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Everything posted by Lila Feuer
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FURRY DETECTED
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Reminds me of MAP30 of NOVA III, which just DESTROYS an arena with Cacodemons, just an AVALANCHE of Cacos. It was honestly more funny than hard but it was really unexpected.
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SLADE is corrupting the preview display, what's going on?
Lila Feuer replied to Lila Feuer's topic in Doom Editing
Until there's a solution I will just grit my teeth, I realize I can use an unmodified PLAYPAL image as a reference, the menu for tweaking things still works, I can probably still see my offsets because it traces a shadow where the original position was behind it, and the rest is just code and, lord forbid extract graphics to a folder for a reference of frames in code and when I do any editing it'll be outside of SLADE anyway, it'll just be annoying not having a preview in the program. Thanks anyway everyone. -
SLADE is corrupting the preview display, what's going on?
Lila Feuer replied to Lila Feuer's topic in Doom Editing
@CravenCoyote That's outside the realm of necessity for me, if anything if I can't solve the problem with SLADE then I would prefer an alternative to it to hold me over but afaik there isn't one and XWE is grotesquely outdated (and apparently has a wonderful side effect of randomly corrupting your files) and I don't think it even has a palette editor? Haven't used it since 2012. -
SLADE is corrupting the preview display, what's going on?
Lila Feuer replied to Lila Feuer's topic in Doom Editing
Well that's hot garbage, I suppose not all's completely lost unless I have to mess with sprite offsets again but modifying the PLAYPAL is fucked, it'll mean if I want to view things I have to extract all the graphics manually and view them outside of SLADE, which is what I was going to do with some things anyway regarding brightmap creations and editing. The really crucial part is the coding which is perfectly doable and is the guts of this operation anyway. But uh yeah. -
SLADE is corrupting the preview display, what's going on?
Lila Feuer replied to Lila Feuer's topic in Doom Editing
Every file under the sun. -
SLADE is corrupting the preview display, what's going on?
Lila Feuer replied to Lila Feuer's topic in Doom Editing
It's just SLADE, nothing's glitching out/artifacting elsewhere. -
SLADE is corrupting the preview display, what's going on?
Lila Feuer replied to Lila Feuer's topic in Doom Editing
Doesn't appear to be the case, here's the console for the old version and for the new version: v3.1.9 Windows Version: 10.0 SLADE - It's a Doom Editor Version 3.1.9 Written by Simon Judd, 2008-2023 Compiled with wxWidgets 3.1.3 and SFML 2.5.1 -------------------------------- Loading configuration Loading resources Loading icons Loading entry types Loading text languages Loading text style sets Loading colour configuration Loading base resource Base resource loaded Loading game configurations SLADE Initialisation OK Opening archive D:/Source Ports/idTech1/Mods/!LILA-DOOM (wip)/LILA-DOOMREDUX-wip.pk3 Warning parsing DECORATE entry DECORATE: Unable to find #included entry "DECORATE/Monsters2" at line 5, skipping Opening took 995 ms Initialising OpenGL... OpenGL Version: 4.6 Max Texture Size: 16384x16384 Checking extensions... Vertex Buffer Objects supported Point Sprites supported Framebuffer Objects supported v3.2.4 Windows Version: 10.0 SLADE - It's a Doom Editor Version 3.2.4 64bit Windows Build Written by Simon Judd, 2008-2023 Compiled with wxWidgets 3.2.2 and SFML 2.5.1 -------------------------------- Loading configuration Loading resources Looking for #include entry '/' / 'actions/main.cfg' Looking for #include entry '/' / 'actions/aman.cfg' Looking for #include entry '/' / 'actions/arch.cfg' Looking for #include entry '/' / 'actions/pgfx.cfg' Looking for #include entry '/actions/' / 'pgfx_brush.cfg' Looking for #include entry '/' / 'actions/aelt.cfg' Looking for #include entry '/' / 'actions/txed.cfg' Looking for #include entry '/' / 'actions/anim.cfg' Looking for #include entry '/' / 'actions/swch.cfg' Looking for #include entry '/' / 'actions/ppal.cfg' Looking for #include entry '/' / 'actions/data.cfg' Looking for #include entry '/' / 'actions/ptxt.cfg' Looking for #include entry '/' / 'actions/mapw.cfg' Looking for #include entry '/actions/' / 'mapw_general.cfg' Looking for #include entry '/actions/' / 'mapw_show.cfg' Looking for #include entry '/actions/' / 'mapw_line.cfg' Looking for #include entry '/actions/' / 'mapw_sector.cfg' Looking for #include entry '/actions/' / 'mapw_script.cfg' Looking for #include entry '/' / 'actions/scrm.cfg' Loading icons Loading entry types Loading text languages Can't convert "F1" to a double (invalid) Loading text style sets Loading colour configuration Loading base resource Base resource loaded Loading game configurations SLADE Initialisation OK Opening archive D:/Source Ports/idTech1/Mods/!LILA-DOOM (wip)/LILA-DOOMREDUX-wip.pk3 Warning parsing DECORATE entry DECORATE: Unable to find #included entry "DECORATE/Monsters2" at line 5, skipping Opening took 1255 ms -
Never played them but that's cool. I did however play your Alandoguns mod in the old /combos section back in the day (2007 to be exact) and remember thinking it was the coolest fucking weapon mod I ever used and may of been my first instance of a randomizer because it had new monsters as well. It was hatemongered for I guess just being kind of a mess but I didn't care, good times.
