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Everything posted by Gokuma

  1. Gokuma

    Post your Doom textures!

    Here's a bunch. Made this stained glass of baron in front of sky3 and broken version in shape of Hexen's as well as pipes over ashwall in late 90's or early 2000's. Rest I think I made around 2012. Do whatever with them.
  2. Gokuma

    Heretic To Hexen Mod (Episode 1 release)

    This is awesome. Just played the 1st two maps. One suggestion I would give is make the cleric's mace push back a little like another recent Hexen rebalancing mod does. I love Hexen but it's nice to have more straight forward action episodes to play in it. The first hub tends to tire people out as seven portals is about three or four portals too many. Something cool I recently found, Hexen II's music track no. 5 is a newer variation of Heretic's E1M1 and 3 minutes long opposed to 2:05.
  3. Gokuma

    Is it Doomguy, Doom Marine or Doom Slayer?

    Quake 1 guy is called Ranger. Then there's another Quake 1 guy in Q3 called Wrack. Quake 2 people according to Q3 are Private Nathan Grunt and Major Wayland (female). These two I'm not sure if they were in Q2 or just made up for Q3: Bitterman - hero of Strogg War but transformed by experiments while captive. Tankjr - spawn of a human Tank Commander and an Iron Maiden of Stroggos.
  4. Gokuma

    Is it Doomguy, Doom Marine or Doom Slayer?

    According to Quake 3 Arena's manual, it's just Doom. And there's Crash and Phobos. But that's confusing AF to have a space marine named Phobos on Phobos.
  5. Decades ago they wondered what we would be doing with supercomputers!
  6. Keeping dying normal death and normal gib frames. First I tried: ACTOR MyDOOMPlayer : DoomPlayer replaces DoomPlayer { States { Burn: BURN A 3 Bright A_ItBurnsItBurns BURN B 3 Bright A_DropFire BURN C 3 Bright A_Wander BURN D 3 Bright A_NoBlocking BURN E 5 Bright A_DropFire BURN FGH 5 Bright A_Wander BURN I 5 Bright A_DropFire BURN JKL 5 Bright A_Wander BURN M 5 Bright A_DropFire BURN N 5 Bright A_CrispyPlayer BURN OPQPQ 5 Bright BURN RSTU 7 Bright BURN V -1 Stop Disintegrate: DISR A 5 A_PlaySoundEx("misc/disruptordeath", "Voice") DISR BC 5 DISR D 5 A_NoBlocking DISR EF 5 DISR GHIJ 4 MEAT D -1 Stop Firehands: WAVE ABCD 3 Loop Firehandslower: WAVE ABCD 3 Loop } } So then I tried: ACTOR MyDOOMPlayer : StrifePlayer replaces DoomPlayer { Radius 16 MaxStepHeight 24 CrushPainSound "*pain100" Player.DisplayName "Marine" Player.CrouchSprite "PLYC" Player.StartItem "Pistol" Player.StartItem "Fist" Player.StartItem "Clip", 100 Player.RunHealth 0 Player.WeaponSlot 1, Fist, Chainsaw Player.WeaponSlot 2, Pistol Player.WeaponSlot 3, Shotgun, SuperShotgun Player.WeaponSlot 4, Chaingun, Minigun Player.WeaponSlot 5, RocketLauncher, GrenadeLauncher Player.WeaponSlot 6, PlasmaRifle, Railgun Player.WeaponSlot 7, BFG9000, BFG10K Player.WeaponSlot 8, ScorpSpear Player.ColorRange 112, 127 Player.Colorset 0, "Green", 0x70, 0x7F, 0x72 Player.Colorset 1, "Gray", 0x60, 0x6F, 0x62 Player.Colorset 2, "Brown", 0x40, 0x4F, 0x42 Player.Colorset 3, "Red", 0x20, 0x2F, 0x22 Player.Colorset 4, "Light Gray", 0x58, 0x67, 0x5A Player.Colorset 5, "Light Brown", 0x38, 0x47, 0x3A Player.Colorset 6, "Light Red", 0xB0, 0xBF, 0xB2 Player.Colorset 7, "Light Blue", 0xC0, 0xCF, 0xC2 States { Spawn: PLAY A -1 Loop See: PLAY ABCD 4 Loop Missile: PLAY E 12 Goto Spawn Melee: PLAY F 6 BRIGHT Goto Missile Pain: PLAY G 4 PLAY G 4 A_Pain Goto Spawn Death: PLAY H 0 A_PlayerSkinCheck("AltSkinDeath") Death1: PLAY H 10 PLAY I 10 A_PlayerScream PLAY J 10 A_NoBlocking PLAY KLM 10 PLAY N -1 Stop XDeath: PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath") XDeath1: PLAY O 5 PLAY P 5 A_XScream PLAY Q 5 A_NoBlocking PLAY RSTUV 5 PLAY W -1 Stop AltSkinDeath: PLAY H 6 PLAY I 6 A_PlayerScream PLAY JK 6 PLAY L 6 A_NoBlocking PLAY MNO 6 PLAY P -1 Stop AltSkinXDeath: PLAY Q 5 A_PlayerScream PLAY R 0 A_NoBlocking PLAY R 5 A_SkullPop PLAY STUVWX 5 PLAY Y -1 Stop Burn: BURN A 3 Bright A_ItBurnsItBurns BURN B 3 Bright A_DropFire BURN C 3 Bright A_Wander BURN D 3 Bright A_NoBlocking BURN E 5 Bright A_DropFire BURN FGH 5 Bright A_Wander BURN I 5 Bright A_DropFire BURN JKL 5 Bright A_Wander BURN M 5 Bright A_DropFire BURN N 5 Bright A_CrispyPlayer BURN OPQPQ 5 Bright BURN RSTU 7 Bright BURN V -1 Stop Disintegrate: DISR A 5 A_PlaySoundEx("misc/disruptordeath", "Voice") DISR BC 5 DISR D 5 A_NoBlocking DISR EF 5 DISR GHIJ 4 MEAT D -1 Stop Firehands: WAVE ABCD 3 Loop Firehandslower: WAVE ABCD 3 A_HandLower Loop } }
  7. Got it working, thanks to Nevander posting this for something else: gameinfo { playerclasses = "NewDoomPlayer" } to set a new player class as the only class. So I did that. And just cut off the "replaces DoomPlayer" from the new actor.
  8. Gokuma

