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Everything posted by jdagenet
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Assuming you're using GZDoom or something, nearly identical spots (though much smaller) appear on all of the flats when using the high quality resize texture mode. No idea if you have that on but it's worth noting.
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Zandronum & GZDoom are unable to tell the difference between Doom BFG & Doom non-BFG
jdagenet replied to The Doommer's topic in Source Ports
k guys no more bickering im here to solve everything. hey op, why the hell would you want the bfg edition as opposed to the originals, the bfg edition has a stupid pill on the health packs and the nazi levels arent even nazi anymore rofl just delete the bfg edition and be more happy -
Have you ever created your own custom "playlist" of official Doom maps?
jdagenet replied to hardcore_gamer's topic in WAD Discussion
hmm i dont really understand what youre saying. you mean this should thread should be in the trash? sounds fine to me... -
Have you ever created your own custom "playlist" of official Doom maps?
jdagenet replied to hardcore_gamer's topic in WAD Discussion
rofl why did you make a thread in the wads and mods section if it's something you're not going to release.... this is like something from your journal entry. -
Making friends is one of the hardest tasks I've ever felt required to do
jdagenet replied to UglyStru's topic in Everything Else
Man must suck to be you guys rofl i have like 50 friends what are their names again... -
Hey uh news flash the doom community is built upon people stealing from other people. Look at the thread we're in rofl
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There will be more Chillax, but not plagiarized.
jdagenet replied to BlackMetalChainsaw's topic in WAD Releases & Development
Why... Not just make a compilation of slaughter maps? There you go problem solved. Chillax is and always will be a meme pack. Naming your project after it isn't the best idea lol. Btw that music in your maze map sounds like it's straight from a cheesy teenager metal band I had to mute that video ASAP rofl I hope that's not in the final product... -
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That zombieman needs to lay off the golden corral
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And poor @40oz wonders why the forums are dead...
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Oh how interesting, I had no idea. See it doesn't make sense for the raised sectors to be rendering so when I found out they were lagging players I assumed every sector, regardless of vision, was taken into account. Learn something new everyday I guess lol.
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Uuuh did that change recently then? We've been working on maps in the past that would contain lots of sectors that were raised to the ceiling/floor rather than just deleted. These same sectors would cause some players with low-end PC's to lag. Deleting the sectors would fix this lag issue for those players. I guess just seeing one of the linedefs on the sector will then render the entire sector? Dummy sectors that the player will never psychically see aren't actually rendered? Like ones out in the void space?
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Everything in game is rendered, even sectors you can't see.
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Eh, dummy sectors don't cause any issues when playing. There's no reason to really remove them. I guess you could argue that the engine still has to render the dummy sectors, etc, ect... But it's 2017 lol dummy sectors aren't going to cause any issues for players regardless of their settings, max or low.
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[Update V2] PSXDOOM / PSXFINALDOOM / DOOM64 on Gzdoom [GEC] Master Edition. DEC 17 2018.
jdagenet replied to Erick194's topic in WAD Releases & Development
Doom 64 sector coloring was implemented in GZDoom 2.4.0. -
[Update V2] PSXDOOM / PSXFINALDOOM / DOOM64 on Gzdoom [GEC] Master Edition. DEC 17 2018.
jdagenet replied to Erick194's topic in WAD Releases & Development
Oh I see where this is going: "don't question the author, just like it. Don't even think about suggesting something or you'll get flamed on hard." Rofl I'm not sure if I'm getting memed or what but that is definitely, 100% not how you run a project lol. -
[Update V2] PSXDOOM / PSXFINALDOOM / DOOM64 on Gzdoom [GEC] Master Edition. DEC 17 2018.
jdagenet replied to Erick194's topic in WAD Releases & Development
What's with everyone getting so defensive when someone brings up the accuracy of these type of projects? It's like you get annoyed the more accurate it is to the original lol makes no sense. -
[Update V2] PSXDOOM / PSXFINALDOOM / DOOM64 on Gzdoom [GEC] Master Edition. DEC 17 2018.
jdagenet replied to Erick194's topic in WAD Releases & Development
Now THIS is a total conversion, not that Retribution mod from Nevander. Whatever that thing is supposed to be I have no idea... But impressive stuff you have here. Definitely hit up Graf and see if your modifications to the engine would be able to be implemented in some way to the latest GZDoom. I'm sure the possibility is way far from being even thought about, but the ultimate combo would be to have this with a functional map editor for people that may want to create their own maps and have them look and feel as authentic as you can get. I know that GZDoom Builder was recently given the ability to modify sector lighting the same way as Doom 64 but it's still missing some functionality, and Doom Builder 64... Oh boy Doom Builder 64. That editor is literally a basket of bugs and glitches that hasn't been updated in years IIRC. -
Dont host it from your own pc just use tspg, your just not allowed to have cheats on and dont host anything thats banned also when youre in the IRC channel dont mention the word license...
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Hey you never know, the water might be cancer water from all the cigarettes malcom striker drops... and the blood... well... magic johnson blood how about that.
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Sorry glaice but uh money makes the world turn...
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Doom 64 - 20th Anniversary Extended Edition Soundtrack
jdagenet replied to Aubrey Hodges's topic in Doom General
The Doom 64 MIDI engine is actually faulty, which results in the butchered tracks of the N64 version. The MIDI's in the Doom 64 WAD generated from Doom 64 EX are from the actual ROM so the notes do play on the N64 version, but just at extremely low volumes (or in most cases, not at all). -
Heyo, So I made this new song: http://jasondagenet.bandcamp.com/track/chance Check it out and uh... Yeah enjoy!
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If you plan on having multiplayer support in the future then a CVAR that controls the spawning method really wouldn't work. Since you already know where I stand, I'd recommend you just convert all of the spawns to the Doom 64 native spawning. It really wouldn't take that long to do if you did it right. Just open up the scripts in SLADE, CTRL + F and the rest is self explanatory.
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I myself didn't notice the Unmaker spawning any particles. When I fired the Unmaker it did not lag me though it seems like the actual beam is made up of a lot individual sprites that spawned really close to each other so maybe that's what is lagging you?