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xvertigox

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Posts posted by xvertigox


  1. @durian That's awesome that you got yours already! I'm eagerly awaiting mine after getting the shipping info a while back. I'm a bit sad about the comic, like you I expected it be basically a reprint of the original but oh well. The manuals would have been nice too. Are you gonna get the posters framed? I've ordered the Quake Switch ultra collectors too and I'll put both it and the Doom pieces on a small display table.


    Did you guys get T&Ts for your orders? I got an email saying update your address by Feb 17th but no subsequent dispatched or T&T emails?


  2. Hm, I had to use 'fast' as a cheat code to get it to work on that session. I tried it with and without loading directly into a map and it then worked both times so yeah disregard my previous bug. Thanks for the prompt reply.

     

    I love these extra cheat codes, it would be great to have a list of them in-game, maybe on the HELP screen or even it's own dedicated menu option?


  3. After using Nugget Doom for a couple of months now it is definitely my favorite source port. It's exactly what I want, software render with support for all the new fancy standards. I really love the extras you've included. Gibbing with ssg feels so good. Thanks so much for all the hard work.

     

    I have a question though, I'm playing the lastest freedoom2 svn with -fast but the monsters  and projectiles move at regular speeds. Is there a different command? I looked in the menus and didn't see any options but I could have missed it. Actually, I just tested it with doom2.wad as the iwad and -fast works so it looks to be a bug with freedoom 2? It might even just be that the imp fireballs aren't sped up.

     

     


  4. Final Doomer has massive variety as it has multiple classes with totally unique weapons. What I highly, HIGHLY recommend is this setup: Final Doomer + Compendium + Shades of Doom + Vanilla Essence. Below is my setup, ignore the 'blankforlauncher4' and 'mapsofchaos'. The zips with number prefixes are all part of Shades of Doom.

     

    What this setup gives you is:

     

    • 9 unique weapon sets from Final Doomer
    • 54 (!!) megawads to choose from a hub map
    • Hotkey toggle to go to software rendering, no mlook, low res etc with Vanilla Essence. Perfect for classic megawads.
    • Unique monster sets for each megawad. There is a menu option for Shades of Doom that locks the current monster replacements (you can have it 100% random for each  map if you prefer). This means you can lock it on map01 and keep the same monsters for the whole megawad. When you finish it/get bored you can turn off the lock and get a fresh set of monsters and then jump into a new megawad.

     

    Spoiler

    o176K3p.png

     

    I seriously love this weapon mod setup, the variety you get from changing to a different megawad with different weapons and monsters is massive. There are so many combinations, including using and not using Vanilla Essence, that make it feel like a different game. I'll make a thread about this sometime because I really love this setup. Same goes for Doom Launcher. I can explain my 'blank4launcher' in that thread too.


  5. Yup, feel free to use the textures from my resources. It's not every color but I included a dark shade and a light shade for each. You can use the monsters too but I just ask that if you use the sprites that you wait a bit until DIY is released and release it after. You could also try to make a map for DIY, I've still got a bit of work ahead of me so you've got a bit of time. If you're an experienced mapper you could squeeze a map in, if you want to just mess with the textures go ahead :)


  6. 18 hours ago, EPICALLL said:

     

    No, actually, the problem was NEITHER of these.
    By looking at the textureX list, the texture was saved at the wrong size, causing the small blue squares as seen in the in-game screenshot. By deleting the old disproportionate textureX registry, and then adding a newer, fixed one... It now works.

     

    Nice work, glad you got it sorted by yourself! I knew that wasn't what was causing the error but I knew it was something to do the with sloppiness ;p A good cleanup fixes most issues.


  7. I love HL1 and it's mods so cheers for the heads up. OpFor is definitely my favorite of the 3 or 4 official campaigns but it's always way too short (don't get me started on BS). I'll check this out now and hopefully it could be fit in nicely after an OpFor run.

     

    Quote

    I'm a huge HL fan so believe me when I say that FI really does feel like it's a legit HL expansion from a parallel universe.

     

    This sold me.


  8. Woo, new Wadzine day is the best day!I bought a new tablet (Galaxy Tab S7+) specifically for reading comics and mags and the Wadzine looks so fkn crisp on it. I've got all 17 issues so far zipped up and named appropriately from transferring it to my tablet so I've uploaded it here for any new readers that want to download all issues in one archive.


  9. Ok, I had another look at the wad and yeah man, this wad is extremely messy.  Have a look at this screenshot:

     

    Spoiler

    OwEesJ1.png

     

    You can see you have patch markers: P_START and P_END - your graphic 'DMQRVTU' needs to be within those markers. You also need to make sure you add it to TEXTURE1 too.

     

    The way Doom works is that each texture is built from patches. Patches are defined in the patch table 'PNAMES' lump. In the TEXTURE1 lump you use those patches to make textures that you can then use in your map. If you want to just use a single image as a texture, like DMQRVTU, then you need to make sure its within the P markers and then right click on it > Graphic > Add to TEXTUREx.

