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Shadow Hog

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About Shadow Hog

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  1. Shadow Hog

    It's Coming

    I'm guessing tomorrow, then?
  2. Shadow Hog

    How to Add a Text Screen?

    I disagree with that assertion; despite the name, I've always taken the term as not that it literally works in Boom, but more that it's the highest baseline above vanilla Doom that all the major current source ports support. Many modern "Boom-compatible" WADs wouldn't fit such a limited definition, anyway, as they actually use features introduced in MBF, whether it's utilizing the Sky transfer linedef special that Boom doesn't have, or using DeHackEd features that Boom doesn't support like the beta Thing states or new Thing flags like MF_TOUCHY. Besides that, they're often so big and detailed that Boom itself might have trouble running them on the DOS/Win9x/XP computers required to even get that running (or DOSBox I guess, but that's a performance penalty of its own). Thus, if you have a feature that you can convince said major current source ports to implement, I'd argue it'd be fair game for "Boom-compatible". (Unless you'd rather call that a tier above "Boom-compatible", which, well, that's actually fair. It'd fill a similar niche, though, being the new highest baseline above vanilla Doom that all the big players support.) All that said, I'm aware it's not likely to happen, either. I know ZDoom already supports UMAPINFO, but I'm not sure about Eternity. Most importantly, though, PrBoom+ is far-and-away what I think of when I think "Boom-compatible", and it doesn't implement it (ignoring that the DW thread brainstorming it had a PrBoom+ fork Graf made that does, because that's not the main branch) - in fact, I recall entryway was at best disinterested or non-responsive, or at worst actively against implementation thereof. Might've been something about demo playback, but then I might be mixing it up with genuine concerns posited in the related-but-decidedly-separate thread on a standard above Boom-compatible. (Kinda wish that discussion hadn't died off, else this one'd be moot...)
  3. Shadow Hog

    Converting a source map to doom

    Highly doubtful, since that's more in line with the Quake engine with its rooms-over-rooms and such that Doom generally doesn't support.
  4. Shadow Hog

    Hocusdoom BETA (new version 01-13-19)

    It's so surreal to consider this mod, which feels like it's been ever-present in varying states of completion, is almost at the finish line. Here's to you crossing it soon, and with aplomb!
  5. Shadow Hog

    How to Add a Text Screen?

    I mean, not until UMAPINFO takes off, that's correct (and it hasn't, yet, so).
  6. Shadow Hog

    A whole year of 4800 Hell Knights! This time, it'll be finished!

    Well, anyway, I sort of doubt I'm gonna somehow figure out how to render a new status bar in ZScript in a way that doesn't break mod compatibility for something that's only used in a single map, so here's my latest revision of my map with an ACS status bar instead. It jumps when you cross portals, but it's still handy to have.
  7. Shadow Hog

    A whole year of 4800 Hell Knights! This time, it'll be finished!

    Is there a latest build somewhere? I should've brought this up sooner, but the image for my map's portal looks like it's using an older version where the spotlights are broken as of GZDoom introducing Spotlight actors of its own, and I wanna be sure it's not out-of-date. Besides that, I made a radar to point out where the switches are, but it's not portal-aware, and apparently making a portal-aware one would involve making it in ZScript, and I haven't got a god damn clue where to even begin with that.
  8. Shadow Hog

    Has PBR for Doom been a disappointment so far?

    I never once got the sense that the Doom artwork was washed-out. AFAIK monitors still generally use the same gamma that they always have*, 2.2. The biggest exception I can think of was Mac pre-OSX 10.6, where it's 1.8; even they switched to 2.2 of late, though. If anything, I always thought modern stuff, with their frequent desaturation and tint filters (though we're getting better about it), looked more washed-out than Doom does, with its bold, saturated reds, blues and greens spattered about. (*Or, at least, were supposed to; obviously there was some variance if people genuinely found themselves having to use the gamma settings in various games.)
  9. Shadow Hog

    Has PBR for Doom been a disappointment so far?

    I'll just say Lampenpam's sample Imgur GIF looks incredible and I'd love to see a Doom map that actually looks like that.
  10. Shadow Hog

    A whole year of 4800 Hell Knights! This time, it'll be finished!

    Maybe just make one like the DUMP series. Just a bunch of rooms with giant pictures of each stage sprinkled throughout, each with a teleporter in front that takes you there. Coming back to the hub map afterward shuts off access to that teleporter. Once enough teleporters are shut off, a final stage opens.
  11. Shadow Hog

    Why Was MS Synth Removed?

    FWIW, MIDIs intended for MSGS still tend to sound fine on an SC-55 (or higher, but in SC-55 emulation mode), if not better (because proper reverb, chorus, actual GS instruments which haven't been in MSGS for several OSes now, etc), but yeah, there are absolutely exceptions. Take "Trapeze" from Ancient Aliens, for instance; it has a bit where a taiko drum is the lead, but MSGS implements the pitch range of the taiko instrument incorrectly, such that going up a full octave in it goes up a full octave in pitch instead of, like, half an octave or so. The result is that it sounds fine in MSGS (as it should, being the target synth), but like garbage on SC-55. Have a recording to hear what I mean; first is on MSGS, second is on Roland Sound Canvas VA in SC-55mkII mode, third is Yamaha S-YXG50 in GS mode. Despite the latter two being much more capable synths (and much sharper-sounding at that, with a higher bitrate or something), only the first one sounds right.
  12. Shadow Hog

    gz doom how to load .deh files

    I'm not a fan of finding only "nvm fixed it" when I'm searching for answers on the Internet on technical questions, so I'll answer the question anyway - in case this somehow shows up in a search result of its own and would otherwise leave the searcher confused: You drag the DEH file onto gzdoom.exe at the same time you drag the WAD file. That's it. That's all you have to do. Heck, you might not even have to do that much with more-recent WADs too, since they likely include the DEH file as an internal lump (usually "DEHACKED"), which is automatically loaded by most source ports.
  13. Shadow Hog

    [GZDoom] Can't get sector portals to work

    Well, technically you can do the latter case... if you're willing to break it up into yet more portals. Discovered that quirk while making my 150 Hell Knight map. Breaking it into only two chunks wouldn't suffice, it has to be at least three to avoid the infinite recursion problem. A quick, obvious way to break it up would be to have the north and south passageways be separate sectors connected to the west and east rooms by a portal each (so, two passageways connecting to two rooms each resulting in four more portals total). EDIT: For the helluvit, have a sample WAD - for posterity, if nothing else. ThreeTunnelsButOneIsShorter.7z
  14. Shadow Hog

    A whole year of 4800 Hell Knights! This time, it'll be finished!

    (I have no idea how y'all are doing those name highlights.) Watching MegaBlast's first stream made me suddenly realize the smaller spotlights in my map were completely non-functional. I'm somewhat impressed you were still able to navigate that mess with half the lights that were supposed to navigate you not being present! It turns out that the name of my decoration, "Spotlight", is now reserved for an actual built-in GZDoom object, when that hadn't been the case when I made the map. Whoops. Well, better we find that out now than later, so I can more readily fix it! Basically, whoever it is that's in charge of compilation at this point is gonna need to change the end of the DECORATE file from to I've also updated the PK3 on my Dropbox, if you'd rather copy it from that. Same URL as before, but here it is again anyway.
  15. Shadow Hog

    A whole year of 4800 Hell Knights! This time, it'll be finished!

    The mapset's designed for GZDoom, though.