Steve D

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About Steve D

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  1. Still feeling aggro.
  2. Feeling aggro today.
  3. Crawling out of the latest black hole I fell into . . .
  4. Baron of Hell, but it's not a hard hate. They're kinda boring in most situations, but can become perhaps too exciting when used in tight spaces because then they are super-effective. I have also, with malice aforethought and no intention to apologize, used them as "doors with health," but primarily to serve as a stopper in a larger fight. This prevents the player from reaching a goal before I want them to, so they have to deal with attacks from the monsters that are there to actually hurt them. And going against the grain, I love love love Lost Souls! I love how they can scatter in a large space and attack unpredictably from multiple directions. This is especially cool when the player is at low health and a bite or 2 can take them out. Or, perhaps an unexpected Lost Soul bite can weaken a player enough to make them prey for a Former Human. The coolest, most satisfying pelt is the one delivered by our beloved little zombieboy, Doom's great underachiever. It's nice to see them win every now and then. ;)
  5. I always went for the hard stuff, even as a little kid. I was like 12 when this came out, but by then I was already into all kinds of acid rock, and although I was unaware of Blue Cheer at the time, they'd have been huge favorites for me, along with Led Zeppelin. Every time "Whole Lotta Love" got played on the radio, I went nuts. ;D This is a heavy acid-blues band out of Detroit, and this was really the only great thing they did. They totally let it rip on this cover, from the crushing intro to the wailing vocals, but they could never put it together on their original material, which seemed tame and safe by comparison, especially on their second album. But for this one moment, they kicked some unholy ass.
  6. In 1956 occurred a historic moment in the history of guitar distortion. Previously, distortion was achieved primarily by overdriving amps, though sometimes also through damaged amps, as in Ike Turner's "Rocket 88," where guitarist Willie Kizart's amplifier, according to legend, had a slightly damaged speaker cone. But in '56, Paul Burlison of The Johnny Burnette Trio achieved a much fatter distortion by dislodging a vacuum tube in his amplifier, though some say he also had "a partially broken loudspeaker cone." In any case, this was the fuzziest distortion achieved up until that time, and in the service of their storming rockabilly version of the blues classic. Actual distortion boxes would not arrive until 1962 when Gibson introduced the Fuzz Pedal, invented by Orville "Red" Rhodes for his buddies in The Ventures, in an effort to rereate the fuzz sound Grady Martin achieved in the Marty Robbins hit, "Don't Worry" in 1961. Grady Martin found this effect by accident because it was generated by a faulty pre-amp. So a busted speaker cone, or a dislodged vacuum tube, and then in time you get acid rock and metal. ;)
  7. Oh, hell yeah! The Elliott Sisters strike again. I swear, this makes me want to hand off my walker to some responsible youngster and dive into the mosh pit. Sure, they'll be calling the paramedics to drag me out in pieces after 30 seconds, but it would totally be worth it!
  8. I kinda-sorta did, not on a PC but on my Amiga 4000T. Amigas by nature have both NTSC and PAL output, and I bought a 20-inch Toshiba TIMM specifically for gaming. The TIMM was a combo TV/Monitor that could handle up to 800x600. I used it for bigscreen goodness when playing the wonderful Amiga Doom clone Breathless. I eventually wondered how Doom would look on it -- I typically played the Amiga port DoomAttack on my 17-inch monitor -- and I gotta say, it looked bloody incredible. We're talking 320x200 on a 20-inch TV. The colors were vivid, there was very little pixilation, and no performance issues at all. It was without question the best 320x200 Doom I've ever seen. I later hooked the TIMM up to my TV after I bought a video card with TV-out. Doom was alright, but Duke3D looked fantastic.
  9. One thing I forgot to mention before, is a problem I keep having in the Boom Twins. In my experience, the Boom Twins are the worst ports for playing MOD files, and since I like to use MODs for my music, this is a big deal for me. Specifically, the Boom Twins are much more likely to experience loop failures, i.e., instead of looping the song properly, they can get stuck endlessly looping an end section, or they can simply stop the song at the end and never loop, or they can stop, and then start a loop a minute or so later. This pretty much never happens in GZDoom or Risen3D, where the only problem I typically encounter is their inability to recognize .DBM files. The only way to work around the Boom Twins looping problem, for me, is to beg one of our musically-inclined Doomers to edit the loop points in a MOD file. Yet another issue I encounter in the Boom Twins is normalizing volume between music formats in a mapset. So if I have a mix of MIDI, MOD and MP3, one format might be very loud -- typically, whatever is encountered first, and another can be very quiet, and the other can be somewhere in between. This issue is in GZDoom and R3D as well, but to a much lesser extent. In fairness, Pr/GLBoom does a much better job if you select PortMidi than does. But it does require the mapper to insist on using that version of the Boom Twins and that specific player, raising the likelihood that many Doomers will not read that advice, or ignore it even if they do. So if anyone here is a Boom Twins dev or knows one, this is an issue that can be addressed in future versions. Either that, or maybe I'm missing a setting or three like I did in Risen3D, so any help would be appreciated.
  10. After receiving some guidance, I was able to set-up Risen3D to be more like GZDoom. Setting Player Deceleration to 5 instead of 0 made the gliding problem go away, and as it turns out, the slip-slidey movement was the problem with autoaim, because I kept over-rotating. I couldn't compensate for the over-rotation because I'm a keyboarder, so whatever direction I'm pointing in is where I'm gonna shoot, and I was always a little bit off until I made this change. Setting lighting to Torch mode put an end to the gradient light problem, though it does make the area outside the gradients darker than normal. It's kind of a cool effect, though. I have determined that my current version of R3D, which is only a few months old, does not have the extra-high speed I encountered in older versions. I've also got the kills/items/secret counter working on the automap. IMO, this and the Torch lighting should be defaults rather than options. One nice thing about R3D is that when launched from ZDL, if you click in the "blank" section of the mapslot menu, it opens on the title screen, whereas GZDoom and the Boom Twins open in Map01. It's a nice feature. So basically, R3D is now back in the list of ports that I'll use on a regular basis.
  11. What did you do, start them with Slaughterfest?
  12. I'd start with BTSX E1, which I'll admit is my personal all-time fave megawad. It looks fantastic, has incredible music, and is not overly difficult. After that, I'm not sure. Maybe the iwads, maybe some of the better CPs, probably anything by skillsaw. But I'm not so much a megawad player myself, so I'd likely suggest something like swtw, but on HNTR. We can't always be focused on the UV experience. Let people build up to the mass-murder maps. ;)
  13. Me too.