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  1. Past hour
  2. Dark Pulse

    So, I started to use GZDB..

    Thanks. Then yeah, that's all he needs to do, set up Sky2 in his MAPINFO, and then any sector with a sector effect of 200 will use the alternate sky.
  3. Misty

    So, I started to use GZDB..

    @Dark Pulse Defined sky 2 in mapinfo and sector effect 200 works in zdoom/gzdoom udmf too. I used it for my vinesauce map for secondary place. Here's link to check out: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dlv
  4. I don't (and didn't) know if it modded vanilla monsters at all - or if wtome will tolerate custom nonvanilla monsters. Plus sometimes (perhaps usually) custom monsters are actually taking a vanilla monster & changing the sprite/behavior. Sorry not familiar with or an expert on any of this...
  5. I meant as in adding monsters :'') Does Hocx modify the vanilla monsters? nope So it works :V
  6. moomow7561

    The Invasion mechanic.

    you have been losered
  7. MFG38

    First Doom fan site(s) you ever found?

    I believe the first Doom fan site I stumbled upon was doomarchive.com, though my memory could serve me wrong.
  8. wtome does change a lot of enemies - it is in the changes list under 'Enemies'
  9. Yeah, there's no texture in Heretic that definitively says "this is a lift" the way PLAT1 does in Doom. So I tried to always use SKULLSB1 to hopefully train the player to see it as the Lift Texture. Apparently not to great success. The added problem in E2M3 is that there isn't any good place to put a walkover trigger to lower the lift, especially without adding an extra linedef. But I'll put it on my list of things to look at and see if I come up with a better solution.
  10. Dark Pulse

    So, I started to use GZDB..

    Sky2 = "<texture>", [scrollspeed] Again, not sure if this holds up in UDMF, but in Hexen map format, any sector given a Sector Special of 200 displayed the second sky for its ceiling. That was hardcoded, so you couldn't change what number the Sector Special was. In UDMF, it might be a flag or something, I don't know. I haven't done much mapping in UDMF.
  11. Hocx doesn't change weapons,and wtome doesn't change monsters, so they work together :)
  12. elend

    Sharing visual design / architecture tips

    I also highly recommend the Realm667 tutorial section. https://realm667.com/index.php/en/tutorials-mainmenu-138
  13. HOCX has monster changes and additions however. Definitely additions, atleast (from DooM/Hexen).
  14. Hocx doesn't have any weapon modfications (atleast i remember it being like that) and both humps will work 100% (i was in both :D)
  15. This isn't meant to be aggressive or anything, it's more a sincere question (because I'm fascinated by the logic behind this kind of stuff) but why is it that Zandronum seems to run so much better than GZDoom? I understand GZDoom has more available settings, but at the same resolution with all fancy graphical effects turned off GZDoom consistently has a lower choppier framerate than Zandronum, at least in my experience. Assuming they're both branches off of ZDoom, what exactly is the story here? Was there extra attention paid to Zandronum since it has to run well on multiplayer, OR is there a more fundamental overhaul of GZDoom that causes it to run differently that I'm not aware of?
  16. Adybo123

    Drawing Flats from SSECTORS?

    Using the bsp lines like in cristicbz/rust-doom sounds like a good idea, however, I am a bit confused about lines 686 to 688 since I've never read Rust before. He's doing something in order to later determine the inside_bsp_and_segs boolean, but I can't figure out what they're determined from, since the l and d variables appear to come out of nowhere with a strange syntax on 686 and 687? Other than that, the approach seems quite good and not hugely complicated. Do you know what these within_bsp and within_seg flags mean in the code example you gave? EDIT: Nvm, I found it. That syntax with || characters is quite hard to search for, since search engines filter special characters, but it's a Rust feature called Closures, which is equivalent to lambda functions. The code makes a lot more sense now.
  17. @Not JabbaWill Hordes of Chaos X and/or HUMP work? These are the last map(set) I can think of ATM to have modifications that hasn't been mentioned.
  18. Thank you very much. I must admit it was an embarrassing error on my side.
  19. Awesome, thanks! True, I had that same experience with D'Sparil. The thing about the Tomed Phoenix Rod is that it's difficult to use in a well-designed combat situation, because if you go in close and try to focus on single enemies, other things will be attacking you from other angles. That's why it needed to get so powerful as a trade-off for Wayfarer, and for more casual combat, it's just fun to use it to mow things down. Unfortunately, the original Heretic has really bad boss fight setups, especially facing D'Sparil alone in a huge empty arena where he's the least threatening. Aside from using Spadger's brightness fixes, the mod hasn't touched D'Sparil at all, because he's not used in Wayfarer and I don't intend to ever use him for anything else. That said, he could probably stand to get a buff. A zero percent pain chance seems pretty logical for the final boss of a game. I'm glad everything else feels like it's working as intended! The Lightbringer does seem like it could throw off the balance of a map that isn't designed with it in mind, which is why I kept the Firemace as default.
  20. Dark Pulse

    Doom on Raspberry Pi Anyone? Need Advise

    You're probably not going to get a dedicated and regularly updated port for the Pi, because the Pi is a comparatively small demographic to target and the general belief in the open-source community is that someone who wants something badly enough has the source - they can port it. So I'd presume most people are fine with PrBoom for their Doom needs on Pi. I mean, yeah, it won't run ZDoom mods, but if the Pi doesn't have the grunt to handle ZDoom well, that becomes moot.
  21. There isn't any. Those were his two standalone maps, his other five got put into the Master Levels (all of which got ported to PSX Doom), and Waters of Lethe was never released. Hence, "Ah damn it," as the gun was sort of jumped. But if they're already made and done, it'd be silly to say "let someone else make them."
  22. durian

    Who are your favorite Super Heroes?

    Bloodshot, Hama-era Wolverine, Rogue, and - as a double act - Laura and Gabby Kinney.
  23. Nice , I like people making reviews. I will read it later. :)
  24. Today
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