer games with intricate plots, open sandbox environments and lengthy conversations with NPC characters will likely be disappointed with <a href="https://marvelheroes.com/" target="_blank">Marvel Heroes</a>. However, players like myself who occasionally like to hack 'n' slash (or bash 'n' smash or blast 'n' burn) their way through endless hordes of enemies will likely enjoy this one. First of all, you never really die in this one; when you're defeated by an enemy you simply get zapped back to the last waypoint you've unlocked or the last HQ you've visited. There's also a handy gizmo called the bodyslider which lets you teleport from an area back to the HQ to sell all your excess stuff and otherwise take a breather and then return to the exact spot you had left. Like most such games, you'll advance by earning experience points through defeating enemies and completing mission objectives, along the way collecting increasingly beneficial inventory items and maybe even occasionally unlocking a new playable hero. Unlike in your average experience-point-driven RPG where said points are automatically added to your experience pool, in this game you pick up said points in the form of yellow orbs that are dropped by defeated enemies or found in special chests in special areas. Each time a new level is gained the player also gets two skill points that can be distributed to increase the character's special abilities and unlock new more powerful abilities. You can also sell excess gear to vendors back at HQ, buy new items and even work with Ant Man to craft new elements that can benefit you by being used to create elixirs or to simply add a nice glowy effect to your cape. Since it's a MMO the various missions that make up the storyline are all repeatable, including the boss encounters, so when you do add new first-level heroes to your roster you can always go back to familiar areas to level-up and maybe even find some things that you had previously missed. On the side there are also daily missions of various difficulty levels, Survival Challenges and of course PvP arenas. And of course you can always team up with your buddies to go on a rampage through New York and a number of other popular locations taken straight from the Marvel Universe.<br />
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<a href="http://3.bp.blogspot.com/-_JmYeaGp4Lc/UeU-aGbT8DI/AAAAAAAAC68/bilncfr3go8/s1600/Inventory.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://3.bp.blogspot.com/-_JmYeaGp4Lc/UeU-aGbT8DI/AAAAAAAAC68/bilncfr3go8/s320/Inventory.jpg" width="320" /></a></div>
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<a href="http://3.bp.blogspot.com/-CxxZE9qr72Y/UeU-c7AvzUI/AAAAAAAAC7E/Q0PTWJ1vYLs/s1600/Vendor.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://3.bp.blogspot.com/-CxxZE9qr72Y/UeU-c7AvzUI/AAAAAAAAC7E/Q0PTWJ1vYLs/s320/Vendor.jpg" width="320" /></a></div>
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<a href="http://2.bp.blogspot.com/-9xAKU4HLXi0/UeU-ghBP6BI/AAAAAAAAC7U/xMC8GziyAA0/s1600/Moondragon.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://2.bp.blogspot.com/-9xAKU4HLXi0/UeU-ghBP6BI/AAAAAAAAC7U/xMC8GziyAA0/s320/Moondragon.jpg" width="320" /></a></div>
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<a href="http://2.bp.blogspot.com/-rOlGMbGVBEA/UeU-i0v7eII/AAAAAAAAC7c/BNdZ1f-h_78/s1600/Kestrel.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://2.bp.blogspot.com/-rOlGMbGVBEA/UeU-i0v7eII/AAAAAAAAC7c/BNdZ1f-h_78/s320/Kestrel.jpg" width="320" /></a></div>
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<a href="http://3.bp.blogspot.com/-tog_VzfIQr8/UeVGQgrxjNI/AAAAAAAAC9Y/zYbUiSCFCoc/s1600/Powers.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://3.bp.blogspot.com/-tog_VzfIQr8/UeVGQgrxjNI/AAAAAAAAC9Y/zYbUiSCFCoc/s320/Powers.jpg" width="320" /></a></div>
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<a href="http://2.bp.blogspot.com/-_vD3PHl7Pao/UeVBJ_YXJTI/AAAAAAAAC80/E2YyqyyPyGk/s1600/Attack+1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://2.bp.blogspot.com/-_vD3PHl7Pao/UeVBJ_YXJTI/AAAAAAAAC80/E2YyqyyPyGk/s320/Attack+1.jpg" width="320" /></a></div>
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<a href="http://3.bp.blogspot.com/-gTS3m6veoyE/UeVAjn2iwLI/AAAAAAAAC8s/yRIWY-hpEF0/s1600/Attack+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://3.bp.blogspot.com/-gTS3m6veoyE/UeVAjn2iwLI/AAAAAAAAC8s/yRIWY-hpEF0/s320/Attack+2.jpg" width="320" /></a></div>
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<a href="http://1.bp.blogspot.com/-CC4EV6_5WrU/UeVB5vPD-lI/AAAAAAAAC88/lpeyoBsSXIM/s1600/Experience.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://1.bp.blogspot.com/-CC4EV6_5WrU/UeVB5vPD-lI/AAAAAAAAC88/lpeyoBsSXIM/s320/Experience.jpg" width="320" /></a></div>
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<a href="http://3.bp.blogspot.com/-R4hWGnZ1hRU/UeVCmv4DcLI/AAAAAAAAC9I/tytbSAJAcUw/s1600/Car+Toss.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://3.bp.blogspot.com/-R4hWGnZ1hRU/UeVCmv4DcLI/AAAAAAAAC9I/tytbSAJAcUw/s320/Car+Toss.jpg" width="320" /></a></div>
How will this game perform on your system? Let's take a quick glance at the system requirements:<br />
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I'd say that if you have a computer that was assembled anytime in this millennium you should be able to run <a href="https://marvelheroes.com/" target="_blank">Marvel Heroes</a> well enough. I haven't seen any outrageously high-resolution textures or models in the game thus far and the main drain on system resources seems to be the lighting effects associated with most of the special attacks (and visual effects that one can optionally have attached to one's costume). With my video setting at the default medium (as seen in all these screenshots) I've only once or twice experienced a very brief minor FPS hit when battling sub-bosses like Electro or Venom alongside about a dozen other heroes with enemy flunkies running all about as well.<br />
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<a href="http://4.bp.blogspot.com/-MaLVzGbCt1w/UeU-ux0f1HI/AAAAAAAAC8E/Y8Gfe0V7mmI/s1600/Options.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://4.bp.blogspot.com/-MaLVzGbCt1w/UeU-ux0f1HI/AAAAAAAAC8E/Y8Gfe0V7mmI/s320/Options.jpg" width="320" /></a></div>
The video settings have been made either very easy or very restricted, depending upon one's point of view. As you can see in the image above, there's only one slider that controls everything from lighting and shadows to anti-aliasing by switching these things either on or off depending upon where the slider is set among the five presets. For gamers who are accustomed to fine-tuning such settings via a variety of options this might be something of an annoyance but I've yet to find it detrimental to the game as a whole. If I had to guess, I'd say that such a system was likely devised to accommodate console gamers who aren't accustomed to having much control over such things and thus never needed to be concerned with them.<br />
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I should probably mention here that at the time of this posting I have no intention of joining any teams of super heroes. There are some of you who I've met on the internet that I think I'd actually enjoy playing this game alongside, but in the end such an alliance simply would not be fair to you due to my sporadic gaming habits. By this time next week my eclectic interests are likely to be focused upon something entirely different and it would be unfair of me to leave my team hanging just when they need me to help defeat Doctor Doom and I'm instead off playing Hexen or something else from bygone days. So please don't take it personally if I reject your invitation to join your League of Badass Heroes; as I've said I normally avoid MMO games and this is actually one of the reasons why. I like the friends I've made on the internet and I'd hate to lose any of you over something silly like the fact that I left you hanging somewhere in the Savage Land while I went off to play Morrowind.<br />
