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Everything posted by Six

  1. Hey folks, apologies if this is an issue already known. I've tried searching for results and i couldn't find any matches. Basically i have a sound and music adjustment problem when using source ports such as Chocolate and prBoom. When i turn the music bar right the way down to mute, for some reason the sound effects also mute with them, even if the sound effects bar is raised to its maximum level. However, if i mute the sound effects, the music still plays fine, so i'm not entirely sure of what is really happening here. Other source ports such as ZDoom don't have this issue, i can mute the music no problem without affecting the sound. As far as i know i'm running the latest versions of both source ports, and it's just one of those circumstances i've not been able to work my way around. Any ideas? It may not be strictly a source port issue since it happens on two accounts, but i've only had this issue with both source ports listed.
  2. I've released some dark ambient/horror music that i'm allowing anyone to use freely on their projects (providing it's not for commercial use). So if you want to use the tracks in your WAD's then by all means, go for it. My only requirement is that you credit me where appropriate. You can find my music here: https://vileorah.bandcamp.com/ I intend to make more in order to create a variety, but in the meantime i'd also love to know what you think. This type of music is certainly niche but i hope you guys like it. If you're not a fan of Bandcamp, i've also uploaded the tracks to YouTube. Here are two tracks from the Unearth Us EP. The rest is on my channel.
  3. Six


    I'm just dropping in to confirm that every single cheat code written in this thread work 110%.
  4. Six

    Wads in progress page

    Bumping this thread just to notify anyone maintaining WIP that this user is still an on-going problem. He's commented on nearly every wad within several pages. It's a bit of a shame seeing him somewhat relentlessly insult and attack users just wanting to share their work.
  5. Six

    First Person Shooter (Hidden Gems)

    Nitemare 3D is another obscurity: It's still actively sold by the developer too.
  6. Six

    Post Your Doom Picture (Part 2)

    It's nice to hear people are interested. I really will try to organize my time better to devote more to this, especially the reaction. It's my own. Aside from a couple of default placeholders.
  7. Six

    Post Your Doom Picture (Part 2)

    A puzzle driven adventure map for Boom i was working on last year. Inspired by a mere dream and sculptured into reality, but sadly doomed (pardon the pun) to gather dust due to very little time. I really want to finish it because i had some bomb ass complicated ideas for puzzles. But hey, who knows.
  8. Six

    First Person Shooter (Hidden Gems)

    Killing Time is another obscurity. Originally released for the 3DO, it later had a PC port which was almost a complete rework of the entire game. The map was redone, the weapon models replaced, newer enemies and items. There was a lot of extra work involved. The unique feature this game had at the time was in-game FMV. They were presented by animated ghosts sprites, ones of which if near enough would activate short chroma keyed videos with live action actors who told their own story to reveal more plot. It was pretty neat. The game itself is actually ok. It's hub based and non-linear, taking place on a small island with one centre mansion and various other guest houses, gardens, tombs and caves. The enemies are varied... Almost a little too varied (killer clowns, giant red skulls, and gargoyle house maids to name a few) and the weapons are pretty standard, if not a little uninspired, but really it's the atmosphere that makes this game. It's a story driven adventure. https://en.wikipedia.org/wiki/Killing_Time_(video_game)
  9. Six

    Favorite quote of all time

    "When you do things right, people won't be sure you've done anything at all"
  10. Six

    Do you miss the old Doomworld?

    It goes both ways really. Rep points are generally out of the posters control.
  11. Six

    Do you miss the old Doomworld?

    Really this change was long overdue. I feel that the reason some might find it a big leap is mainly due to the longevity of the old software. We were all accustomed to it for so long that now something new is introduced it almost seems a little intimidating... At first. That being said, coming to grips with it, the new forum looks great. Nice features, nice appearance, it's really not bad at all. The only issue i personally have is the slow speed, but i'm confident that this issue won't last.
  12. Six

    If IDGAF was a cheat code...

