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About Da Werecat
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dsda-doom v0.26.2 UDMF [2023-06-04]
Da Werecat replied to dsda-dev's topic in Speed Demo Submissions
I like it. -
Doom 64 for Doom II - v1.4 released, /idgames link is up
Da Werecat replied to Mechadon's topic in Map Releases & Development
Must be something with the voodoo closets. If you only need to modify objects, it might be a good idea to do that without recompiling the nodes. I don't know if any editor allows to do that easily, but it could be done manually by combining lumps from the saved map and the unmodified map. -
dsda-doom v0.26.0 UDMF [2023-05-29] / [light mode stuff]
Da Werecat replied to SteelPH's topic in Other Demos & Discussion
Technically, it should be better, especially with Doom's asinine palette. But simple environments can benefit from some visual noise to make them appear less artificial. It's a trade-off. -
dsda-doom v0.26.0 UDMF [2023-05-29] / [light mode stuff]
Da Werecat replied to SteelPH's topic in Other Demos & Discussion
I don't understand what people see in hardware rendering with no features to actually make it look good (think GZDoom), but it's probably too late to force it out. -
Doom 2 full run in 1:50 (introducing: the trick(s) that broke Doom)
Da Werecat replied to Keyboard_Doomer's topic in Speed Demo Submissions
"Hello, you absolute legends. Doom 2 is officially dead." -
Sunlust + Summer of '69 demos [-complevel 9]
Da Werecat replied to Andrea Rovenski's topic in Speed Demo Submissions
Is stream-sniping a real issue around here? -
Is it meaningful to kill the arch before the IoS?
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That's just how Doom ports work, unfortunately. You can never fully control something as a mod author. I doubt there's an easy way to fix this after so many years of accumulating features.
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anyone know how to move this freaking mancubus
Da Werecat replied to MclarenUV's topic in Other Demos & Discussion
I think it's too fat to fit onto the ledge leading away from the door. Wasn't there a speedrunning trick to hop onto the platform and bypass the door? -
Both screen and weapon bobbing should change with speed, but they're pretty much already maximized when "walking". The system might've been tuned when the game was supposed to have slower characters. I usually reduce the value a bit in ZDoom-derived ports to feel the difference between slow and fast movement.
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I don't really know what settings Valiant was tested with, so I can't help with that, unfortunately. The safest way is probably to reset all settings. It can be done by deleting the *.cfg files.
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Have you tinkered with any compatibility options in the menu? MBF allows for some variation in behavior based on those. Demos include options info, so their playback is not affected.
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This is a pronounced issue when sprite filtering is enabled (whichever setting affects first-person weapon sprites). First time I'm seeing it on an unfiltered sprite though.
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Whoa, there's a cylindrical sky mode now? I missed that.