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<a href="http://4.bp.blogspot.com/-UZeoRrVYnGw/UeU-eSfyqBI/AAAAAAAAC7M/fcaki5O_50c/s1600/War+Machine.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://4.bp.blogspot.com/-UZeoRrVYnGw/UeU-eSfyqBI/AAAAAAAAC7M/fcaki5O_50c/s320/War+Machine.jpg" width="320" /></a></div>
Anyway, at the moment <a href="https://marvelheroes.com/" target="_blank">Marvel Heroes</a> is serving as a nice break from my usual shooty or slashy games, and since it's (almost) entirely free I'd recommend it to anyone inclined to play such a thing; you really don't have much to lose with this one but time... and 199.99 USD if you're one of those impatient sort of gamers that simply must have it all and have it right now.<br />
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So until next time, True Believers, game on...</div>
Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com1tag:blogger.com,1999:blog-3538673059916658773.post-54914947343911407572013-07-07T10:34:00.000-04:002013-07-07T10:34:53.711-04:00Time to trim the fat.<div dir="ltr" style="text-align: left;" trbidi="on">
Though my week off from work is almost at its end now, I haven't had much time to enjoy actually playing any games.<br />
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The week began with me ready to once again immerse myself in <i>Oblivion</i>, only to discover that one of the mods I was playing with (which still remains unidentified, by the way) was making the game instantly crash to desktop whenever I attempted to remove a specific vanilla item from defeated enemies. I could systematically open each active plugin with one of the editing tools and look for anything modifying that item, but instead I first chose to try the process of elimination method and in the process somehow borked the game so that now I can't even start a new campaign.<br />
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So I decided to turn my attention to one of my old favorites, classic <i>Doom</i> -- more specifically, <i>Doom</i> run with the source port <a href="http://www.osnanet.de/c.oelckers/gzdoom/index.html" target="_blank">GZDoom</a>. With the latest version of my favorite source port I had only been running the game for about 45 minutes when suddenly the framerate deteriorated so drastically that I could progress no further. So what's the first thing I do in this situation? I go make a fool of myself in their bug report <a href="http://forum.drdteam.org/viewtopic.php?f=24&t=6122" target="_blank">forum</a>, of course. After a bit of posting and simultaneous testing, I came to the conclusion that there wasn't anything wrong with the source port but instead that the problem was somehow being caused by the mapset I was trying to play. So I switched to another megawad and, by the third map of the set, the framerate again went to crap -- worse, whatever is causing the problem is apparently preserved in the saves so restarting the executable in hopes that the issue will clear out of the RAM and GPU is ineffective.<br />
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I've read that the openGL support of AMD/ATI/Radeon video cards is becoming increasingly atrocious with each new series of GPUs they release, so I began to investigate further along that avenue. I tried several different versions of the drivers for my current video card, to no avail, then I went so far as to actually pull the hardware out of the tower and stick my older Radeon GPU back in. Still the problem persisted. In the end I decided that if I was going to get to play the game at all this week I'd have to switch to <a href="http://zdoom.org/News" target="_blank">ZDoom</a>, which is of course the source port that the openGL version is based upon.<br />
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But that wasn't the end; when things on the computer go good for me they go great, but when they go bad they go straight to hell in the proverbial handbasket.<br />
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I was playing <a href="http://www.doomworld.com/idgames/index.php?id=14197" target="_blank">Armadosia</a> with ZDoom and by the time I was halfway through the second map the framerate again went straight to crap. WTF? It's not even openGL! I've been playing games like <i>Oblivion</i> at 1600x900 resolution with the details maxed! This should run like a racehorse! WTF?<br />
<br />
I was only running the game with one other mod. The mod had never given me any trouble before so I had by default ruled it out as a possible cause of the issue... but just for the sake of being thorough I decided to disable the mod and launch the game one more time. Without that remaining mod the game ran without the slightest stutter, even in the openGL version; with the mod enabled again the stuttering returned and soon the game was unplayable. Anyone care to guess which mod was causing the problem?<br />
<br />
Herculine's Doom Upgrade.<br />
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Now my critics can rejoice; my randomizer mod actually does make the game unplayable.<br />
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This of course has me very frustrated. I've been developing the mod and playing with it for over two years now and have never had such issues until now, though during that time the mod has steadily grown in its size and scope. Apparently it has finally reached a size where the source port engine can no longer handle the amount of information that needs to be processed, even if I enable the executable to take advantage of all my system's RAM. Again my critics can rejoice; all along they've said that the mod has too much stuff in it and now it seems that they're finally correct.<br />
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Readers familiar with ZDoom modding might ask: <i>"Herc, what if it's just one item that you've recently added that's causing the problem?"</i> While there's always a slim chance of that I suppose, I doubt that it's likely because the coding for all these things is basically the same. When something goes wrong in said code usually the worst that can happen is a sprite won't show up when it's supposed to or a monster won't do something when or how exactly it was intended. I really don't see how one could code a single monster or item to produce such a drastic impact on the graphics processing unless it simply had a ton of visual effects crammed into it, and even then the problem would have been abated by adjusting or even totally disabling the openGL options as I did while I was trying to locate the problem. Also, I think it would be safe to assume that the bug would only manifest itself when said object was actually spawned in a map, while this bug is persistent as long as the mod is active in any case. The only conclusion I can reach at this point is that the issue is the result of the sum of all the parts; too much data is being loaded at one time to be processed.<br />
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Thus the title of this post. The only option I see left to me at the moment is to create a version of the mod in which the content is at least halved. The easiest way I can think of to do so is to start a new mod from scratch and systematically add to it only the content that I refuse to omit and then work from there. That's not as bad as it sounds, though; in a way my critics are right in that the mod does contain some things that aren't really necessary. For example, of the array of weapons that are in the current version I only actually ever use about half of them, so logic dictates that I should only keep about half of them. Perhaps there really isn't any need for four different kinds of shotguns, after all. The list of monsters and power-ups that won't make the cut will likely be long in the end; things like the Time Imp and the Time Freeze Sphere, for example, are really cool but they depart from the original gameplay style drastically enough that they can be cut without really detracting anything from the ultimate purpose of the mod. Time to trim the fat.<br />