    Custom weapon pickup sound for BFG only

    Modifying the DoomPlayer or adding a new player class is unnecessary. Just put Weapon.SlotNumber 7 in the NewBFG section. Or maybe see if it works without it. It's not under the original BFG9000 actor, but it's being replaced (and inherited by) the NewBFG, so the the regular BFG already being set up might be enough. EDIT: Nevander's post helped me with something else. Setting a new player class as the only player got the Burn and Disintegrate Deaths from Strife working with inheriting StrifePlayer.
  9. I recommend getting Doom 3 BFG Edition. Copy the BFG Edition doom.wad and doom2.wad to another folder. And then use the iwad patcher on those copies to turn them into the regular Ultimate and v1,9. You'll still want to try Doom 2 BFG edition (running under a port just the same) with its new episode contained in nerve.wad.
  10. Gokuma

    Doom In Build Engine

    Quick bought Duke 20th Anniv World Tour on steam recently which I had on my wishlist, just in case BP's lawsuit causes any temporary snafu (They could have avoided that shit and end up paying less if they just freaking paid him!). Thought they would have fixed the ridiculous random wall clip instant gib glitch by now (aside from being gibbed so easily from simple doors). Nope. Strafed left with plenty of HP and suddenly got a message that I died. But fortunately now it records as you play and gives you sliding bar to go back to any moment of your previous gameplay. Thinking of switching to EDuke after episode 1 as I ASSUME it's better. Out of Duke, Shadow Warrior, and Blood, I probably played Blood the least. I think only the demo. But I get the impression it's the best Build engine game so got Fresh Supply on my wishlist. Will always prefer Doom but had some fun Duke matches and Shadow Warrior deathmatches back in the dial-up modem game days. Still waiting for my big box of Ion Fury to arrive I ordered over a month ago. Anyone else get it or is everyone playing the digital download? I got my key but I want to install off the physical edition. That E1M1 for Blood looks cool except it erodes my soul that the switch to get outside close to the beginning doesn't seem to be there and it doesn't have some relatively similar item or weapon in place of the berserk pack that only appears on lower skill multiplayer. EDIT: Someone just got their Founder's Edition box two days ago so it looks like they just got sent out. Also nice Build version Doom sprites there!
  11. Gokuma