     

    Spoiler

    pQitkTq.png

     

    With how messy this wad is I would recommend making a new one. Take a look at DOOM2.WAD and see how that is laid out and then emulate that. Currently, you have maps then sprites then another map then more sprites etc. I'd also recommend adding version numbers so you can keep track of the latest version without having to copy paste it all the time.

     

    If you link me to the wads that have the custom textures, sprites etc you want to use in your maps I can compile it for you quickly into an example wad so you can see how it all works and how to lay it out nicely.

     

    Edit: @maxmanium is right which is why I think the texture half works (shows in editor but not in game). Thanks for the clarification.


  10. 2 minutes ago, EPICALLL said:

     

    Sweet, thanks. What's the texture name? Also, are you modifying an IWAD or something? This wad looks to have all the vanilla doom2.wad assets in it. The wad structure also looks wrong, you don't have makers for your sprites and you've got your textures mixed in with your sprites. What exactly are you wanting to do with this wad? Presumably, it's a resource wad for the map you're making. Which custom assets are you wanting to include? I can help you create a clean and functional resource wad if that's what you're after.


  11. 23 hours ago, Revenant100 said:

    But what's the complevel for the map?

     

    Edit: The readme states it's limit-removing, complevel 2. The WAD has an embedded MAPINFO lump and BEX patch (not plain DeHackEd) that only sets the map name and par time. The given "Map Name" in the readme provides a clear hint as to the origin of the level.

     

    22 hours ago, dew said:

    yes it's a Sigil 2 map.

     

    Some interesting insights into Sigil 2, I expected it to be just limit removing, not Boom.

     

    This is a cool idea, I purchased a copy of the map and as corny as it sounds it does feel nice to help in some small way.


  12.  

    Shadow Warrior 3 has released and holy shit, is so fucking good. I expected it to be decent but it's far surpassed my expectations. I love that it's not just arena combat, it has the incidental combat along the way. Anyone else here playing it? I'm actually playing it on PC with a controller and it works so mint. Curious to hear what other people think 'cause I think this is gonna make some big waves. The gunplay and resource management feel like they looked at Doom Eternal's loop and made it super nice to use player (dash constantly, no cooldown, health and ammo drop super easily and without glory kills).  And man, the glory kills. Playing through the game I'm so excited to see each new enemy type to see what the glory kill 'does'.. Loving the game so far (3hr in)!

     

    Spoiler

     

     

     


  13. 16 hours ago, ContrastSaturation said:

    I know, I just saw that, 81k views wtf! I mean I thought this wad would get some attention but Jesus christ

     

    The thing is to post it on r/games. I've found that after posting cool Doom mods there they get media attention. This will be the third one I've posted that got articles written subsequently. It could be they found it elsewhere (moddb probably), who knows.


  14. Fuck man, this looks so god damn mint. I'm a sucker for licensed games and spend an inordinate amount of time play roms of such games so I'm fucking buzzin to play this! The work on the sprites looks fantastic, I'm gonna go check them out now.

     

    I'm jotting down some feedback while I play, hope you don't mind the unsolicited feedback.

     

    Spoiler


    • You could look at replacing the console GRNROCK background and default GZDoom mouse cursors to complete the TC look.
    • The intro cinematic is fantastic! The sprites look so good, you did a great job tracing. They look like they come from a lost Spongebob GBA game
    • The big yellow font is a bit hard to read, I would recommend putting a light colored bordered around each letter/number, maybe white or light yellow?
    • Yeah, the STBAR still has GRNROCK on the sides, you could change it to any appropriate FLAT you have.
    • I think the intro cutscene should be skippable but that's a very minor qualm as it's quite short.
    • The player starts with the pistol selected but starts with no pistol. The starting weapon could be the tentacles/fist so the player doesn't need to swap from an empty slot to a usable weap at the start of map01.
    • The health and armor bonuses glow blue and green like they normally do. You can set custom glow colors via GLDEFS, I can help with this if you'd like to change them but aren't sure how.
    • It may be worth making the hitscanners fire projectiles similar to WW's Nazi's mod. You could even try making a bubble trail or something? I wouldn't say this is strictly necessary but it may be a nice QoL feature (I haven't finished the mod so I don't know if it'd break balancing)
    • Wall textures are misaligned in bottom floor of Squidward's house.
    • Squidward's front door could use a bit of tweaking. If you wanted to get super fancy you could make the door actually swing open as a poly object but I've never done this so I don't know how difficult it is or how to do it.
    • The enemy sprites look so good! The gore looks so fucked up in Spongebob lol
    • Since you're targeting GZDoom you can use slopes to make Patrick's house look more like a rock.
    • Bullet puffs are same as vanilla, you could replace them with a bubble burst or something? You could also make the bubbles fire actual bubbles that pop which would also help fix this
    • Yeah, I think the hitscan should be replaced with projectiles, esp for player weaps like weenie gun

     

    @ContrastSaturation I hope you don't mind but I tried a few tweaks and I think they are beneficial. Feel free to use them if you'd like.

     


     

     


  15. Damn, I'm surprised I missed the latest version for several maps... Good catches guys, I'm glad you checked the spreadsheet. In light of this, I will double check that each version is the latest before I play them however please check the spreadsheet anyways and let me know if it's wrong because that would save me a bunch of time.