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However, fans of the mod up until this point need not despair; I'm not throwing it away. It will remain <a href="https://dl.dropboxusercontent.com/u/78388957/DOOM/HERC_UP.PK3" target="_blank">here</a> in my DropBox folder, patiently awaiting the day that a version of the source port will be developed capable of handling it smoothly. But in the meantime, I'll be diligently working on a "lite" version of the mod and when it's ready for release you'll hear it here first. Until then I'll either have to play "vanilla" <i>Doom</i> or just go back to another game; hopefully the game I pick next won't be a crash-happy mess as well.</div>
Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com5tag:blogger.com,1999:blog-3538673059916658773.post-74862885374221023122013-07-02T19:53:00.000-04:002013-07-02T21:14:43.403-04:00Dooming (yes, again)<div dir="ltr" style="text-align: left;" trbidi="on">
So, I had <i>Oblivion</i> all tweaked out and running smoothly (or so I believed) with all my favorite "must-have" mods installed when I abruptly discovered that every time I tried to take an iron cuirass from a fallen enemy NPC the game would <i>instantly</i> CTD. This led me to waste about two days (I'm on a not-necessarily-wanted <i>unpaid</i> holiday break) trying to track down which mod was causing the problem. Once I had totally uninstalled and then reinstalled the game, thinking I had finally nailed down the problem, I decided to start a new game from scratch. This of course resulted in the game <i>instantly</i> crashing whenever I try to exit the character generation menu, even with no mods activated. Now, I believe I possess the mental faculties and the working knowledge of this particular game's subtle nuances to eventually figure out what has gone wrong there but (being the temperamental female that I am) I don't always have the patience to persist in such endeavors without pause.<br />
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Maybe my brother is right, after all; all these things called mods are just cheats and we should be thankful to simply play unaltered what Bethesda has graciously given us as it was "meant to be played".<br />
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Yeah, <i>riiiiiight</i>.<br />
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Anyway, I need to take a break from Bethesda games (or at least from <i>Oblivion</i>) for a while until I regain my ambition to fix not only the game but the products of the modding community as well. In the meantime, what game would regular readers of this blog expect me to start playing again?<br />
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You guessed it: <b>DooM</b>! Not <i>Doom 3</i> or that <i>BFG Edition</i> crap, mind you, but just good old-fashioned two-dimensional sprites-with-giant-pixels <i>Doom</i>. It runs like greased lightning on just about any computer built this millenium, never crashes (without extreme provocation, at least) and I have fun playing it. What else could I ask for?<br />
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At this point I would like to mention that the DRD Team is still plugging away at perpetually improving my favorite classic <i>Doom</i> sourceport, GZDoom, just as Graf Zahl and Randy Heit apparently are still working to improve official releases of their creations. At the following links you can download the latest official releases of both <a href="http://zdoom.org/Download" target="_blank">ZDoom</a> and <a href="http://www.osnanet.de/c.oelckers/gzdoom/download.html" target="_blank">GZDoom</a>, as well as the latest <a href="http://svn.drdteam.org/" target="_blank">SVN builds</a> of each. Thanks to everyone at those respective projects (and especially those dedicated individuals who are actually working on all of the above simultaneously); your efforts are greatly appreciated.<br />
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Anyway, today I started once again playing one of my favorite challenging megawads: <a href="http://www.doomworld.com/idgames/index.php?id=14197" target="_blank">Armadosia</a>. I believe I've mentioned it here before but let me say once again that the author, Arma Kero, spent three years (or more) on this project and it definitely shows in the quality of the resulting set of maps. It's definitely one of those rare megawads that I don't mind replaying regularly.<br />
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...and of course I'm playing it with everyone's favorite <i>Doom</i> Upgrade mod, created by everyone's favorite <i>Doom</i> modder...<br />
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Yeah, <i>riiiiiight</i>.<br />
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But, on the off-chance that someone reading this is actually interested, I am still indeed working to tweak and fine-tune my GZDoom-based monster and item randomizer mod which I'm told totally ruins the game, making it totally unplayable. In light of such criticisms I continue to tweak the gameplay balance toward what I believe is fair for both the player and the monsters, and I also continue to add creatures and other modifications of my own creation in a vain attempt to assuage the naysayers who claim that all I've done with the mod is copy+paste a bunch of stuff created by other people. I'm not going to go into any greater detail regarding the current contents of the mod since (last time I checked) there are only two or maybe three individuals among my massive following of readers who would even be interested in this at all. However, for those appreciated friends I will mention that the latest incarnation of <a href="https://dl.dropboxusercontent.com/u/78388957/DOOM/HERC_UP.PK3" target="_blank">Herculine's Doom Upgrade</a> can always be found at <a href="https://dl.dropboxusercontent.com/u/78388957/DOOM/HERC_UP.PK3" target="_blank">this</a> download link. (It's my DropBox folder where I keep a current backup of the mod, which I update any time I feel I've made improvements worth saving for the prosperity of mankind. This link should always be good, at least unless something horrible happens to DropBox.) My heartfelt thanks to anyone who actually cares about any of this.<br />
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Anyway, that's what I'm up to at the moment and I have no clue why I felt the need to type a blog entry about it. Next thing you know, I'll be "tweeting" about what outfit I'm going to wear tomorrow...</div>
Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com5tag:blogger.com,1999:blog-3538673059916658773.post-14316080889466142292013-06-30T16:35:00.000-04:002013-06-30T16:35:45.769-04:00Once you go Redguard...<div dir="ltr" style="text-align: left;" trbidi="on">
Really not much to report at the moment; just thought I'd share a few more screenshots. I'm still playing <i>Oblivion</i> and tweaking my ever-growing band of companions. Apparently I was in the mood for a specific flavor when I created these companions from one of my variations of the Ainmhi nekomimi race...<br />
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<a href="http://2.bp.blogspot.com/-OCrkzFeelG0/UdCTM7J13CI/AAAAAAAAC4g/BesKFZlSMWQ/s1600/ScreenShot2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://2.bp.blogspot.com/-OCrkzFeelG0/UdCTM7J13CI/AAAAAAAAC4g/BesKFZlSMWQ/s320/ScreenShot2.jpg" width="320" /></a></div>
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Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com1tag:blogger.com,1999:blog-3538673059916658773.post-74030433369732983582013-06-10T02:05:00.000-04:002013-06-10T02:05:55.245-04:00Into Oblivion<div dir="ltr" style="text-align: left;" trbidi="on">
