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  1. Past hour
  2. fabian

    Crispy Doom 5.5.2 (Update: April 1st, 2019)

    To be precise, it handles them like Choco but without the crashes. In PrBoom+ there is an "Emulation" menu. If you enable all "Try to emulate it" features, this should be the best guess.
  3. D4RKP1G


    This is what I can hear Alert Sound - Will Confuse Attack Sound - You've finally come Death Sound - Hagh, AAAAaaaaaaggggghhhh Nearby Sound (can't really know how to call it) - Perhaps you could come across
  4. Magnusblitz

    Switcheroom 2 revival (All Maps Taken, Deadline August)

    v8: https://www.mediafire.com/file/papcg7u1a80h4j7/map15-as-map02-v8.wad/file After thinking about the lifts in the center a bit more, I think I came up with a decent way to fix it by flattening out the walkway but raising the center tower a bit to still give some height to the building while eliminating the lifts. I haven't tested this out in ChocoRender yet so if anyone can please check to make sure it still fits under the vanilla visplane limit.
  5. CyberDreams

    Things about Doom you just found out

    Haha, yeah. I've been experiencing this a lot lately as i've been playing older PWAD's in GZDoom with the Doom (Strict) compatibility on. One thing that i've recently learned (or remembered) was that Doomguy runs faster in Playstation Doom...i didn't realize that until i recently played it via GZDoom [GEC] Master Edition. I guess i never played Doom on Playstation enough to realize it.
  6. MetalDoomGuy

    Exit level text

    okay, so with my wad, How would I move the end text, to be tex before the first map can be played? like (ex. **insert pre text here, blah blah blah) then Map01 can be played
  7. Yeah, I was not talking about adding support for PSX/D64, but the new features Erick added, that's what is actually not working correctly. The maps load fine, and they should because they rely on more GZDoom native stuff than the lighting effects. I remember seeing that thread. I've seen Graf being a bit unfriendly many times. I don't know his motivations for his rough attitude at times and I will not start question them. If I remember correctly, they didn't consider your brother's input very much for reasons similar to what I mentioned in my previous response that the implementation is not ideal. It requires a great deal of testing on different machines and configurations, and getting it to work in all modes including software to include such a thing in the main line, and even then, some features from 3.7.2 legacy don't work in my old computer either, like 3D mode and vanilla lighting mode. I don't want to put down Erick's efforts, though. He is on the right path and he has shown everyone that PSX and D64 can be indeed be ported very accurately to GZDoom and I really hope you guys keep working on this and iron out the bugs of the engine, this really has potential! The fact that it is buggy on certain systems is just a matter that this hasn't been tested very much and is new territory, and if you guys need people to test your new features, many of us got different systems we can use to test. I could perfectly try test builds on my machine and give you guys results on how the features perform, you guys belong to this community and we can help! I remember the first versions of GZDoom being pretty rough, they would crash my computer constantly, but throughout the years it has been becoming a lot more reliable. If you guys keep working on this, you'll follow the same path. Don't stop!
  8. No, feel free to ask as many questions as you need, but first, make an attempt to figure it out yourself. It is more rewarding for you if you figure it out yourself. use the ZDoom Wiki as a reference tool, and open (but don't edit) other people's wads to see how they did it. I have learned a lot that way, and you can, too.
  9. Empyre

    So, I started to use GZDB..

    I have a map with 6 different skies because you are visiting other worlds. One of them is using plain F_SKY1, four of them are using Static_Init, and the other one is using SpyViewpoint and SkyPicker.
  10. Namco-Bandai are notorious for that. IIRC, they were releasing games at slightly lower prices to get people to essentially buy a demo then locked most of the game away behind DLC packs. They did it to keep making money even when the games were traded or bought second-hand.
  11. kb1

    Things about Doom you just found out

    Ah, interesting. Among other things, I guess that gives you uniform lighting for all types of flats, huh? Well, I just found out something new about k8vavoom!
  12. tmorrow

    Verdant Citadel

    This map just keeps getting better. More secrets and a return path and lift at the end are great additions. In vercit_test5 note the walk over line that lowers sector 3906 and leads to one of the new secrets also produces a HOM effect.
  13. CyberDreams

    First Doom fan site(s) you ever found?

