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scalliano

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About scalliano

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    This door is opened elsewhere...
  1. PSX DOOM Fall of Triton (Update and New Campaign WIP)

    Damn, you work fast :O
  2. PBR for Original Doom Textures

    Those E1M2 shots are incredible. The open circuitry could use a bit of love, but the effect so far is breathtaking. I really want to see what this looks like when combined with brightmaps. Keep it up!
  3. PBR for Original Doom Textures

    Reminds me of the first time I loaded up Tenebrae. Great work. Just out of curiosity, can this also be applied to sprites?
  4. Fantastic. The D64 shots are absolutely spot on.
  5. That's awesome XD If you loo closely, it's on the multiscreen in the centre before being sent to the two large screens either side.
  6. What Video Game Are You Currently Playing?

    BallisticNG. Five bucks worth of fifth-generation greatness. Also mod support.
  7. Post your Doom video! [but don't quote video]

    Fake door ambushes are cute the first time they occur. The fifth time, not so much. Also, Youtube's fixation with teleport fog is getting creepy at this point.
  8. Post your Doom video! [but don't quote video]

    Monster placement is getting a bit cheap now...
  9. Post your Doom video! [but don't quote video]

    Youtube is being a reald dick with thumbnails lately ...
  10. PSX DOOM: Fall Of Triton (OUT NOW)

    Still playing through the mapset, but I have a couple of comments: - I've been kicking it old-school by playing the entire thing on UV using a Dualshock and I can't stress enough how fun and nostalgic it's been to play this way. It's been lots of fun spotting which areas draw inspiration from which maps, and I have to say, there have been some specific areas that were more than a little familiar <3 - You have the PSX aesthetic pretty much down pat, however some areas could do with a little more overall light variation (not necessarily colour), particularly the corridors in MAP16 where the walls, floor and ceiling are, for the most part, a flat shade of beige. - While I absolutely understand the stylistic reasons for giving the Nightmare Imps negative fireballs, I find that they are almost impossible to see, particularly in low light areas. The first few maps after their introduction felt like I was being hitscanned on occasion. For the record, I did originally consider using these kinds of fireballs in Threshold, but I went with the D64-esque purple fireballs precisely for this reason. - As mentioned above, your use of teleporters is spot-on, cutting backtracking and facing the player in the right direction to progress. Great work. - You might want to consider including the statusbar from the full PSX Doom TC. The old ACS version in your mod is rather clunkily implemented and doesn't show up properly at certain resolutions. - One last thing: the Hellknight/Chaingunner exit door trap in (IIRC) MAP04 has a single-use switch for the real exit, rendering the map unbeatable if you don't go through it in time. That's all for now. I'm eager to get back into this as it's the most fun I've had in a Doom mod in months. And I can play it comfortably on a sofa :D
  11. I tried playing your old Atari Jaguar TC with the latest GZDOOM, but all I got is an error which says;

    Spoiler
    
    OS: Windows NT (NT 10.0) Build 16299
        
    M_LoadDefaults: Load system defaults.
    Using program directory for storage
    W_Init: Init WADfiles.
     adding E:/GZDoom/gzdoom.pk3, 671 lumps
     adding E:/GZDoom/zd_extra.pk3, 135 lumps
     adding e:/steam/SteamApps/common/ultimate doom/base/DOOM.WAD, 2306 lumps
     adding E:/GZDoom/jaguartc.wad, 706 lumps
     adding E:/GZDoom/purejag.wad, 109 lumps
     adding E:/GZDoom/jagmusic.wad, 11 lumps
    I_Init: Setting up machine state.
    CPU speed: 2195 MHz
    CPU Vendor ID: GenuineIntel
      Name: Intel(R) Core(TM) i5-5200U CPU @ 2.20GHz
      Family 6, Model 61, Stepping 4
      Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
    I_InitSound: Initializing OpenAL
      Opened device OpenAL Soft on Speakers (Conexant SmartAudio HD)
    Renderer: OpenGL
    V_Init: allocate screen.
    S_Init: Setting up sound.
    ST_Init: Init startup screen.
    Checking cmd-line parameters...
    S_InitData: Load sound definitions.
    G_ParseMapInfo: Load map definitions.
    Texman.Init: Init texture manager.
    ParseTeamInfo: Load team definitions.
    LoadActors: Load actor definitions.
    script parsing took 178.81 ms
    R_Init: Init Doom refresh subsystem.
    DecalLibrary: Load decals.
    Adding dehacked patch E:\GZDoom\jaguartc.deh
    Patch installed
    M_Init: Init menus.
    P_Init: Init Playloop state.
    ParseSBarInfo: Loading custom status bar definition.
    
    Execution could not continue.
    
    Script error, "jaguartc.wad:SBARINFO" line 81:
    Expected identifier but got 'null' instead.

     

    What to do?

     

  12. Sega Saturn DOOM TC!

    Hey, some people don't like the coloured lighting. Had Carmack allowed the devs to render the visuals the way they wanted, this could have been the result. One criticism I have is that the titlepic looks a bit like it's been ripped using an RCA composite cable. Other than that, I say continue.
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