Today I got my hands on the latest version of <i>Skyrim</i>, the <i><a href="http://www.walmart.com/ip/Skyrim-Legendary-Edition-PC/24412699?adid=22222222227000000000&wl0=&wl1=g&wl2=&wl3=21486607510&wl4=&wl5=pla&veh=sem" target="_blank">Legendary Edition</a></i>. So what's the logical thing to do now? Well, play <i>Oblivion</i> of course!<br />
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I've spent the last two weeks working to get my current install of <i>Oblivion</i> into a heavily-modded state that I'd be satisfied playing an actual long-term campaign with, so despite the allure of another shiny new <i>Elder Scrolls</i> game this afternoon I decided to start an <i>Oblivion</i> campaign from scratch.<br />
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The first companion I picked up was Svatava, who was originally a <a href="http://oblivion.nexusmods.com/mods/7819//?" target="_blank">CM Partners</a> companion until I decided to graft her onto one of the popular <a href="http://oblivion.nexusmods.com/mods/10266//?" target="_blank">GGC Companions</a> (minus the face paint you'll see in the last screenshot of this post). I like the scripting of these companions so I thought this time around my followers shouldn't be exclusively CM Partners. However, once I had taken Svatava through <a href="http://www.uesp.net/wiki/Oblivion:Vilverin" target="_blank">Vilverin</a> (fully enhanced by <a href="http://oblivion.nexusmods.com/mods/17784//?" target="_blank">Martigen's Monster Mod</a> and <a href="http://oblivion.nexusmods.com/mods/40190//?" target="_blank">Francesco's Creatures and Items Mod</a>) I decided that, despite the increased number of enemies, she was just a bit too powerful for me to be traveling with so early in the game. So, on the fly, I polished up one of my <a href="http://oblivion.nexusmods.com/mods/4927//?" target="_blank">Ainmhi</a> works-in-progress and added her to the game. (That's one of the great things about CM Partners: you can pretty much add new characters or remove them whenever you want without worrying that it might bork the game.)<br />
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<a href="http://3.bp.blogspot.com/-9UHbyrZSuYk/UbVhJvT-MGI/AAAAAAAAC3Q/-XYZr5992jg/s1600/Svatava.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://3.bp.blogspot.com/-9UHbyrZSuYk/UbVhJvT-MGI/AAAAAAAAC3Q/-XYZr5992jg/s320/Svatava.jpg" width="320" /></a></div>
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<a href="http://4.bp.blogspot.com/-byzcSa2W88A/UbVhEgjKIgI/AAAAAAAAC3A/JDCHWs1Pwxc/s1600/FRONA.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://4.bp.blogspot.com/-byzcSa2W88A/UbVhEgjKIgI/AAAAAAAAC3A/JDCHWs1Pwxc/s320/FRONA.jpg" width="320" /></a></div>
In full sunlight Frona is a bit paler than I'd prefer, but I used a pale freckled skin texture to begin with and it seems to fit well with the whole pink motif she seems to have fallen into.<br />
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I'm also unusually satisfied with how my player character has evolved. Usually she looks a bit more rugged and butch, but this time she ended up looking a bit more glamorous somehow. Doesn't seem to be a bad thing, though.<br />
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<a href="http://4.bp.blogspot.com/-_nGhBPFpimA/UbVhHXwnIfI/AAAAAAAAC3I/qHfT7W4CzOc/s1600/ME+%2526+FRONA.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://4.bp.blogspot.com/-_nGhBPFpimA/UbVhHXwnIfI/AAAAAAAAC3I/qHfT7W4CzOc/s320/ME+%2526+FRONA.jpg" width="320" /></a></div>
So anyway, that's what I've been up to.<br />
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I'll leave you now with this last, older screenshot that's a nice example of how things can change as my creative process runs its course:<br />
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Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com4tag:blogger.com,1999:blog-3538673059916658773.post-78811267397243851392013-05-27T22:27:00.000-04:002013-05-27T22:27:55.247-04:00PUSSIES<div dir="ltr" style="text-align: left;" trbidi="on">
(Now <i>that</i> should increase the ol' blog view total...)<br />
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Though I'm still not back in the mood to type walls of text that (as the previous parenthetical quip suggests) I doubt more than one or two people will be interested enough in to actually read, I am proud enough of this weekend's <i>Oblivion</i> modding results that I thought I'd break my silence long enough to share a few quick screenshots:<br />
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<a href="http://2.bp.blogspot.com/-YWc75iyZRVY/UaQLSms6WdI/AAAAAAAAC10/lYW3T1-SJqc/s1600/Phoebe.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://2.bp.blogspot.com/-YWc75iyZRVY/UaQLSms6WdI/AAAAAAAAC10/lYW3T1-SJqc/s320/Phoebe.jpg" width="320" /></a></div>
These are all <a href="http://oblivion.nexusmods.com/mods/36572/?" target="_blank">Nonyxia</a> and half-Nonyxia (the latter of which I created myself) using the two original body textures as well as two texture sets which I modified myself.<br />
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The armor they're wearing in these screenshots is all from the <a href="http://oblivion.nexusmods.com/mods/43596/?" target="_blank">Full Metal Bikini</a> series by Cenobite (if you like these, he also did some cool stuff for <i>Morrowind</i>).<br />
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Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com5tag:blogger.com,1999:blog-3538673059916658773.post-2322221987248533292013-04-16T00:28:00.000-04:002013-04-16T00:28:47.523-04:00More Aubrey Hodges<div dir="ltr" style="text-align: left;" trbidi="on">
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As I mentioned in a <a href="http://doomfanatic.blogspot.com/2012/12/aubrey-hodges-delivers.html" target="_blank">previous post</a>, Mr. Aubrey Hodges has at long last made some of his best game soundtracks available for public download. Though I'm still not in much of a blogging mood, this is something that I feel is definitely worth sharing in a follow-up post since more soundtracks are now available. Again, thank you Mr. Hodges!<br />
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<iframe allowtransparency="true" frameborder="0" height="410" src="http://bandcamp.com/EmbeddedPlayer/v=2/album=3973961980/size=grande3/bgcol=FFFFFF/linkcol=4285BB/transparent=true/" style="display: block; height: 410px; position: relative; width: 300px;" width="300"><a href="http://aubreyhodges.bandcamp.com/album/doom-playstation-official-soundtrack">Doom Playstation: Official Soundtrack by Aubrey Hodges</a></iframe>
<iframe allowtransparency="true" frameborder="0" height="410" src="http://bandcamp.com/EmbeddedPlayer/v=2/album=115368183/size=grande3/bgcol=FFFFFF/linkcol=4285BB/transparent=true/" style="display: block; height: 410px; position: relative; width: 300px;" width="300"><a href="http://aubreyhodges.bandcamp.com/album/final-doom-playstation-official-soundtrack">Final Doom Playstation: Official Soundtrack by Aubrey Hodges</a></iframe>
<iframe allowtransparency="true" frameborder="0" height="410" src="http://bandcamp.com/EmbeddedPlayer/v=2/album=2852550026/size=grande3/bgcol=FFFFFF/linkcol=4285BB/transparent=true/" style="display: block; height: 410px; position: relative; width: 300px;" width="300"><a href="http://aubreyhodges.bandcamp.com/album/doom-64-official-soundtrack">Doom 64: Official Soundtrack by Aubrey Hodges</a></iframe>
<iframe allowtransparency="true" frameborder="0" height="410" src="http://bandcamp.com/EmbeddedPlayer/v=2/album=1653115631/size=grande3/bgcol=FFFFFF/linkcol=4285BB/transparent=true/" style="display: block; height: 410px; position: relative; width: 300px;" width="300"><a href="http://aubreyhodges.bandcamp.com/album/quake-nintendo-64-official-soundtrack">Quake - Nintendo 64: Official Soundtrack by Aubrey Hodges</a></iframe>
