SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,484
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Post by SilverMiner on 3 hours ago
I'd use art to sublime my unreleased affects. But coding is tedious for me, I'm always in need of some lookup. I yet haven't used so called ai agent stuff. The layout of my quick and dirty scripts is determined by me, philosophically, and small utility functions i can ask some llm to write for me
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Post by optimus on 3 hours ago
Each on their own, but I cannot understand seeing some creators using AI so excessively for everything, feeling they are actually creating something. Each on their own because I don't want to tell what people should do, but I imagine myself whether it was coding, art creation or anything else, I imagine generating stuff and posting tons of songs or images or whatever without effort like it's nothing, and feeling alright? I would feel empty, very empty. And some of these people they were actually good creators, like it's not the joke they say "Eveybdoy who uses AI doesn't have any skills". Because I've seen people who I know they did some huge work that required skills, lured to the send a prompt and generate something cool. Even in the demoscene, I've seen few coders who are like "Wow, I asked Claude to write all the code for me and it did, that's amazing!". And I am like, aren't you feeling empty? It's not a criticism of whether you do or not, but what's the exciting thing? I feel empty if I was to do this and also produce tons of thumbnails and content in a youtube channel in a massive scale. I'd rather go back to tradition and accept it's gonna take a month and a lot of blood and sweat to produce a single song (or for my case finish that code). It feels like everything that made creation meaningful is taken away. But some people signalize "Look what Claude did today!"
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40oz
diRTbAg
Posts: 7,052
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Post by 40oz on 18 hours ago
People, myself, and doomworld mods included, all have free will. They're not bound to the rules they've created or the legacy rules that were on the platform before they came to power. They can bend them and change them in any way that serves the community.
If Mark's mental health is peak or not is neither here nor there. If you like doom (as much as doom fans tend to,) there are not many other places where you can go to talk to people who understand your interest in it.
We kinda need each other.
What's really obvious to people outside of Doom forums, even if they like Doom a lot, is that many of the forums' active users don't really respect each other's humanity beyond parasocial-style idolization. If you cross a line you become disposable. Being able to communicate with other Doomers is treated like some great privilege that must be honored and being a friendly, likeable person comes secondary to that.
It bleeds over to here too, I really don't think it's something I can course correct by myself.
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SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,484
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Post by SilverMiner on 21 hours ago
I did not listen to what's he generated. They could at least not touch him at all
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Post by 7e6 on 22 hours ago
Haven't they banned retarded people for the very thing Mark Klem has been doing? Looks like they implemented an AI policy on the forum recently, but people were being banned for posting AI slop text, images, music, and videos long before then. I guess if enough of the staff would lick your ballsweat with glee, you can get away with anything there, but I assume the policy was implemented so they don't look like they're giving Mark a free pass.
Mark seems like he fell on his head. Look at his post history. It's either AI slop or incoherent gibberish. He's also an oh poor me puss baby because he can't handle being told his AI generated stuff is ass juice compared to his work from the past.
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SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,484
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Post by SilverMiner on 23 hours ago
what Mark Klem can do is to say he forbids list of naysayers to use his midis
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40oz
diRTbAg
Posts: 7,052
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Post by 40oz on yesterday at 12:56am
joe-ilya Mark says in the opening post that his place is decidedly outside of the doom community. Your response is in line with the administration's that if he plans to stay, he should expect to take the abuse. The abuse is no phenomenon -- community members do not treat each other with dignity or sincerity and there's never any accountability for it. We pay for it with cool people leaving. Doomworld is even refusing his request to delete his account like they own him.
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lossvoise
I'm too young to die
music-composer, sound-engineer, media-generalist. making QOL addons for great mods
Posts: 4
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Post by lossvoise on Jul 1, 2026 at 5:33pm
I actually spent most of my time modding for ZDoom, especially the VR version. I've always loved Doom because of its map and mod community, but lately I've become really interested in MBF-compatible ports because they just work well out of the box, have a really pleasing visual aesthetic, and are highly optimized.
I also get the strong impression that most mapsets are made for super-classic Doom gameplay first, with gameplay mods being something you add on top afterward. I have a collection of around 345 WADs, and MBF ports are exactly what I want for playing through that kind of library.
