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About DASI-I

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  1. Yeah, I hope you find them. If you want, there's also a pre-beta demo released way back in 2017 which has the first 6 maps. These 6 maps are a little different from even the 1.0 version https://drive.google.com/open?id=1S8RuolgPLSU9iPE_mHCLksJxouGYIQlS
  2. Fixed the link: https://drive.google.com/file/d/1ey1uH5QzwCoq0ITOZ3dVRAqj87vK-DKz/view?usp=sharing So yeah, the official release came out after 1.8. Version 1.9 is based on the official release, or rather 1.9 is most similar to it but it really came from 1.6 since that was the latest version to have most of the assets from the Doom2 IWAD since the official release of Doom Zero needed to be an IWAD in order for it to work in Doom 1 EDIT: I've also got 1.7: https://drive.google.com/file/d/1AaVN8Iso5wrlc6avI59CoDzYMGeTy9sX/view?usp=sharing
  3. This is ver1.5 https://drive.google.com/file/d/1ey1uH5QzwCoq0ITOZ3dVRAqj87vK-DKz/view?usp=sharing I can't seem to find all the stuff before 1.5, which really isn't that big of a deal since 1.1 to 1.5 were mainly fixes and not as drastic of a change that 1.7, 1.9, 2.0 and 2.1 were. 1.0 is exactly like 1.1 and 1.2 but less stable and with no items in certain levels on easy and medium difficulties (obviously not intended, I was in a rush to get it released ASAP).
  4. Glad you enjoyed it 😊
  5. Fixed. Thanks. Thanks, but yeah, having such a version would miss the point of what Doom Zero is supposed to be.
  6. I made a discord update post of some of the changes to Doom Zero version 2.2. These changes are thanks to the recent feedback I got from players. (For those that already subscribed to our discord, just head over to the doom zero thread. For the rest, go to this link first: https://discord.gg/tVm5T9Yrhw )
  7. Removing the modded aspects of a mod is something I will never do. Case closed. Sorry. ¯\_(ツ)_/¯ Sometimes players just need to accept that some megawads will never work with their favorite mods like Brutal Doom, and that they shouldn't expect modders to always accommodate these desires anymore than players should expect all mods to be vanilla compatible. Both are unreasonable.
  8. I feel like a broken record 🙃 But I'll do my duty to remind people that Doom Zero is its own mod and NOT JUST a mappack, therefore it is not compatible with other mods like brutal Doom. Other mods will break Doom Zero.
  9. If you guy's want to continue chatting I however will be spending more of my time on our Discord. Head over there for more Doom Zero or to see what else we've been working on: https://discord.gg/tVm5T9Yrhw
  10. RedPass Games is my really old (defunct) mod label that I created when I was a teen. I used it for mods I made but I only included it in 1 poster of Doom Zero so that fans of my previous mods will know it's from the same creator. I don't really use it anymore since the creation of Iruka Software, a company I co-founded. Check out our website irukasoftware.com to see what the heck I'm talking about. I'm probably just gonna remove the RedPass Games title in the future. No need to apologize. I like getting feedback of potential bugs that I may not be aware of. ^_^ If this was quake 3 or doom 3, I absolutely would've placed these animation changes in a separate PK3 or PK4 file but unfortunately a DEH file cannot coexist with another DEH file. And yes, I know that some source ports support PK3 files but those aren't compatible with vanilla Doom. But if you don't like them then you can just use the 1.9 version of the DEH file and run that with the 2.0 version of the WAD. But you may need to place the DEH file inside the wad and rename it to dehacked while deleting the other dehacked lump if you're planning on using it with an advanced source port like GZDoom. It's more work than most would want to do. I could include a whole bunch of different files in the ZIP file but that would confuse people and be very inefficient, so instead I will explain what the changes actually are. (This next part is just something I wanted to say to all) Like P41R47 said, these are not new frames of animation. They are all original, some of these frames didn't even make it into the final game. The pistol is the biggest example of this and so I just picked the frames I think looks best. It's subjective but I really do think it's way better than the default. All the other weapons were changed to seem smoother or to match the sound effects better, like the chaingun and plasma rifle actually now animate to the rhythm of the firing rate. It's all totally within the confines of vanilla Doom, but I do get why the weapons were done the way they were done. Slow PCs like a 486DX33 or 486SX25 would drop frames, and so the animations were slowed down so that you could see all the frames even at these slow speeds. But that's not an issue anymore, and I just wondered what they would look like if this original restriction didn't exist. Is it how id would've done it? Probably not, They're not me and I'm not them. But I like exploring these things, and I know that some people won't like them, and their objections are just as valid as my reasonings. As an example, some people just don't like the new sound effects and I totally get why. I just personally think the new sound effects just makes more sense. (wow, this is getting long :P) But I'm happy with the feedback I get. That feedback has caused me to go back to Doom Zero to make changes and fix things that I didn't know about until someone told me about it. I know I may seem a bit stubborn at times, but I really do consider everything that people share with me before making a decision weather to implement these suggestions or not. Thanks for your patience with me. ^_^
  11. Tested it in ZDoom, GZDOOM, Choc.Doom, and DOS and it seems to do exactly what I want it to do. Have the lights on the floor move in the opposite direction after shooting, that's all it's supposed to do.
  12. New version of Doom Zero out now! Many of the fixes in this game came as result of the feedback I got from let's plays and twitch streams. You guys have greatly contributed to helping me improve the levels design, plus, I've added a few more changes to the presentation itself. https://www.moddb.com/mods/doom-zero/downloads Some of the changes: -Added a new room in maps 01 and 32. -Changed the door mechanism in map02 for more consistency. -Modified the lava puzzle in map05. -Inescapable pit removed in final room of map08. -made platforms slightly easier to leap from and to in map09. -moved berserk pack to before the final room in map10. -Replaced many of the Revenants with Hell Knights and added more rocket pickups in map14. -widened demon witch doors and added text on floor to help with platforming in Map21. -made skull switch a little more visible in the raise bridge room in map22. -tweaked the secrets in maps 23, 25 and 30. -Added more detail to map24. -Fixed hall of mirrors glitch in final room of map28 -Overhauled the player's weapons animation, and certain monster attacks. -Synced up the explosion sound to the animation of the death explosion of the Spider Mastermind.
  13. Yeah, there's really nothing I can do about that given just how the engine handles switches even when they're not visible, as I'm sure you already know.
  14. Thanks Rytrik, I appreciate it. However, I'm unable to recreate this bug in DOOM2.exe, Chocolate Doom or ZDoom. Very strange. 🤔