<iframe allowtransparency="true" frameborder="0" height="410" src="http://bandcamp.com/EmbeddedPlayer/v=2/album=1964310234/size=grande3/bgcol=FFFFFF/linkcol=4285BB/transparent=true/" style="display: block; height: 410px; position: relative; width: 300px;" width="300"><a href="http://aubreyhodges.bandcamp.com/album/quake-2-nintendo-64-official-soundtrack">Quake 2 - Nintendo 64: Official Soundtrack by Aubrey Hodges</a></iframe>
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Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com4tag:blogger.com,1999:blog-3538673059916658773.post-61786535919953624582013-03-12T09:47:00.001-04:002013-03-12T09:47:53.310-04:00My favorite type of magic...<div dir="ltr" style="text-align: left;" trbidi="on">
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I haven't felt much like blogging lately, but I couldn't resist the urge to share this:<br />
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<iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/b8NBsoR0-fs?rel=0" width="560"></iframe></div>
Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com4tag:blogger.com,1999:blog-3538673059916658773.post-68443301727751785412013-02-10T21:23:00.001-05:002013-02-10T21:23:26.982-05:00GZDoom v1.7.01<div dir="ltr" style="text-align: left;" trbidi="on">
Just a quick post to pass along a bit of info to any of my fellow Doomers out there who might not have heard it already; another new version of the classic Doom sourceport GZDoom has been released. This time around it's version <a href="http://www.osnanet.de/c.oelckers/gzdoom/download.html" target="_blank">1.7.01</a>. And as always, don't forget to occasionally check for new <a href="http://svn.drdteam.org/gzdoom/" target="_blank">svn builds</a> as well. Enjoy.</div>
Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com5tag:blogger.com,1999:blog-3538673059916658773.post-13572954778113403832013-02-08T12:42:00.000-05:002013-02-09T13:46:07.983-05:00RAGE Toolkit<div dir="ltr" style="text-align: left;" trbidi="on">
Those of you who like to mod your games might be interested to know that the <a href="http://www.bethblog.com/2013/02/08/rage-tool-kit-available-today-on-steam/" target="_blank">RAGE Toolkit</a> is now available for download. At the moment I'm simply providing the link here so you all can check it out yourselves because, at this point in time, I can only think of one comment to make:<br />
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<span style="font-size: x-large;"><b>35 GB</b>?!? <i>REALLY</i>?!?</span></div>
Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com3tag:blogger.com,1999:blog-3538673059916658773.post-18355196569924565542013-01-07T22:36:00.001-05:002013-01-07T22:36:50.873-05:00...one Nexus to rule them all...<div dir="ltr" style="text-align: left;" trbidi="on">
Quite recently my attention has been returning to <i>The Elder Scrolls</i> series of games and in turn the modding sites for said games. One of my go-to sites for mods for Bethesda games has always been the <a href="http://oblivion.nexusmods.com/" target="_blank">Oblivion Nexus</a> which, until recently, also included <a href="http://morrowind.nexusmods.com/" target="_blank">Morrowind mods</a>. When I first got into game modding, this mod-hosting site and its <a href="http://forums.nexusmods.com/" target="_blank">forums</a> were all webmaster <a href="http://forums.nexusmods.com/index.php?/user/1-dark0ne/" target="_blank">Robin "Dark0ne" Scott</a> had to offer us. Then <a href="http://bethsoft.com/en-us/studios" target="_blank">Bethesda</a> gave us <i>Fallout 3</i> and <i>Fallout New Vegas</i> and shortly thereafter the Dark0ne gave us the <a href="http://fallout3.nexusmods.com/" target="_blank">Fallout 3 Nexus</a> and the <a href="http://newvegas.nexusmods.com/" target="_blank">Fallout New Vegas Nexus</a>. Later came the <a href="http://skyrim.nexusmods.com/" target="_blank">Skyrim Nexus</a>. For fans and modders of Bethesda's <a href="http://www.gamebryo.com/" target="_blank">Gamebryo</a>-based games The Nexus Sites had become one of the mod-hosting sites most instrumental in unifying their gaming community.<br />
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So you might be asking yourselves: why is Herculine giving us this little history lesson seeming to praise the Nexus family of sites?<br />
<br />
As I was browsing Oblivion mods today I accidentally stumbled upon the new <a href="http://nexusmods.com/" target="_blank">NexusMods.com</a> front page. I had known for some time now that Dark0ne had expanded his horizons by adding Nexus sites for <a href="http://dragonage.nexusmods.com/" target="_blank">Dragon Age</a> and <a href="http://witcher.nexusmods.com/" target="_blank">The Witcher</a>, but until today I was unaware that the Nexus family now includes sites for over fifteen different games. Mister Scott seems to be building quite an empire lately. Which reminds me of the famous quote regarding the British Empire: <i>"On her dominions the sun never sets."</i> I suppose it could now be said that the sun never sets on NexusMods.<br />
<br />
At this discovery my initial "knee-jerk" reaction was to think that Robin Scott must be simply creating new extensions of his Nexus whenever a new installment from any of his favorite game franchises hits the retail shelves. However, that is perhaps a bit harsh and unfair. Since roughly half the current Nexus sites involve my own favorite games like <a href="http://neverwinter.nexusmods.com/" target="_blank">Neverwinter Nights</a>, I really should thank Dark0ne for giving their mods another home because it's the mods that help keep these great games alive.<br />
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I do, however, have one question for Mister Scott: where's the <i>Mass Effect</i> Nexus?<br />
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Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com6tag:blogger.com,1999:blog-3538673059916658773.post-76452823250119988452012-12-27T14:56:00.000-05:002012-12-27T14:56:32.607-05:00They're Baa-aack...<div dir="ltr" style="text-align: left;" trbidi="on">
It's been about a month now since <a href="http://realm667.com/" target="_blank">Realm667.com</a> was hacked with malware and thus forced to close its doors to the public until things could be straightened out. Well, they're back now better than ever with a more streamlined interface and a more secure setup to hopefully keep out those annoying little bugs. This was especially good news to me since it means that my beloved <a href="http://realm667.com/index.php/beastiary-mainmenu-136/doom-style-mainmenu-105" target="_blank">Realm667 Beastiary</a> is back as well; not only can I download great Doom resources again, but I can upload more new creations of my own as well. Kudos to the entire site staff FTW.<br />
<br />
And to the hackers responsible for the month of down-time, I offer this advice: next time instead of hacking a gaming site that isn't causing anyone any harm, use your powers to do something useful that the rest of us can actually admire like infecting <a href="http://www.nosamesexmarriage.com/marriage/entry.php" target="_blank">this site</a> with malware or crippling <a href="http://www.irs.gov/" target="_blank">these morons.</a> That would impress me; what you've done so far has just been lame.</div>
Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com2tag:blogger.com,1999:blog-3538673059916658773.post-43221825607921165452012-12-26T19:14:00.000-05:002012-12-26T19:14:23.500-05:00New Kid On The Block<div dir="ltr" style="text-align: left;" trbidi="on">
Any of you who follow my little blog here in interest of classic Doom stuff might also want to check out <a href="http://devloek.blogspot.com/" target="_blank">DeVloek's DooM mods.</a> The guy has talents in several facets of Doom modding and his stuff is definitely worth a look. Trust me.</div>
Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com0tag:blogger.com,1999:blog-3538673059916658773.post-8190628239933174002012-12-23T17:32:00.000-05:002012-12-23T17:32:29.338-05:00GZDoom Marches On<div dir="ltr" style="text-align: left;" trbidi="on">