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It was something of a "purge." I believe it applied to those who were already on thin ice and weren't planning on getting any better / improving their behavior. A zero tolerance policy's been more or less in effect since, which sounds scary but in actuality it just means blatantly toxic and unproductive shit won't survive long enough to see midday before being expunged.
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Demon's Souls Map Pack v1 update
Lila Feuer replied to schkorpio's topic in WAD Releases & Development
Ambitious but noble, I hope this will eventually get finished! I never had a PS3 or a PS5 so I watched LPs of the original and remake of Demon's Souls back to back so I could see what I missed/missing. -
I'll just say afa secret hunting is concerned that if you include the computer area map on the level, to please not make it useless by revealing nothing, that's my advice.
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I'll use this as an opportunity to give a big thanks to the DW admin and super mod co. for providing and tidying this website for us, outside of using tumblr I have little desire or motivation to participate in social media or a forum body elsewhere (the thought of being in a discord server makes me nauseous and I've only had negative experiences with it) so I'm glad that despite current year DW and Doom itself shows no signs of slowing down and continues to have a strong community.
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Some of the Master Levels are OK (Sverre's Black Tower is the magnum opus of the collection imho) and there's a lot of good authors attached to what's on offer, but half of the issue is there's better works by them for free, and the way these levels are setup is very lazy (continuous play is impossible without modern packaging methods) resulting in the player getting weapons near the end they'll never get to use because the authors weren't informed that their maps were going to be single level affairs iirc.
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Which monsters do you prefer as they were in their concept art?
Lila Feuer replied to St. Mildly Annoyed's topic in Doom General
The old Revenant is rather curiously similar in design to what would eventually come of the Marauder some 26 years later. -
@AmaruĻ You're Adrian aren't you?
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This sounds cool! I don't have D3 installed rn but I'm bookmarking this.
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Suspicious switch.
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I always thought The Plasma Conversion Unit or PCU would be substituted with the Pulse Rifle on R667, just recolor the muzzle flash to blue and make it a hitscan weapon that does more damage with the Wolf3D machine gun's rate of fire, then lower the pitch of the plasma gun firing sound. E: Funnily enough, the Dragon Claw would be a good reference as it has an identical rate of fire and a very similar looking muzzle flash to the Wolfendoom weapon.
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Love that wall gore.
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Say something nice about him.
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according to wikipedia doom64 used IDtech1?
Lila Feuer replied to Shakariki Heisenberg's topic in Doom General
Imagine her mind when she learns GBA Doom 1 is still running on the Doom engine (albeit based on the popular Jaguar port.) -
If you had been involved in the development of Doom and Doom II
Lila Feuer replied to Psychagogue's topic in Doom General
It kinda surprises me how rushed Doom II and Quake II were considering how well they turned out in the end. Different times. Less moving parts. You rush a game nowadays and you get the new Cyberpunk. -
according to wikipedia doom64 used IDtech1?
Lila Feuer replied to Shakariki Heisenberg's topic in Doom General
I think my first "you're munchin' crazy pills" was seeing Total Chaos back in 2009 on the-then Skulltag forums and thinking it was a completely different engine because no way in hell was that actually GZDoom. The requirements cracked me up too: "If you can run Crysis on at least medium settings you can play this." I have never heard of GZDoom anything being so demanding in my life.