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riderr3

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About riderr3

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  1. As well can be mentioned rare nightmare Spider Mastermind on "We who are About to Die". Also there are spectre enemies (translucent ones). For example on "The Enemy Inside" one of cyberdemons is a spectre variant. This rocket launcher room is pretty closed and the framerate inside is average. For all years of playing original PSX Doom I've not remember such linedef skipping, it may happens after engine was updated and some stuff added/synchronized with latest version of DOS Doom. But I can be wrong. As usual, we can ask @Impboy4 or GEC I agree and I also mentioned this. @mr-around made some changes to the DM part of map and now it playable but it was a bit unbalanced by the point of items.
  2. @Erick194 @Gerardo194 Hello again, so here are huge load of bugs what I found in Beta 4 as well as suggestions. Also this time I played in coop link mode, and the second console is used PSIO cartridge, it worked fine for me so it compatible with Master Edition. Also tried deathmatch mode. Settings bugs: Engine bugs: Mapping bugs: Multiplayer bugs: Suggestions:
  3. On the one hand, it would be useful for someone. And the other... It was not in DOS Doom. And also adding any additional stuff will consume game memory and potentially can reduce the framerate. Let this leave in the thought of GEC (maybe these ticks can be put in the "extra settings" and can be enabled later). And this does not confuse controls if you turn and strafe at the same time? I hope all additional features will be in the "extra settings" and will be disabled by default. I agree this still be limited for 1 map, but we still waiting tools update and then update/optimize some maps. Those tools are outdated like 3 or more years.
  4. I suggest to name the compilation of new and original maps “Definitive Edition”, otherwise terrible confusion will occur between the versions with original maps and without them. I remember Master Edition is also called source port based on GZDoom (later correctly DZDoom) and it disappointed me.
  5. 1) After this project there will be possible a fan compilation which contains combined maps from original and Master Edition, it's said before. 2) I suppose a patches for original PSX Doom/Final Doom images will be available later which bring Master Edition features. Some people are prefer to play Master Edition maps separately.
  6. riderr3

    Doomworld has been compromised.

    That red banner on the top freaked me at the first... But later I made security changes and re-logged without any problems. It will be sad if the old accounts which they have not visited for a long time will be hacked and the attackers use this accounts on their behalf.
  7. I don't think this is a rational decision for current project. I hope everyone remembers that some time after the release of Master Edition will be update to tools where will be possible to create your own addons/projects to everyone. Including, let's say “Definitive Edition”, compilation of standard PSX Doom/Final Levels and Master Edition levels. Remember also GEC has other projects and we will not slow them down, and so 3 years have passed since the last update.
  8. There is also good news from me - I have the opportunity to test the Coop/Dm mode on the real hardware, since I recently had a second PS1 unit that I decided to keep for myself after repair, as well as the third party link cable, which works fine. I will post photos of Coop/DM modes later just after the release of Beta 4. Also about Last Call map of TNT episode. I’m not sure how you guys restored voodoo dolls behavior, but if not, then it makes sense to remake a torch puzzle into something more suitable for PSX Doom engine. Cyberdemon also takes a lot of memory there, it may require of change to something different and a slight remake of that arena. And by the way, after the release of Beta 4, of course we are waiting for the update Tools&Projects stuff.
  9. This is what happened when you not updating Gzdoom for a long time:

    Execution could not continue.
    
    Script error, "cheello_voxels.zip:zscript.zc" line 11:
    Version mismatch. 4.8.2 expected but only 3.2.0 supported

     

  10. riderr3

    Where to start learning good map design?

    @The Doommer http://doomlegacy.sourceforge.net/hosted/level_design_r3.txt
  11. Gzdoom Builder/UDB users. For those who are faced with stuttering in 3D mode - reduce view distance. In my case, a decrease in value from 10000 to 3000 are mostly helped.

  12. riderr3

    A first map

    I think it needs a few more height variations. Also those red bricks is familiar, I used them in some of my maps.
  13. riderr3

    What're Your Favorite 90's Wads?

    I can highlight other wads from authors who made Master Levels.
  14. Many time has passed, and I can ask the same question. The only what I can find on my hard drive is the folder with MIDIs contain that track and has timestamps by the 2013. It also contains some midi tracks by @pcorf, if you opens them with SLADE3 and look at the midi information window. I uploaded it just in case, maybe somebody knows where it comes from: https://www.mediafire.com/file/rzks42u3neg33v7/LauraMIDI_pack.zip/file
  15. @Joshy My map is updated. Download here v2 changes: -in swamp area, removed small metal platform which cause some sectors being not properly damaging. -removed redundant tag 7 from small swampy river, which activates along with lift in another place.
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