To quote the <a href="http://www.doomworld.com/vb/doomworld-news/62666-gzdoom-1-7-0-released/" target="_blank">DoomWorld News post</a>:<br />
<br />
Graf Zahl has decided to release a new official build of GZDoom. In addition to all the ZDoom updates since 2.6.1 and later, the main interest is a new shader-based lighting mode created by Korshun that replicates the original software renderer and COLORMAP's look, except smoother and with more color depth. If you do not have a computer that supports shaders, there still are plenty of interesting things from the ZDoom side, such as better OPL emulation, support for the BFG Edition IWADs, or the alt-hud now providing a berserk indicator.<br />
<br />
<a href="http://www.osnanet.de/c.oelckers/gzdoom/download.html" target="_blank">1.7.00</a> is the latest version. Thank you Graf Zahl and Korshun.</div>
Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com0tag:blogger.com,1999:blog-3538673059916658773.post-3277995467528780642012-12-10T21:02:00.000-05:002012-12-10T21:02:00.979-05:00Need Music?<div dir="ltr" style="text-align: left;" trbidi="on">
<div dir="ltr" style="text-align: left;" trbidi="on">
As a follow-up to my <a href="http://doomfanatic.blogspot.com/2012/12/aubrey-hodges-delivers.html" target="_blank">previous post</a>, I would also like to mention in a more general manner the site where Aubrey Hodges chose to make his PlayStation Doom soundtrack available. <a href="http://bandcamp.com/tag/ambient?sort_field=pop&page=9" target="_blank">BANDCAMP</a>, I am currently discovering, hosts a wealth of various styles of music, much of which is suitable for substituting your boring old video game music (thus justifying my mention of it here in my gaming blog). As I'm typing this I'm listening to <a href="http://zacbentz.bandcamp.com/album/field-recordings-from-the-edge-of-hell" target="_blank">Field Recordings From The Edge Of Hell</a>, which is really sounding like some great droning ambient music to play <i>DOOM</i> by. It appears that most of the collections of music offered on this site can be had for a mere $1 USD, so even on a budget as limited as mine one can afford to indulge a bit. If you have any love at all for music, do yourself a favor and check out this great website.</div>
<iframe allowtransparency="true" frameborder="0" height="100" src="http://bandcamp.com/EmbeddedPlayer/v=2/album=2130916515/size=venti/bgcol=FFFFFF/linkcol=4285BB/transparent=true/" style="display: block; height: 100px; position: relative; width: 400px;" width="400"><a href="http://zacbentz.bandcamp.com/album/field-recordings-from-the-edge-of-hell">Field Recordings from the Edge of Hell by Dirty Knobs</a></iframe>
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Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com1tag:blogger.com,1999:blog-3538673059916658773.post-64358872161200419452012-12-10T09:54:00.000-05:002012-12-10T20:08:33.396-05:00Aubrey Hodges Delivers<div dir="ltr" style="text-align: left;" trbidi="on">
I know I'm a bit late delivering this news (the <a href="http://www.doomworld.com/vb/doomworld-news/62471-playstation-doom-soundtrack-officially-released/" target="_blank">DoomWorld News Post</a> was about a week ago) but I wanted to share it here anyway as I feel it's a bit of a landmark.<br />
<iframe allowtransparency="true" frameborder="0" height="100" src="http://bandcamp.com/EmbeddedPlayer/v=2/album=3973961980/size=venti/bgcol=FFFFFF/linkcol=4285BB/" style="display: block; height: 100px; position: relative; width: 400px;" width="400"><a href="http://aubreyhodges.bandcamp.com/album/doom-playstation-official-soundtrack">Doom Playstation: Official Soundtrack by Aubrey Hodges</a></iframe>
For a long time now, the soundtrack(s) for the PlayStation version(s) of <i>DOOM</i> have only been available through controversial sources. Now, after some <a href="http://www.doomworld.com/vb/doom-general/62469-official-doom-playstation-soundtrack-release/" target="_blank">DoomWorld Forums</a> participation by Aubrey Hodges himself, the soundtrack's composer has finally made the original soundtrack available to the public (for a small price). It has also been said that other soundtracks from the other <i>DOOM</i> and <i>QUAKE</i> games done by Aubrey Hodges will soon follow.<br />
<br />
The first installment can be found <a href="http://aubreyhodges.bandcamp.com/album/doom-playstation-official-soundtrack" target="_blank">here.</a><br />
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Thank you, Mr. Hodges.</div>
Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com0tag:blogger.com,1999:blog-3538673059916658773.post-42817581747057201402012-12-05T09:05:00.000-05:002012-12-05T09:05:15.923-05:00Progress Report: Level One<div dir="ltr" style="text-align: left;" trbidi="on">
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<a href="http://4.bp.blogspot.com/-xNw6oe8TPkI/UL9I3n3NrnI/AAAAAAAACsI/3i3M6kIzde8/s1600/Level+One+Done.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://4.bp.blogspot.com/-xNw6oe8TPkI/UL9I3n3NrnI/AAAAAAAACsI/3i3M6kIzde8/s320/Level+One+Done.jpg" width="320" /></a></div>
Once I was satisfied that the first level of my 100-level Morrowind Ancestral Tomb was ready for actual gameplay all that was left was to test it by actually playing through it. I decided that the best way to do so would be to use only the "vanilla" game (GOTY version), so I created a <a href="http://www.uesp.net/wiki/Lore:Redguard" target="_blank">Redguard</a> warrior dude named Samson and started a game from scratch. With only <a href="http://www.uesp.net/wiki/Morrowind:Fargoth's_Ring" target="_blank">Fargoth's Ring</a>, the Iron Sparksword retrieved from the corpse of <a href="http://www.uesp.net/wiki/Morrowind:Tarhiel" target="_blank">Tarhiel</a> and a suit of <a href="http://www.uesp.net/wiki/Tribunal:Dark_Brotherhood_Attacks" target="_blank">Dark Brotherhood</a> armor retrieved from a would-be assassin, I headed straight for the tomb entrance immediately after finishing character generation. To make a potentially long story short, the first few fights inside the tomb were difficult but by no means impossible and once I started accumulating the necessities of dungeon-crawling such as thieve's tools and potions the gameplay seemed to be balanced well enough (you can see the statistics at the bottom of the image posted here). By the time Samson reached the exit of this first level he had gained a character level and was well-equipped and ready for more action. So now I need to get started on level two...</div>
Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com2tag:blogger.com,1999:blog-3538673059916658773.post-5583850512624903892012-12-02T01:44:00.000-05:002012-12-02T01:47:18.414-05:00Dungeon Crafting Made Easy(er)<div dir="ltr" style="text-align: left;" trbidi="on">
<div>
<i><span style="color: #93c47d;">The goal of GenMod is to do as much of the repetitive drudge work as</span></i></div>
<div>
<i><span style="color: #93c47d;">possible, so you can focus on high-level mod design and final tweaking. </span></i></div>
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<i><span style="color: #93c47d;">GenMod does not eliminate the need for hand-crafting of interiors, but it</span></i></div>
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<i><span style="color: #93c47d;">does speed up the process. By automating room layout and basic item placement, </span></i><i><span style="color: #93c47d;">GenMod can reduce the time it takes to create new interiors by as much as 50%.</span></i></div>
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<br /></div>
<div>
<span style="color: orange;">Q:</span> Why am I beginning this post with a quote from the description of <a href="http://mw.modhistory.com/download-95-5291" target="_blank">GenMod v3.1</a> on <a href="http://mw.modhistory.com/home" target="_blank">Morrowind Modding History</a>?</div>