    Things about Doom you just found out

    Missile Damage 4 can gib a 20 HP Zombie. I love how every once in a while, a plasma bolt or Caco bite/ball could gib them with missile damage 5. Recently surprised myself as nothing normally in Doom is set to 4.
  12. Last time I bought a Blizzard game was when Warcraft 3 was new. Screw those bastards.
  13. Just got Hexen II and Heretic II CD's in the mail today. Two more similar CD audio soundtracks by him!
  14. Thanks but just tried those as well as Death1.Burn and Death1.Disintegrate. Still no luck. Also just a note on the stuff I first posted. For Zandronum to run and not throw an error, in the shorter example of just inheriting DoomPlayer to replace it, you can't have the two code pointers that need to be inherited from StrifePlayer so I was using the enemy version of burn death with A_PlaySoundEx("human/imonfire", "Voice") instead of A_ItBurnsItBurns and with A_CrispyPlayer just deleted.
  15. I thought of a way to free up two player weapon sounds without really sacrificing anything of the Super Shotgun or BFG. Extract dsdbopn, dsdbload, and dsdbcls from doom2.wad. Open them in an audio editor such as Audacity. Paste dbload and dbcls after dbopn, with the appropriate fraction of a second of silence in between each if any. Maybe you can mathematically put the right amount of silence. The frame with the open sound has duration 7 + the next frame is 7. So Load starts playing 14/35 of a second after Opn starts playing. You'll have to subtract the length of the Opn sound from 14/35 of a second. Then Cls starts playing 13/35 sec after Load starts playing. So subtract the length of Cls from 13/35 of a sec. Or you can just experiment through trial and error how much silence to have. You might not need any, and the three sounds pasted consecutively may be fine. Or you lower duration of a SSG frames or two by 1 maybe, though that makes the nastiest close range deathmatch weapon even more overpowered. Then insert your new combined triple sound in dsdbopn in a pwad. In Dehacked/Whacked, substitute two frames with no code pointer for the frames that play dbload and dbcls. Now change dbload and dbcls to whatever you want since you've freed them up for use in other weapons. EDIT: It has occurred to me that the sounds may be longer than they're given time to play, so you may have mix-paste, cut a couple short, or lengthen frame durations for them to sync up perfectly.
  16. I don't think you can use monster code pointers for weapon frames and vice versa. Even in decorate there seems to be player weapon and monster versions of similar code pointer-like functions. In the old days people just replaced player weapon sounds. So you may just have to juggle around the code pointer frames with OpenShotgun2, LoadShotgun2, CloseShotgun2, and BFGSound. And replace the appropriate DS* sounds in a wad. Or in the Text/Strings section, rename those sounds to the same as the monster sounds you want to use, such as manatk. Also the BFG Shot/Projectile itself has no "alert" sound for it shooting and can be given one.
  17. Gokuma

    Framerate dipping in map?

    Thanks guys. I'm using a 2012 laptop, maybe actually built in 2011. Glad it's running that well for you guys. I think another culprit for me is having the same 3D sector transferred to 16 different sectors, so I'll try making separate copies of that 3D floor each transferred to 2 to 4 sectors. I need to get a new comp sometime so I can install Doom 2016, MK XL, and Bloodstained: Ritual of the Night I already own, as well as the new Doom Eternal. But I suppose it's good to have this old machine for now to keep my maps reasonably efficient. I use floor flats on walls and wall textures on floors sometimes, but so far have avoided doing that in this map, though I'm currently not happy with all its current texturing. This map being designed primarily for Deathmatch and with single player/coop being secondary in it, so I want it to perform well for multiple players online. I think I may have an alternate version with the higher detail though.
  18. Gokuma

    Framerate dipping in map?

    Started this map today. Was having some serious frame plummet so I made the three transparent red 3D sectors opaque and otherwise toned down the 3D transfer detail a bit. I think I still caught the frames dipping a bit. Typing fly in the console and going to extreme corners up high or down low seems to reveal a frame drop. http://www.mediafire.com/file/l0bv34lnbdc7nh9/frametst.zip/file Anyway one else experiencing frame drop in this or have suggestions? Goofy texture is a temporary exit. Made this copy replace map01 and testing with Zandronum and GZDoom.
  19. Meanwhile I'm just over here, thinking mystery solved years ago. It was elementary, my dear Watson. And why is everyone still talking about the STP song?
  20. Replaying through Ultimate Doom recently before playing Sigil, I ran into and got killed by the same crusher at least three times repeatedly forgetting about it in E2M6, having to start back at its beginning again. *Multi-Face-Palm*
  21. Already did. IceDeath works fine for anyone, while Disintegration and Burn work fine for any enemies I give the frames to but not the player.
  22. Gokuma

    What was the first custom wads you have played?

    Damn, most people played some great stuff for first checking out custom stuff. I remember early stuff I played, but all I can remember for the absolute first is 11inhell.wad on the Deathday CD (Or "The Ultimate Addon Collection for Doom / Doom II") in 1995. I don't recommend that wad though seeing the huge dimensions that were possible in a custom made map, I probably thought wow. First cool patch I played was Werner's Spahl's Theme Patch, probably theme14, and got the latest theme17 off a later CD or at least theme16 from a CD. I remember playing 16 the longest before getting 17.
  23. Gokuma

    Framerate dipping in map?

    Thanks! I split the large sectors up and simplified the inner arches you see less of and noticed some improvement. Still gotta work some more on it, but it's getting better. Hopefully I can get it so views from extreme ends don't cause a dip without sacrificing too much.
  24. Gokuma

    Doom: Annihilation update

    Hope you like imps!