As for the visuals, that's a separate topic. I love good lighting, dynamic lights, and all that stuff, but Doom itself is all about those crunchy pixels. Whenever I see the "4K Ultra RTX 5D 300 FPS" style of assets and effects that are so popular in ZDoom projects, I get this weird feeling of... cheapness.
Even Brutal Doom—which is actually the mod that got me into the Doom community—has this problem for me. The blood is extremely high-resolution and doesn't match the pixel size of the original game at all, so it ends up having this "random Unity Asset Store assets" vibe.
The same goes for sound, and that's especially important to me as a sound designer. There are barely any mods that replace every sound in the game with HQ versions. Instead, they add "Dolby Atmos 5.1 Auro-3D" quality to only certain parts of the game, while everything else stays vanilla. The result is that the whole game turns into a mishmash of completely different styles again.
That's one of the reasons MBF feels so appealing to me. It naturally lends itself to a more unified design language, so even with mods, the overall experience feels cohesive.
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lossvoise
I'm too young to die
music-composer, sound-engineer, media-generalist. making QOL addons for great mods
Posts: 4
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Post by lossvoise on Jul 1, 2026 at 5:05pm
Thanks for the feedback, guys!
You're absolutely right—mods made for ZDoom-based ports usually don't replace the internals of vanilla actors and assets, so they tend to coexist pretty smoothly. But once we're talking about MBF-compatible ports, that's where the problems begin!
(And thanks for the info about posting DBPs on Doomworld—I honestly know almost nothing about the forum drama.)
In ports like Nugget, Woof, or Doom Retro, we often don't even have a console, let alone a proper mod menu. That's exactly why I'm so interested in finding a solution to this problem.
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Post by Moonsweeper on Jul 1, 2026 at 10:03am
Using DeHacked gives a mapset portability and by extension, accessibility. The issue is on the gameplay mod being based on DeHacked and redefining monster entities, if not for that there would have been no issues.
Something new limit removing WADs could implement is moving custom enemies to the DEHEXTRA range, then including a DEH patch specifically for engines that don't support it, but everything including Crispy and beyond does.
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Post by joe-ilya on Jul 1, 2026 at 5:54am
I've slept on this band for too long.
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Post by joe-ilya on Jul 1, 2026 at 5:53am
The timing when Doom community is sad to see doom-famous composer Bobby Prince pass away a few weeks ago but doesn't waste breath to tell other doom-famous composer Mark Klem to fuck off while they're still alive. The obituaries that the doom community will write after his inevitable passing will be loving, nostalgic, and grateful for his contributions as if the way he is being treated just now never actually happened. Some people you like, deserve to be put in their place sometimes, it happens. When people pass, unless they're Hitler or the CEO of UnitedHealthcare, people don't want to remember the bad times, but the good ones. It doesn't make sense to bring up negative aspects when mourning.
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Post by thehockster on Jul 1, 2026 at 5:48am
Thanks SilverMiner ! I just made those changes now. Zandronum was still throwing errors about SpawnID's. I think I just got it figured out though.
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SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,484
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Post by SilverMiner on Jul 1, 2026 at 5:45am
it's completable, the bugs i seen are a seam on the sky and skybox hall of mirroring in some places in software renderer
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SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,484
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Post by SilverMiner on Jul 1, 2026 at 5:29am
Zandronum 3.1 - Crashes at start zdoom 2.8.1 starts if you do this: on line 859 replace a_fireprojectile with A_FireCustomMissile (find+replace is enough) comment out lines 2090 and 2091zandronum might start after doing that as well
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SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,484
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Post by SilverMiner on Jul 1, 2026 at 5:09am
the mod is huge and makes me feel like it'd be easier to run some brutal doom for the most part of what the mod does, with the same spider mastermind quirk, but to patch it would be easier task i guess. if at all. i wouldn't bother, it's too tedious and ungainly.