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<br /></div>
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<span style="color: orange;">A:</span> Because I've already heard enough criticism regarding random level generating programs for other games, claims that using such programs is one of the most disreputable things a modder can do.</div>
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<br /></div>
<div>
Look people, this is what these programs are designed to do. Get over it.</div>
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<br /></div>
<div>
Having said that in defense of GenMod, now we can talk a bit about what it can and cannot actually do...</div>
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<br /></div>
<div>
Honestly, I wasn't going to do another post about this program and just let my <a href="http://doomfanatic.blogspot.com/2012/11/gen-mod-31.html" target="_blank">previous post</a> of one sentence and 100 screenshots stand on its own. However, some interest in this was expressed by my massive following of readers so I thought perhaps I should be a bit more verbose on the topic.</div>
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<br /></div>
<div>
Basically, GenMod for <i>Morrowind</i> can quickly generate up to 100 random, consecutively-linked playable dungeon interiors using a variety of tileset, treasure container and monster themes (among other specific settings that can be adjusted by the user). All a modder really needs to do in order to play the resulting dungeon(s) is to somehow connect the new cells to the rest of <a href="http://www.uesp.net/wiki/Morrowind:Vvardenfell" target="_blank">Vvardenfell</a> via either a teleport marker or a physical entrance added to an exterior cell.</div>
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<a href="http://4.bp.blogspot.com/-GV09S5b0B80/ULo1R0MLp_I/AAAAAAAACro/5MklkKI34OE/s1600/MGE+Screenshot+001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://4.bp.blogspot.com/-GV09S5b0B80/ULo1R0MLp_I/AAAAAAAACro/5MklkKI34OE/s320/MGE+Screenshot+001.jpg" width="320" /></a></div>
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As the description of the program accurately states, GenMod can significantly reduce the time it would take to create a new interior cell. However, from a more aesthetic perspective, the resulting product still needs a human touch or it will likely feel artificial when experienced in the game.</div>
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<br /></div>
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Here's an original, untouched GenMod cell:</div>
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<a href="http://1.bp.blogspot.com/-vSvDa00jNNQ/ULo1RKFg32I/AAAAAAAACrg/NX10D9DXuwU/s1600/Level+One+Before.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://1.bp.blogspot.com/-vSvDa00jNNQ/ULo1RKFg32I/AAAAAAAACrg/NX10D9DXuwU/s320/Level+One+Before.jpg" width="320" /></a></div>
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...and here's the same cell with a few human touches made to the layout:</div>
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<a href="http://3.bp.blogspot.com/-qTzuRljpE0I/ULo1Rc9vkRI/AAAAAAAACrk/-fwOVi7v4yc/s1600/Level+One+After.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://3.bp.blogspot.com/-qTzuRljpE0I/ULo1Rc9vkRI/AAAAAAAACrk/-fwOVi7v4yc/s320/Level+One+After.jpg" width="320" /></a></div>
<div>
In terms of layout, one thing I noticed right away when looking at the original cell in the editor is that GenMod's rooms are almost always square or rectangular, but that's easily fixed by copy+pasting a few tileset pieces into less mechanical-looking shapes. Adding new rooms to a pre-generated cell and modifying the pre-existing rooms can start to feel a bit like playing <i>TETRIS</i>, but that's okay because I enjoy such things. Then I notice the random layout of the hallways; some rooms have multiple paths leading to them and often these hallways are parallel and thus a bit superfluous. (If I had to guess, I'd say that the program does this to ensure that no inaccessible rooms are generated off in the aether somewhere.) This also means that there are a lot of superfluous doors, which can become rather annoying for me since I always travel with at least one companion NPC and Morrowind's companion AI apparently dictates that they must jiggle the doorknob of every open door at least a dozen times before passing through the threshold. The hallways can also be corrected easily with the editor, but now one has to start giving more thought to what it will be like to actually play through the level. While I don't want the level to be totally linear from start to finish, I do want most rooms to be accessible by only one hallway. My idea is to make the exit of the level a locked door which will require the finding of a key elsewhere in the level. Which brings us to the creatures...<br />
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<a href="http://4.bp.blogspot.com/-oUo0uuSheTQ/ULrbFwMYI-I/AAAAAAAACr4/BUgEujBOUwg/s1600/Ninja+Monkey.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://4.bp.blogspot.com/-oUo0uuSheTQ/ULrbFwMYI-I/AAAAAAAACr4/BUgEujBOUwg/s320/Ninja+Monkey.jpg" width="320" /></a></div>
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<i><span style="color: yellow;">NINJA MONKEY !</span></i></div>
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GenMod's default creature placement is actually pretty good, but I notice that the leveled creatures it uses are all of the level+0 variety; for an added challenge I'll throw in here and there creatures from the level+1 and level+2 lists as well. Then there's the matter of the key I mentioned above; I'm thinking that such an item should be placed in the inventory of a unique boss creature, maybe even an enemy NPC like a vampire or a necromancer, so of course I'll have to create and place those myself.<br />
<br />
I'm not satisfied with GenMod's placement of containers and furnishings in this level; bookshelves and cupboards will be fine for levels that I'll re-populate with vampires or necromancers, but for the haunted tombs I'll want to replace such furnishings with urns, ashpits and the like. (Though I should note that the random generation of such things this time around might simply have been the result of a variable I neglected to set properly in the GUI before generating the cell.)<br />
<br />
Finally, the generation of generic treasure like random gold is okay, but to make the levels feel like they're worth playing I'll also add some customized magic items, weapons and armor. (I sincerely doubt that anyone will be motivated to hack'n'slash their way through 100 tombs just to collect random gold, non-enchanted iron equipment and bonemeal.) While I don't know jack about quest scripting, I might even go so far as to leave some notes lying around in some of the nearby cities to tempt the player with mention of some unimaginable treasures.<br />
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So, to make a potentially long story shorter, <a href="http://mw.modhistory.com/download-95-5291" target="_blank">GenMod</a> can indeed create a decent basis for an interior cell, but as the creator of the program tells us in the description we should endeavor to take the generated cells and add as much of our own creativity to them as our ambitions will allow.<br />
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<span style="color: orange;">Q:</span> <i>"Herculine, are you really going to devote the time necessary to polish 100 randomly-generated tomb interiors to create a playable mod for a game that's ten years old?"</i><br />
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<span style="color: orange;">A:</span> Maybe, maybe not. I've been known to produce some crazy mods like over 100 companion characters or adding a couple hundred randomly-spawned monsters to a game, but then I've also been known to --<br />
<br />
Ooh, wait! Was that a butterfly? Shiny!</div>
