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Faq D Mod

FAQ Doom mod

Uploaded by

Ziad Zein
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0% found this document useful (0 votes)
7 views4 pages

Faq D Mod

FAQ Doom mod

Uploaded by

Ziad Zein
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 4

Okay so, some people are making me the same questions everytime, so i came up with

the idea of making a faq of basic questions...


Never did this before, so there you go =P

---------

(About private testers)


Q: - Can i be an alpha/beta tester?

A: That place is earned, not requested. And most of those peoples are the ones i
know for quite a while. Or I like them enough to share them private versions of my
projects to test them.

There are sometimes open alphas/betas, which i share them on my groups


(facebook/discord)

--------

(About "Doom 4 trailer rip" and "QCUF Rip")


Q: - Was it really necessary to do a rip from an unreleased game?

A: Welp, not really. But also, my hype were higher than my logical thoughts, so
i've did it anyway XD

---------

(About Zion's mod)


Q: - Any progress on zion?

A: I'm not currently working on zion and haven't worked on it since V06d or V07
(When the game went ripped, but my computer broke, so couldn't help them to rip it
properly).
I'm still waiting the incoming update just like everyone else, to see if i can
contribute with something or not.

Either way, i'm now working on my own Doom 4 weapons rip, so chances to keep
working on Zion are kinda unlikely to me.

---------

(About influences)
Q: - Are there anyone/anything that inspired/influenced you on your mods/projects?

A: Welp, back when I started I had very little knowledge about how active the Doom
community was, so i modded doom (among other games) for my own enjoyment while used
to play some mod's like Xen dynamics, Zportal, Action Doom and Hell after dreams
among others then eventually started modding as a hobby.
Then while working on invasion infernal 1, I met Doomero and he teached me a lot
about decorate and most of the things I know now.
So, Doomero influenced me a lot on later projects and learned a lot about ripping
techniques, eventually improved my techniques, but principles are kinda the same.

Now, there are some mod's I like to play sometimes, like Guncaster, Legacy of
suffering, Death foretold, Project msx, Shadow of the Wool-ball and stuff like
that.

---------

(About delays, or long time development)


Q: - Why do you delays your mod's so much sometimes?

A: I do care about my projects, so I take as much time as possible developing them


and trying to make them as good as I can. My mod's aren't perfect, but at least I
try to fix them as much as I could before release, mostly because I do care about
the projects and the people who plays them.

I would rather prefer to delay the mod and release it the way I would like once
it's done, rather than upload something i don't like and regret it later.
I mean, there's a mod i've been working on since 2012 and haven't released any
playable version of it yet. Not probably even in 2 years.
That's the reason why i don't put deadlines or things like that. And when I do add
a deadline, i usually delay the release, so, why bother? it's released when I feel
it's done.

Yet, there are some exceptions on what I consider "side projects" (That means
projects that aren't intended to be main projects or don't have that much
dedication to them, or made them as practice, so I release them for the sake of fun
and sharing things with people)
"QCUF Rip" and "Doom4 Trailer rip" were some exceptions, for example.

---------

(About bobbing)
Q: - This mod don't have bob animation/Can't make it bob.

A: Since rips are made straight from game footage, keeping the traditional bob
animation sometimes might break the sprites or animation continuity to me, mostly
because a sprite is a static image and when it bobs it crops the images and also,
it changes their offsets and perspective, which I don't like it. (unless they are
Doom-themed sprites)
So, i've intentionally locked the bobbing animation.

There are some other mod's where i have "custom made/ripped" bobbing animation, so,
creating a custom animated bob is possible and even rippeable sometimes.

---------

(About explaining people stuff)


Q: - Can you teach me how to rip?

A. I have problems teaching other people how to rip, I speak spanish, so can't make
video tutorials on english.
Also, don't know how to explain myself, I have some troubles to speak even on my
own language, so that messes up the video. My voice isn't that appealing though XD

And also, i'm so strict and demanding about conditions and techniques that some of
the people i've explained them don't care about what i do, because it's too
difficult and do their own ways anyway, so why should i care anymore?

(My computer broke on april, so I've explained zion's people how to rip, yet no one
cared about my technique and did what they could, so, even when i was part of Zion
project i usually explain people that i haven't made those rips, 'cause that's not
the way i do them)

---------

(About Doom-type sprites)


Q: - Why don't you make Doom-type sprites instead of rips?

A: Welp, that is something simple to explain:


I like rips and I like to play with other game weapons on doom (when they are done
properly, of course).

I've learned lot's of things about how to rip on those years and I'm good at it.
I'm not the best, like some people like to say but i'm skilled enough at least and
also know how to achieve optimal settings to rip them. I'm also sometimes obsessed
with good animations, so I try to do my best with them in both decorate and sprites
continuity.

I'm now used to do rips and i don't think i'm good enough to do custom weapon
sprites for the moment.

I'm doing some experiments though on some unreleased/non public Doom mod's, but
until i get confident enough to share it, i will still do rips. (Or at least use
sprites from realm667's repository XD)

---------

(About rips)
Q: - I don't like ripped weapons, therefore, I don't like your rips.

A. That's not a question! But to say something about it: when I do mod, I do what i
like to play myself and then share it.
If the people who plays it like it or not, that's a subjective thing.

It's like me, not liking some popular mod's. If i don't like them that doesn't mean
they are bad, it's just a personal opinion.
So, that's good. The good thing about Doom community is that there is plenty of
mod's to find the one you like the most, so go play something else =P

---------

(About ZScript)
Q: - Why don't you use ZScript? it's way more advanced than the "deprecated"
decorate now!

A: Sure, but ZScript is a "GZDoom only" feature and my intention is to make my mod
works on several sourceports (sometimes on D-Touch)
So, my current targets are GZDoom/ZDoom/Skulltag/Zandronum. Skulltag will stop
being used on my future mod's though. Yet, Zandronum might still be a thing.

Also, current version of D-Touch uses version 1.8.06 of GZDoom, so that version of
GZDoom is the oldest one I pretend to make my mod's use. Which means ZScript can't
be a thing on my mod's.
Zandronum don't uses ZScript too as well.

Also, i'm lazy to learn a brand new language all over again XD (i'm happy with the
way decorate and acs works for now, and that's enough for my projects. I have
performance issues with latest gzdoom though, so...)

---------

(About D-Touch)
Q: - Can you make your old mods works on D-Touch?

A: I have no intentions of doing that for now.

---------

(About Dehacked)
Q: - Do you plan to do another mod on Dehacked?

A: That was an experiment, it was cool, but i don't see that happening soon.
At least is good to know that i can do some stuff on dehacked.
---------

(About "you know what mod i'm talking about")


Q: - Could you make your mod works on BD?

A: Nope, go play that thing instead XD


https://www.youtube.com/watch?v=GU40zu05d14

---------

Welp, that all I can thought so far, so I hope i've answered some of your basic
questions =P

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