like popular mappacks may only use dehacked. cuz why? cuz being pseudoconservative to doom looks like mainstream. you rightly think that okay you make a mod that's gonna run on their engines, aaand it conflicts cuz dehacked is like that by design. 20 years ago decorate made the problems of running mappacks and gameplay mods much less severe, down to nothing. like a mappack has a custom zombie with shovel, and you run it with brutal doom, and nothing actually breaks. the what zdoom is lacking is nonbsp mode that was present in early gzdooms; and doom's original prng, which was added as compat option in skulltag. nonbsp mode would make the game as fast as eduke32, and nobody would be able to blame zdoom's performance. i think by this point it's better to wait until conservative community collapses. it's on peak of saturation with mbf21 wads now. just do something else, and someday it happens. But this isn't the only option, so you don't have to wait for it, just aggressively push a slightly corrected zdoom. I have no real interest in this, shit has became boring. Utakata plays and looks interesting though, i stopped like at map08 or something
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Post by thehockster on Jul 1, 2026 at 5:01am
In memory of Bobby Prince, I wanted to make a personal tribute of some sort. What started as a simple map with some ROTT retexturing and music, quickly turned into a little something more... The Triad is DOOMed is a single-player map made for UZDoom(GZDoom tested - also works fine). I was originally aiming for a simple limit-removing map haha, but the project quickly evolved: - New enemies/behaviors
- New weapons
- New items
- Custom scripting (Lightning effects, necessary music changes, etc...)
- And more...

The map was made in GZDoom format.Tested with: UZDoom 4.14.3, GZDoom 4.11, Zandronum 3.1Jumping, Crouching, and Freelook OptionalGameplay mods not recommended, may conflict with new actors/code. Download Links:TTIDV1.1.wad (google drive) TTIDV1.txt (google drive) The Triad is DOOMed on ModDBThe Triad is DOOMed on ItchIOEnjoy  Thank you for creating the sounds of my lifetime Bobby Prince! " You've got to eat your vegetables!"
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SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,484
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Post by SilverMiner on Jul 1, 2026 at 1:59am
i'm always like kek when someone gets a positive wide mention only cuz one died
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40oz
diRTbAg
Posts: 7,052
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Post by 40oz on Jul 1, 2026 at 12:01am
Sometimes level designers include modded assets to complement the levels they have made already. I think joeilya has the right idea that your gameplay mod could have toggleable assets so you can disable features in your mod that the level pack has already patched.
I do think it's ideal and the best for both worlds that levels exist as levels, music, pallete/colormap, and textures only. Gameplay mods can manipulate everything else, but in a community with this many people around, it's impossible to get everyone to agree on that. Not exactly sure how to meet in the middle here.
Gameplay mods can go through all sorts of edits and release versions but it's not very good practice for level designers to make revisions to old levels, either to preserve history and/or keep speed demos from desyncing.
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40oz
diRTbAg
Posts: 7,052
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Post by 40oz on Jun 30, 2026 at 11:50pm
The timing when Doom community is sad to see doom-famous composer Bobby Prince pass away a few weeks ago but doesn't waste breath to tell other doom-famous composer Mark Klem to fuck off while they're still alive.
The obituaries that the doom community will write after his inevitable passing will be loving, nostalgic, and grateful for his contributions as if the way he is being treated just now never actually happened.
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SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,484
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Post by SilverMiner on Jun 30, 2026 at 8:52pm
you're igenst mark klem using modurn twools?
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Post by switchblade on Jun 30, 2026 at 8:24pm
Sometimes it's better to let go when health and talents are waning, or before.
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SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,484
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Post by SilverMiner on Jun 30, 2026 at 7:10pm
There's multiple solutions.
1. Edit both dbp and mod and get a unified bundle which you can spread this way. However have in mind that dbps are banned to be posted on doomworld. There's moddb if you go this way.
2. Convert gameplay mod to zdoom decorate (my github has deh3dec python script) and rename conflicting assets like sprites and sounds. If need for accurate replacement regulation be, make a mapinfo with doomednums mapping
3. If dbp only uses dehacked for ambient sounds, its dehacked may be replaced with a proper sndinfo which dsda and woof can work with. They only use it for ambients in form herian 2 uses it. This way the dbp would be good for any gameplay mod. An example of this can be made by comparing dbp72 and modded dbp72 which is on moddb
Also i expect if you go the way 1 but with both dehackeds converted to decorate and mixed, this would be suitable for mobile players more than a dehextra mod. Just morally.
Converting both dehackeds to decorate and looking into i guess is good just to understand what's going on
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Post by joe-ilya on Jun 30, 2026 at 6:48pm
AI bros are such babies, I swear it's become a pattern.
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SilverMiner
Plutonia 3 God
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/br2
Posts: 2,484
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Post by SilverMiner on Jun 30, 2026 at 6:37pm
Gonna read somewhen
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