</div>
Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com5tag:blogger.com,1999:blog-3538673059916658773.post-1724578939944080492012-11-27T19:35:00.000-05:002012-11-27T19:35:48.884-05:00Gen Mod 3.1<div dir="ltr" style="text-align: left;" trbidi="on">
This is what happens if you configure <a href="http://mw.modhistory.com/download-95-5291" target="_blank">Gen Mod</a> for <i>Morrowind</i> to generate a 100-level Ancestral Tomb. (Need I say more?)<br />
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<a href="http://3.bp.blogspot.com/-qSE64DNQN9c/ULVR88tKhBI/AAAAAAAACkc/LFNM6TCLygI/s1600/Zareth+Ancestral+Tomb+001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://3.bp.blogspot.com/-qSE64DNQN9c/ULVR88tKhBI/AAAAAAAACkc/LFNM6TCLygI/s320/Zareth+Ancestral+Tomb+001.jpg" width="320" /></a></div>
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Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com3tag:blogger.com,1999:blog-3538673059916658773.post-68740366126448984052012-11-27T09:14:00.000-05:002012-11-27T09:15:37.153-05:00More Not-so-random Screenshots<div dir="ltr" style="text-align: left;" trbidi="on">
Recently on my friend <a href="http://nosmods.blogspot.com/2012/11/musings-on-nature-of-gamebryo-1656e.html" target="_blank">Nos' Blog</a> the topic of Gamebryo companion AI was mentioned and for a fleeting moment I considered trying to learn how to create a <i>Morrowind</i> companion of my own. While I think that urge has passed for the moment, if I ever do decide to tackle learning any Gamebryo scripting I think <i>Morrowind</i> would be where I would start since I assume it should be the simplest of the Bethesda Gamebryo games "under the hood". In the meantime, I couldn't resist posting another screenshot or two. While NPC behaviors in <i>Morrowind</i> are not nearly as complex as they are in the later Gamebryo adventures, sometimes just the simple head-tracking AI and random character placement can produce an interesting scene. I really have to wonder what intentions my Azurian companion Liona has for our little <a href="http://platform.tesnexus.com/downloads/file.php?id=27167" target="_blank">Meadow Fae</a> friend:<br />
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Also, I left Atheri alone in <a href="http://lovkullen.net/Emma/Asgard.htm#Asgard_v33" target="_blank">Asgard</a> for a while and on her own she apparently decided to take a swim. (Won't that steel armor rust?)</div>
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(Guest-star Jessica Alba appears courtesy <a href="http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=6162" target="_blank">THE Facepack Compilation</a>.)</div>
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Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com5tag:blogger.com,1999:blog-3538673059916658773.post-25719075972171868172012-11-23T15:34:00.000-05:002012-11-23T15:43:03.950-05:00Dance Off !<div dir="ltr" style="text-align: left;" trbidi="on">
<iframe allowfullscreen="allowfullscreen" frameborder="0" height="360" src="http://www.youtube.com/embed/0Hv8s57jxQw?rel=0" width="480"></iframe><br />
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(Video by <a href="http://princessstomper.wordpress.com/" target="_blank">Princess Stomper</a>.)</div>
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Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com0tag:blogger.com,1999:blog-3538673059916658773.post-29427337954924075052012-11-22T09:05:00.000-05:002012-11-22T09:05:45.197-05:00Misty Moon Morrowind Mods (Part One)<div dir="ltr" style="text-align: left;" trbidi="on">
The webpage of Morrowind modder Misty Moon has long ago become inactive, so this is the post where I wanted to publish a full list of download links for all of Misty Moon's mods in an attempt to preserve them for posterity. Unfortunately, however, I've yet to be able to contact this mod author to secure permission to do such a post, so for now I regret that I'll just have to be satisfied with directing readers to the few mods that are still available from various popular TES modding sites.<br />
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Perhaps the most widely-known mod from Misty Moon is a texture replacer titled <a href="http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7494" target="_blank">Better Looking Morrowind</a>, which is still available for download from Planet Elder Scrolls. To make a long story short, the mod replaces the textures of most landscapes and buildings to greatly improve the appearance of the Morrowind world. Rather than senselessly ramble on any more about it, I'll just post the screenshots and leave the rest up to you.<br />
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Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com5tag:blogger.com,1999:blog-3538673059916658773.post-5921185137673908822012-11-20T09:44:00.000-05:002012-11-20T09:44:34.403-05:00Not-so-random Screnshots<div dir="ltr" style="text-align: left;" trbidi="on">
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<i><span style="color: magenta;">The Dark Fairyhood</span></i><br />
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<i><span style="color: magenta;">Ego Versus Ego</span></i><br />
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<i><span style="color: magenta;">Wing Envy</span></i><br />
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Just a few screenshots made possible by <a href="http://planetelderscrolls.gamespy.com/View.php?view=User.EntriesListing&id=6997" target="_blank">Lady Rae</a> and <a href="http://platform.tesnexus.com/downloads/file.php?id=27167" target="_blank">Korana</a> (among others); since some Morrowind mod sites and mods seem to be slipping into obscurity, I think I will post some here from time to time as a public service. I once thought I was rather foolish for downloading every Morrowind mod I could get my hands on, but especially now that Elric M.'s site and Misty Moon's pages are gone I'm thinking maybe it wasn't such a bad idea after all. (More on those later, as time permits.)</div>
Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com6tag:blogger.com,1999:blog-3538673059916658773.post-30948988921212183612012-11-19T19:35:00.000-05:002012-11-19T19:35:28.186-05:00Addendum<div dir="ltr" style="text-align: left;" trbidi="on">
In my <a href="http://doomfanatic.blogspot.com/2012/11/morrowind-endures.html" target="_blank">previous post</a> I mentioned that I consider the <a href="http://morrowind.nexusmods.com/mods/5535" target="_blank">Morrowind Graphics Extender</a> an essential part of running Morrowind on a modern computer... but I also mentioned that it was almost a full year before my attention finally returned to the game.<br />
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Now that I've started playing again and in turn paying more attention to the mod sites, I've discovered that there is an alternate version of the utility called <a href="http://morrowind.nexusmods.com/mods/41102" target="_blank">MGE XE</a>. It has more features and IMHO a better GUI, and since I've started using this version the game seems to be much more stable than it was with the previous version of the utility.<br />
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(However, this is where I must point out two things: firstly, I was also previously launching the game with the <a href="http://morrowind.nexusmods.com/mods/3875" target="_blank">Morrowind FPS Optimizer</a> and am no longer doing so and secondly, Bethesda games are notorious for being a bit crash-happy right out of the box anyway.)<br />
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So, while I'm not going to recommend one or the other version of the graphics extender as being superior since I've learned that results usually vary from one PC to the next, I just wanted to share this info in the hopes that it might be useful to my readers.</div>
Herculinehttp://www.blogger.com/profile/02762210820428273110noreply@blogger.com0