     

    @SCF - It's cool, coop support usually isn't terribly complex. I should have made a small write up earlier with info on how to accommodate coop so I'll do it now instead.

     

    If you have doors or barriers that get closed or raised to lock the player into an arena there are several ways to ensure coop compat. One method is to have the door be openable from the outside but not in (i.e put DR action on outside linedef and no action or key action on inside linedef). This isn't ideal, but still works, because it allows players to bypass the lock-in by opening the door for their buddy to escape through.

     

    Usually, a good solution is to have the door close and lock behind a player as per usual but then open up a one way teleporter on the other side so players can tele in to the battle but still can't escape. You can do lots with this teleporter, make a cubby that opens up or a platform that lowers to reveal the tele.

     

    You can also add multiplayer only things, both weapons and enemies. I would only really recommend doing this in either measured amounts or with considerable testing. It's easy to plonk down a couple of mp only cybers and AVs but unless you've tested and refined it more than likely won't work out well. I would recommend buffing up low and mid tier packs though, to help make it a bit more substantial for coop. I really enjoy doing this, it's a fun process IMO.

     

    As for testing, if you have no facilities to test coop don't fret, we can accommodate that - we've had a very gracious offer from @Ralphis to help test the coop support. If you are able to test coop then that's great. Just be aware that Ralphis and myself will check each of the maps for coop support prior to release.

     

    If anyone else has questions about coop drop a line here.


  16. Ok guys, I've got this google doc up for us now, please refer to it if you want to know the overall status of the project. After I set up the project I have found that we have 32 submitted maps which means we're officially a megawad baybeeee ~ There'll be a few more maps on top of that so we'll have a healthy chunk of Doomin' here :D

     

    In the spreadsheet you can see the map review order. I will PM people individually as I get to their maps. This feedback will be hosted on the spreadsheet as well. I'll be doing the majority of the work on weekends as my work life is quite hectic.

     

    If anyone has any suggestions or comments feel free to post 'em here :) Looking forward to getting stuck into the maps this weekend :)

     

    DIY STATUS REPORT


  17. Good work on all these updates and releases everyone because we've now hit our deadline so I will start compiling and adding a few bells and whistles~ I expect compiling to take 2-3 weeks depending on a couple of factors so keep your eyes peeled for my feedback on each map.

     

    If you are still working on the last version of your map you've got a little bit of time to finish it off. I'll make a google doc with my map test order showing approval status for each map as I go through so you know when I'm approaching yours.

     

    I'll most likely PM people individually about their maps rather than cram all of that into this thread. I'm so fkn pumped to play through these all and start putting the pieces together. If anyone has any suggestions or comments or whatever feel free to shout out.


  18. Looking great guys, lots of new releases. We're a day away from our deadline so get in your final releases! Once the deadline is passed then I will re-examine each map to make sure it's ready for release, if any changes need to be made I will let you know. Just to reiterate, one key factor is making sure all the maps are fully coop supported, that means no-lockouts or broken progression. If you have any questions about how to implement proper coop support in your map just let me know.

     

    I've still got some cleaning up to do with the sprites and a couple of other secret bits and bobs ;) I expect the compilation time to take 2-3 weeks however that's subject to change (I don't forsee any huge issues tbh).


  19. 18 hours ago, Edward850 said:

    Then don't do that. (Probably some division error that's occurring, I don't think it was meant to be set that low.)

     

    Heh, that was my first thought "why would you want to set it to 100%?"

     

    18 hours ago, Zaxxon said:

    I tried this game last year and... well, it's definitely not my cup of tea...

    ...

    ...

    ...

    That being said, i'm very happy they're re-releasing the forgotten classic shooters. I'm very excited about the upcoming SiN and Kingpin: Life of Crime remasters.

     

    As other people have mentioned the DOS and console versions were totally different games running on different engines. I didn't realize the extent of this until I played this new remaster after only having played the DOS version a bit. Having the item gated metroidvania progression system along with abundant secrets really give this game a sense of identity that it just doesn't have in the DOS version. I'm having a lot of fun with this release, I only cared to get up to third map when I played in Raze a couple of months ago.

     

    I'm also very excited about SiN and Kingpin, I mistakenly thought Nightdive was making them until I looked it up for this thread. I love the Q2 engine and I have very fond childhood memories of both games. I was 9 when SiN released but my dad was a gc and was hooking me up with all rad FPS games as they released, I should thank him for that sometime.

     

    39 minutes ago, Lizardcommando said:

    Oh, that's where that M60 weapon sprites came from. I thought it was from some Duke Nukem 3D mod.

     

    It's also cool seeing the origins of the pistol sprite too. I've played a lot of Final Doomer so I've seen that sprite often.

     

    I just want to reiterate how useful subtitles would be, I can see people talking about it on the Steam forums too. I had to look up a FAQ to see which map I should go to next after acquiring a new item because I couldn't understand which map he was saying. If anyone else has the same issue below I've got the map order from a FAQ. Don't open this spoiler box if you don't want to see the progression map order.

     

    Spoiler

    HBaCrxw.png

     

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