    Same. I didn't start using a computer at home until about '99 or so but i was still fairly young then (9 yrs old) and couldn't really play violent games (although i had some on console so it made no sense). My family had gotten an old PC from my uncle, i think it was a Pentium (a Hewlett Packard w/Win 95). After a couple of years with that PC, my parents bought a new PC: a brand spankin' new Gateway w/Pentium 4 and it came with...Windows ME. It seemed to work fine for me though as i used it to play Midtown Madness and the first Sims game a lot, as well as a few others but i don't remember playing Doom on PC until a little after the Doom 3 era so i'm sure Doomworld was my first site. That's so cool! My dad was working a lot and really had no technical knowledge about PC's & my mom stayed at home to take care of my sister and i (kinda old fashioned) so my family didn't have a PC until the later 90's. Also i found that Toasty Tech website a few years ago randomly. It's pretty neat. I dig how it still looks "retro".
  14. Today
  15. Gunstar Green

    First Doom fan site(s) you ever found?

    Wow that was a trip down memory lane. The Internet was such a different beast back then. I remember going to the school computer lab and loading up floppies with whatever wads I could get my hands on because I didn't have the Internet at home until around '98.
  16. StoneMason

    First Doom fan site(s) you ever found?

    Yeah, I remember using MJ Doom Page when I was 6-8 years old. How I found Icarus and Memento Mori as my first megawads, and all those old school TCs.
  17. Bizznet

    Favorite Cartoons or Piece of Animation

    I watch old seasons of the Simpsons and laugh my ass off. Recently, been watching Big Mouth. My parents worked in animation in the 80s and 90s and worked on a ton of (mostly kids) cartoons. Babar, The Raccoons, Rupert, Spicy City, etc.
  18. Immorpher

    Community Chest 64 EX release thread

    Maybe this is the case for the blue key in Map 7? I think there is supposed to be a platform that lowers so I can jump into the blue key area, but it doesn't seem to be working for me yet. I don't know if it is tied to the cyberdemon I seen in there. I lasered it a few times, it vanished, then I went to a teleporter and telefragged it somehow.
  19. You've been a lot of help. Thanks. I'll try not to ask anymore.:)
  20. Bizznet

    What Video Game Are You Currently Playing?

    I just started Yakuza 0 this weekend too and really loving it. The music is really good and makes the game even better.
  21. ketmar

    Tips for making my first Map

    just do it! and give it to us. we will tear it apart anyway. ;-) otherwise -- just make something you will like to play. many 1994-style maps with little details and simple architecture are still fun to play, for example. just build a basic layout, place some monsters and check if it makes some interesting fights. even dull rectangular room can be made interesting to fight in, if you will, for example, put some pillars with chaingunners there, add some stairs leading to health that will open some monster closets, and so on. play the maps you like, see how authors made interesting fights, and don't be afraid to steal the things you like. ;-) it is ok if your first maps will resemble other maps you like. also, don't be afraid of making "abstract" maps, the only rule in the book says: "if it is fun, it is good!" that is, even if nobody in their sane mind will build something like your map in real life, it doesn't matter -- as long as it is fun to play. so if you don't know how your map should go next, you may try to build a totally disconnected map section, and then connect it to already built ones with some hallways, and even with more rooms. the result may not be an architectural masterpiece, but you can always overdetail it later. ;-)
  22. GarrettChan

    The DooMed Speed Demos Archive returns!

    @Andy Olivera This one is missed. Congrats on the milestones, and thanks a lot for the efforts. Cheers. NoYe Map04 UV Pacifist in 0:05 ny04p005.zip
  23. There you go @Devalaous Hmmm, if you know more maps from him, don't hesitate to make them. I think you know more of that stuff than us. It doesn't matter how many Master Levels maps could be.
  24. ketmar

    What engine should I target?

    actually, 3d floors and slopes are possible in zdoom-in-hexen. slopes are done by placing special things inside sectors, and 3d floors are done by sector tags and line specials. yet UDMF is required to use zdoom-specific things -- like DooM64-style lighting, custom glowing flats, etc.
  25. Bob9001

    Eviternity demos [-complevel 11]

    Map 21 UV-Max in 13:20 evit21-1320.zip
  26. D4RKP1G

    The new SSG...?

    Why is H-Doom so hated?, i don't get all this hate, I mean I get the idea of sexualizing one of the best games on the gaming history, but it's nonsense to me but speaking of the SSG, Eriance just fucked up an amazing weapon, the old SSG is way better than this recent one
  27. ketmar

    Things about Doom you just found out

    actually, i had to specifically skip base floor and ceiling checks in k8vavoom LOS tracing, because internally there is no difference between "base" sector flats and 3d floor flats. that's how i noticed the thing in the first place. ;-) anyway, this ship was sailed: we have to do what [g]zdoom does, or get broken maps.
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