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Shadow Hog

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  1. Shadow Hog

    NoSp3 (MBF21, 32 maps) IDGAMES

    Man after my own heart.
  2. Shadow Hog

    PrBoom+ 2.6.1um (Aug 16, 2021)

    I would honestly prefer it if it didn't, but all the implementations I've tested against do require A_BossAction, yeah.
  3. Shadow Hog

    PrBoom+ 2.6.1um (Aug 16, 2021)

    I mean, if we're all just gonna declare it dead cuz DSDA-Doom (and Woof? IDK the distinction besides "DSDA is for speedrunners primarily, Woof isn't, both are fine for casuals") does what it does but better, and people would push back against updating this even if I tried, then less work for me I guess :V
  4. Shadow Hog

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Honestly, implementing (some level of) MBF21 is something I'd like to see out of PrBoom+UM before it freezes forever. I wonder how much of an undertaking coding it and making a PR would be... I'd offer to at least start it but I'm always paranoid I'll do something considered non-standard or just flat-out wrong and just make things worse. Might be an entirely unfounded concern, IDK. Also might be an interesting way to brush up my rusty C/C++ skills...
  5. Shadow Hog

    PrBoom+ 2.6.1um (Aug 16, 2021)

    v1.1 pitch effects randomizes the pitches of various sounds, as v1.1 of Doom did - technically as all versions of Doom try to do, but they put the parameter in the wrong field after a certain version so it stopped working. Since so many versions of Doom have it broken, re-enabling it might sound too weird to people to keep enabled, hence why it's a toggle and not just on period. PC speaker emulation forgoes the Sound Blaster PCM audio in favor of the one-channel beeps and bloops of ye olde PC speaker. For Doom this isn't too bad, even if the iconic growls and shit are better over Sound Blaster than PC beeper (and on a modern computer you'd default to the SB sounds anyway), but Doom II and Final Doom's added bestiary reuse sounds IIRC so that might get a bit confusing. Worth trying out for a laugh, anyway. I have to imagine Disable Sound Cutoffs does what it says on the tin, but I haven't played enough vanilla to know when sounds would, in fact, get cut off. I guess if too many sound channels get used up but a new sound's really gotta play (based on its priority value)? Dunno about Allow Fog. I don't think Boom has a ZDoom-like arbitrary fog feature ("set this sector to fade to #C0FFEE at this level of thickness specifically!"), though it does let sectors have custom colormaps that can be used to emulate it I suppose (bake your #C0FFEE fade in advance, then tag sectors to use it). It could also just be an older OpenGL renderer leftover, as in, "allow a black fog to taper off the brightness as you view into the distance instead of not doing that", maybe from a time where some graphics cards had issues with the concept. If it's the latter, kind of moot in our time of shader-based darkening. At any rate, somebody else is gonna have to answer this one for a concrete response.
  6. I'm not sure my most-recent update ever made it into a compiled build of this WAD, for that matter. I'm not sure that it didn't, either, admittedly, but for posterity's sake, I'll repost the link I made back in April 2020. This would be MAP28, I believe?
  7. Shadow Hog

    REKKR - V1.16

    AFAIK the rub there is that DEH strings can't be longer than the existing one? You might be better off renaming it to something like "RE.KKR", which is a few characters less, or "REKK.RSA" for exactly the same number.
  8. Shadow Hog

    REKKR - V1.16

    Can't make any assertions on the 486 atm (don't have one), but I can confirm the 2019 build I tried (wherein I discovered several of the MIDI tracks didn't work - which has long since been fixed) worked swell on a Pentium 133. My assumption is that the 486 should be fine, though.
  9. Shadow Hog

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Yeah, it'd call P_SubRandom if the target was partially invisible (so a partially-invisible player or a Spectre - at least, I assume for the latter).
  10. Shadow Hog

    bug or dumb? umapinfo bossaction problems

    Ah, yeah, just to confirm what Fork does, I have a DEH lump (really BEX but who's counting) make every enemy death call A_BossAction so this can work. Also required me to make some ACS scripts for the ZDoom side of things to account for mods that replace the monsters, because any that do that overwrite the A_BossDeath calls and break things. That should explain why your Zombieman, DoomImp and HellKnight lines don't do anything. If MAP05 isn't working then ATM I couldn't tell you why, since Mancubi and Arachnotrons both called that action in vanilla. I'd have to look at it later tonight.
  11. Shadow Hog

    Dissecting Sega Saturn Doom

    I know one of the VDPs excelled at doing Mode 7-style infinite planes. If that were something you could alter to change at certain columns/scanlines, maybe you could accelerate the flat drawing using that, since that's pretty much visplanes in a nutshell. Wouldn't particularly help with wall-drawing, though!
  12. Shadow Hog

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Define an episode selection screen, define secret exits from anywhere to anywhere, and define what A_BossAction affects in a level when relevant monsters die, for a start.
  13. Shadow Hog

    [Wolfenstein: Blade of Agony] Achievement Ideas? (p13)

    Just gonna assume you just missed this - I know it took me a bit to find it after seeing it quoted elsewhere - so here it is again:
  14. Shadow Hog

    PrBoom+ 2.6.1um (Aug 16, 2021)

    WhackEd4 supposedly already has the sounds implemented - I can definitely see relevant code for it on their Github. Only rub is, I haven't been able to compile a successfully-working build. It compiles, but immediately throws errors when run. I should probably post in the relevant thread about it, it's almost certainly an environment config issue on my end. Anyway, the new sounds start at 500, so just manually do it from there if you must.
  15. Shadow Hog

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Just a guess, but demo compatibility is probably a big factor for it. Fixed points and floating points have very different quirks, so just blindly tossing floats in where fixed_ts are used to be will almost certainly alter some functionality that directly affects demo playback. Maybe a moot point for the renderer at this point, since that shouldn't be tied to gamelogic, but IDK.
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