    The game plays itself whilst soothing your ears with a wide variety of high quality elevator music.
  13. Six

    Is looking for secrets via map cheating?

    I personally don't like bumbling around a map for 30 minutes just to find a small closet with a invisibility sphere inside. If the game gives me the option to view the map, you bet your ass i'm going to use it. Heck, i'll iddt the shit out of it if i have to.
  14. Six

    Duke Nukem Countdown?

    I'm merely saying that rather than raising the same arguments again when someone mentions something about the game that they disagree with (eg, the price), perhaps refrain from using the same go-to response? And if that's not possible, then maybe counter it with a better argument. $10 for a sandwich is still a bit outrageous. Discuss the game all you like, but you don't need to white knight it every time someone voices their personal issue with it because that's all it is. Precisely.
  15. Six

    Duke Nukem Countdown?

    If you're already self aware then why keep repeating yourself?
  16. Six

    Duke Nukem Countdown?

    Until someone becomes a broken record. Then the discussion is more-or-less nullified.
  17. Six

    Duke Nukem Countdown?

    Because the value of something is also subjective. They have their ideals. You have yours. Agree to disagree.
  18. Six

    A little homework.

    AFAIK it works in:- Vanilla Chocolate Boom (+gl) Retro ZDoom (+gl) Eternity As for everything else i can't say.
  19. Six

    When the door isn't accessible

    It's the difference between painfully obvious and subtlety. Granted, the difference in lighting is not completely idiot proof, however a barrier of sorts making every non-functional door completely inaccessible also screams "NOT HERE DUMBASS". Also, depending on the general theme of the map, a barrier might not be aesthetically pleasing. It's ultimately down to preference, there's no real 'right' way of sorts. As long as the player has the ability to differentiate between a functional and non-functional door then i'd say it's passable. Providing it's not too obscure.
  20. Six

    When the door isn't accessible

    I'd do this, personally. It's perhaps the most subtle indication without limiting your choice of texture. You could also mask one as a secret by making the light flicker/pulse/ect.
  21. Six

    A little homework.

    The standalone wall that casts a shadow doesn't work logically with the lighting because of how light levels work in sectors. I suggest making the shadow smaller (so it doesn't interfere with the lower ceiling) and raising the sector behind the wall by about ~288 units without texturing the walls around it. This causes the bleeding flats effect which negates both light levels on the ceiling or floor that you've lowered, and creates a fake floor/ceiling in its place. Example: http://imgur.com/a/6kb5d It's a very well known trick and very effective when utilized correctly.
  22. Six

    Lower/Raise States (Dehacked)

    That wont work unfortunately, it'll still replicate the same behaviour. The sprite needs to be positioned correctly above the hud to display properly. With just a transparent space above it, there's no change. Positioning it so the transparency is drawn first means the actual sprite won't be visible or only partially. The raise/lower states are at fixed rates and determine where to draw the image (depending on the size) in order to display it correctly on screen. Therefore the sprite needs to be ~150 pixels high max to draw it completely on raise/lower. Otherwise it seems to draw it 'early' in order to keep it within the two states time frame.
  23. Is there a way to increase the duration of a weapons lower and raise state in Dehacked? (or Whacked). I have a weapon that's 180 pixels tall and upon entering the lower or raise state there is a 'cut off' point where the motion stops. But because of how tall the image is, the cut off point is mid lower/raise so the weapon basically disappears or reappears when selected or deselected. To put it simply. When i select the weapon, half of it will appear instantly and then raise. When i lower it, it will fall half way and then just disappear. Is this more or less an engine limitation?
  24. Six


    Can't see anything.
  25. Six

    How much of a 'Doom Master' are you?

    It goes both ways. Some get a kick out of his outbursts. I'd tend to agree though, overall enjoyment is important in terms of a pleasant streaming experience, however it is entirely dependent on Suitepee's preference. As already evident, his determination to complete everything in Ultra-violence is strong. Edit: Seems not to be the case anymore.