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hfc2x

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About hfc2x

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  1. Well, you're adding files into the "Add PK3 or WAD Files" dialog which you shouldn't add there. That dialog should be left blank, and only used if you wish to add additional mod files that don't come with the base TC.
  2. Be sure to use the links provided by Jets on an earlier page for downloads: Regarding this: Download the latest development version of GZDoom to get it working from here (choose what corresponds to your system, x64 means 64-bit Windows).
  3. Hey, people. I said last year I'd make a patch for this TC to make keys "blink" when you try to open a locked door without the corresponding key, like the original PSX version of Doom does. Now, I've finally made such patch, and you can download it here. To use it, use the Options menu on the launcher provided with the main TC download, and add it in the "add PK3 or WAD" section, like this: A few things to notice: The key the status bar displays when you try to open a locked door without having said key is automatically detected at level load, and is entirely dependant on levels having only 1 key-per-color. If it displays the wrong sort of key for a specific color, tell me and I'll try to fix it, however not even when playing the Lost Levels have I ran into this sort of problem. Because of how this script works, you may run into problems or may not even be able to run the game if you don't use the latest version of GZDoom. I know the script I used is a bit buggy, and that's because I tried to balance it around being both functional and also multiplayer-compatible, so it's a good approximation for now. If anyone wants to improve it, do so, but please give credit where credit is due.
  4. hfc2x

    Building Chocolate Doom

    Okay, thank you. I'm going to try these instructions when I can.
  5. hfc2x

    Building Chocolate Doom

    Okay, so I tried both of these methods, and none of them work either. The problem with Arch Linux is that it doesn't recognize my proper keyboard layout, with the default one being very.. strange, and trying to set the right one is kinda very difficult, since the console does not let me scroll up to see the full list of available keyboard layouts for my computer. And this Doesn't work because MSYS2 tells me it cannot find autotools, autobuild, mingw-w64-x86_64-gpp, mingw-w64-i686-gpp, mingw-w64-x86_64-g++ and mingw-w64-i686-g++, and either using the command you provided, or trying to install them one by one says it couldn't find them either, so it doesn't allow me to proceed.
  6. hfc2x

    Building Chocolate Doom

    Hey there. Does anyone have up-to-date instructions on how to build the Chocolate Doom Windows binaries? Doesn't matter if it's cross-building. I downloaded the 3.0.0 source code, and made some modifications just for personal use, but the instructions on the ChocoDoom wiki, on Github, and even Linguica's Tutorial are all out of date and won't work whatsoever.
  7. You can't scale first-person perspective weapon sprites through DECORATE. That would only apply to the pickup sprites, so the scaling has to be done through TEXTURES. It can be done with ZScript, by replacing the line specials at level load. Okay, so I've done a couple of fixes, which include correcting the weapon aspect ratios, and also adding some missing actors in PSXHUDAR1.pk3 which were causing the final Cast Call to loop out of control: https://mega.nz/#!nIZ03T6Y!R4e7YbhqCrBj4AUXIsg-5DpSKONRoTPQvjhZ4OEg5T0
  8. How come no one has still said anything about the vertically-squished weapons? I mean, I know the sprites in the original game are rendered vertically-squished, but the output aspect ratio should match the correct ratio used in PC Doom. Just see examples: Original PSX Doom played in an actual CRT TV: https://i.imgur.com/jP4biig.jpg Exact same area played in GZDoom g3.1.0 without any Aspect Ratio forcing: https://i.imgur.com/6zGLCJc.png I guess I can fix that if nobody objects, but that'll mean some pixels may be lost in the transition and that will mean this TC won't be as true to the original game. But those are just details. Meanwhile, I made changes to PSXDOOM.CFG because the CVar "secretmessage" no longer exists, and instead, added "cl_showsecretmessage" which is set to False by default. Also removed the "con_scaletext" CVar from there because it's annoying for people like me who like to scale text to values higher than 1. If nobody minds, I guess I'll make a patch for the "blinking" keycards on the status bar whenever the player tries to activate a key-locked line (door, switch, etc). PSXDOOMCFG.zip
  9. hfc2x

    Stupid BSP Tricks

    I'm waiting for the official announcement.
  10. hfc2x

    We gotta figure out what those Russians are doing.

    We've seen thousands of stories just like what you mention over the years. And no, a trope is a literary resource which helps structuring the story. A cliché is something that's overused to the point it's expected and predictable (yes, this very scene).
  11. hfc2x

    We gotta figure out what those Russians are doing.

    That scene reeks of "let's show those demons who's boss" Hollywood cliché. I don't see why would you include that in a Doom game, unless you don't know what you're doing.
  12. hfc2x

    We gotta figure out what those Russians are doing.

    I'm sure someone made a backup. It's only a matter of time until the video resurfaces.
  13. hfc2x

    We gotta figure out what those Russians are doing.

    Naw, he looks like Liam Neeson.
  14. hfc2x

    Strife: Veteran Edition

    I guess this is the case, since they mention the introduction of the new multiplayer mode in the Steam page. I suspect the maps were tweaked to insert the new actors/facilitate gameplay for this game mode. I wanna dream and say cooperative mode is also working (which would require the IWAD to be modified).
  15. hfc2x

    Evil Unleashed - New Screens on Page 2!

    You don't want drama yet you have caused an enormous riot? lmao That's all I can say about it.
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