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Rafeinator

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About Rafeinator

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    Warming Up
  1. Rafeinator

    Doom 3 Old Monster Design

    The only redesigns I never really liked were the Cacodemons and lost souls. The old Cacodemons were kind of huge and imposing, but the new ones are shrunken and look a little like demonic balloons. And if they could replace all the lost souls with the classic-styled ones from Resurrection of Evil, I wouldn't mind. I think the Revenant would have been creepier if it didn't have transparent skin and was just held together with some stringy muscles or something. My last gripe is that not enough demons have hooves, horns, or spikes sticking out of them (like the original imp). Those features seem to be reserved to the Cyberdemon and Guardian. I think that if Id could have taken the new Hell Knight, made his skin kind of pinkish, and slapped on some horns to add a Baron of Hell to the Doom 3 roster that would have been awesome.
  2. Rafeinator

    Engine preference

    Since my Doomsday engine (1.8.6, I don't use the newer versions) has been bugging out on me, I've been trying out other ones, including ZDoom and PrBoom, but I have to say that Doomsday's still my favorite. The other source ports I've tried all have issues that Doomsday didn't have, like HOM effects and stuff.
  3. Rafeinator

    DB2 Testing Segmentation Violations

    I've completely given up hope of solving this on my own, so I'll just post the entire Doomsday.out file from testing "entryway" from the Doom 2 IWAD. - Con_Init: Initializing the console. SW_Init: Startup message window opened. Executable: Version 1.8.6 Jan 8 2005 (DGL). Memory zone: 32.0 Mb. Parsing configuration files. W_Init: Init WADfiles. W_AddFile: G:\Depths of DOOM\DOOM WAD Collection\DOOM2.WAD IWAD identification: 00f36acb W_AddFile: Data\Doomsday.wad W_AddFile: Data\jDoom\jDoom.wad IWAD identification: 00056533 W_AddFile: ERROR: T:\Tmp\ibu2nnq6\o33ntohd.wad not found! Parsing user.cfg. Reading definition file: Defs\Doomsday.ded Reading definition file: Defs\jDoom\jDoom.ded 138 sprite names 974 states 140 things 8 lights 112 sound effects 68 songs 335 text strings 27 particle generators 22 animation groups 49 surface decorations 69 map infos 12 finales Sys_Init: Setting up machine state. Sys_Init: Initializing keyboard, mouse and joystick. Sys_InitTimer. Sys_InitMixer: NVIDIA(R) nForce(TM) Audio Sfx_Init: Initializing DirectSound... DS_DSoundInit: EAX initialized. DM_WinMusInit: 2 MIDI-Out devices present. DM_WinMusInit: MIDI initialized. S_Init: OK. R_Init: Init the refresh daemon. R_InitModels: Initializing MD2 models. R_InitModels: Done in 0.00 seconds. Net_InitGame: Initializing game data. GL_Init: Initializing Doomsday Graphics Library. DG_Init: OpenGL. OpenGL information: Vendor: ATI Technologies Inc. Renderer: Radeon X1650 Series Version: 2.1.8545 Release Extensions: GL_AMD_performance_monitor GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_tw GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3t GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotro GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control GLU Version: 1.2.2.0 Microsoft Corporation Texture units: 2 Maximum texture size: 4096 Maximum anisotropy: 16 Multitexturing enabled (full). Con_StartupInit: Init startup screen. jDoom Version 1.15.6 Jan 8 2005 (Doomsday) ---------------------------------------------------------------------- DOOM 2: Hell on Earth ---------------------------------------------------------------------- P_Init: Init Playloop state. HU_Init: Setting up heads up display. ST_Init: Init status bar. M_Init: Init miscellaneous info. SetupLevel: map01 Opened PWAD file : bspcache\doom2\DOOM2-2B54\MAP01.wad Reading 11 dir entries at 0xAFFC Creating nodes using tunable factor of 7 Building GL nodes on MAP01 Loaded 383 vertices, 59 sectors, 529 sides, 370 lines Map goes from (-1304,-960) to (2072,2688) Creating Segs... Built 203 NODES, 204 SSECTORS, 1058 SEGS, 515 VERTEXES Heights of left and right subtrees = (14,12) Saving WAD as bspcache\doom2\DOOM2-2B54\MAP01.gwa Total serious warnings: 0 Total minor warnings: 0 (GL data found) GL_VERT v2.0 Segmentation Violation - If anyone sees something in there that could solve my problem, PLEASE let me know. I'm exasperated. Update: I had thought that the missing temp WAD was related to the segfault problem, but it isn't. When I play jdoom.exe regularly (not as the testing engine for db2) and start a new game it still gives me a segfault without the missing WAD error.
  4. Rafeinator

    DB2 Testing Segmentation Violations

    Thanks for the tips guys. I haven't had much time to mess around with it the past day or so, but I did try uninstalling 1.8.6 (well, kind of just deleting) from my G drive, and reinstalling it in my C drive. It didn't fix the problem, but doomsday gave me a different error when I tried to run it, something about a buffer overrun error, and having to terminate the program. I looked it up, and I think what's happening is doomsday is creating a temporary WAD in my temp drive, and when it comes back to the file, Window's data execution prevention (DEP) program is terminating doomsday before it creates a buffer overrun. At least, that's my theory from reading the wikipedia article. If this is helpful in solving the problem, let me know.
  5. It's been a couple of months since I last posted, but I'm in need of assistance once again. I am using the most recent version of DB2, and am using my old copy of Doomsday 1.8.6 to test maps, because when I try to use 1.9.7 it's really laggy and takes forever to load. I am also using a different computer. The new problem I am having is that any WAD I try to test (Ultimate DOOM, DOOM II, Plutonia/TNT, The Master Levels, Maximum DOOM, my own custom WADs) all quit right after starting up with a "segmentation violation". After every test, doomsday.out will contain a message like this: "W_AddFile: ERROR: T:\Temp\Administrator\byf4bau4\9is0mc2h.wad not found!" All the more puzzling is that I've made one small test WAD since moving to this new machine that will sometimes actually work, but when I exit back out to DB2 and load a different WAD that gives me a segment violation, if I go back to this test WAD, it will then give me a segmentation violation error too. I know that segmentation violations can be caused by hundreds of different issues and that this is an open-ended problem, but I would appreciate any tips on where to start looking to fix this problem.
  6. Rafeinator

    The Doom Confessional Booth

    I've played all the way through Marathon: Durandal. But I've never properly beat DOOM. Or DOOM II. Or the Master Levels for DOOM II. Or No Rest for the Living. Or the Plutonia Experiment. Or TNT Evilution. Or DOOM 3. Or DOOM 3: Ressurection of Evil. And the only custom WADs I've ever played were from this old D!Zone disc I had in my basement. I never beat any of those, either. In fact, the only reason I registered to this forum is because I've started making my own WADs.
  7. Rafeinator

    Glitches in Doom Builder 2 Testing

    Okay. Thanks everybody.
  8. Rafeinator

    Doom II's level design is antiquated

    I'm a newer gamer myself, and I think some of you are being too hard on modern games. I've seen a couple complaints about how modern games have too many cutscenes. I don't think I've yet played a newer game where there was a cutscene where it shouldn't have been. It just seems to me that over the years shooting games have moved their focus from complete total fragfests to be more focused on plot. For example: When I've played through DOOM II, I know it has a story and all, but I never really felt like I was fighting on earth and saving humanity. Halo, on the other hand, has a good plot and intricate backstory that makes it feel like your saving humanity from an alien onslaught. Reach, particularly, has some touching cutscenes. And for all of you who say that modern games are overly linear and don't give you the sense of hard-earned success from finding all the secrets, talk to me when you've found every last datapad in Halo Reach. There are still some good modern games.
  9. Rafeinator

    Glitches in Doom Builder 2 Testing

    Thanks, Boris! I tried the concave sector, and it worked. Then I tried replicating that second glitch, and it didn't happen, either. I'm not sure what caused that, but I glad it's gone. I guess this thread can be closed now, but before it is, can you give me a quick explanation of why single sector maps can't be convex? I'd like to know just out of curiosity.
  10. I'm relatively new to making custom maps with editors, but I was doing pretty well up until yesterday, when I started getting these strange glitches when trying to test maps. I'm editing with doom builder 2 and I'm using the jDoom/Doomsday engine for testing. I've confirmed that the glitches only seem to happen in the two following scenarios: - if I create a single sector, place a start point in it and try to test the map, it will immeadiately crash with a "segmentation violation" error. Also, in doomsday out it says "W_AddFile: ERROR: T:\Administrator\Temp\59brehhd\mshdwrxo.wad not found!". however, if I create a map with more than one sector,it at least loads and I can play it. That being said, - if I create a sector and then create another sector within the first that shares one or more of the first's linedefs, it makes some textures disappear. Generally it seems to be the wall and some of the floor next to where the two sectors share a linedef. You'll either just see the sky through where the wall and floor used to be or get a HOM effect. (Also, the map looks fine when viewed through doom builder's 3D editing mode.) This has completely baffled me as everything was working fine for about a week. I would be extremely grateful to anyone who can shed some light on this.
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