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Grazza

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Everything posted by Grazza

  1. Grazza

    The Talosian Incident UV Max Demo Pack

    Prboom-plus has a walkcam. Activate that while watching the demo and keep an eye on those two arachs. If you increase the gamespeed a little when watching, then it should be very quick to verify.
  2. Grazza

    The Talosian Incident UV Max Demo Pack

    Just one small comment: Cyberdemons are (like Spider Masterminds) immune to splash damage. Hope this info helps with future battle-planning!
  3. Thread closed to prevent the inevitable warez requests.
  4. Grazza

    prboom Issues Thread

    That was map29 of CChest(1). CChest2 map29 was made by Boris.
  5. Grazza

    LAN in Prague

    Reuploaded, with Belial's name corrected (only the z moved; sorry, no l with the bar across it, but that is too easily screwed up by differing character sets). I also made a few trivial improvements in the text, and removed the extra folder info, because it was annoying me and I didn't really see what purpose it served. I am happy that the LAN party was the way it was. The word "party" being almost as important as the word "LAN" helped make it a very pleasant event all round. BTW, I don't see any reason not to release a package of the DM, CTF, etc., demos. They're of interest too.
  6. No, just the "limited edition" versions (11 and 15 levels respectively).
  7. Grazza

    The Talosian Incident UV Max Demo Pack

    I don't see that that should lead to any demo sync problems (all the original demos, and Kristian's new ones, play back OK with these wads just loaded directly from the zip), or give you any unfair advantages. Though you could have added all three wad files to your command line - wouldn't that be simpler? Also, in any cases where you actually need to do something DOS-like that XP won't allow, you can use Dosbox - it's fairly easy to use, once you've got to grips with it.
  8. That's rather more like Quake2 in the Doom3 engine though.
  9. Grazza

    Doom 3 in 1:09:18

    This might explain/confirm it. Sorry I don't have a better link than this, but a lot of the places I could find (from a quick look) seemed to claim that you could only do this with cheats, or were forum posts that weren't easily navigable. The trick appears to have been known for more than a year at least.
  10. Grazza

    Player Health (GZDoom)

    Perhaps you could achieve something like what you're looking for by forcing the player to play in single-player coop mode, and having the start/spawn spot in a place where you can only leave that area a certain number of times before it seals off permanently.
  11. Grazza

    QDoom woes...

    Several new versions of EDGE have been released since QDoom came out. Does it work for you with whatever was the latest version of EDGE when QDoom was released? (Check the file dates.)
  12. Grazza

    LAN in Prague

    Here is the package of coop demos (and a couple of SP demos) from the LAN: LAN2007.zip Gusta created this package, and I did some final checking and tweaking before uploading, so if there is anything horribly wrong, chances are it is my fault - let me know and I'll fix it.
  13. Maybe these links will help: http://www.cl.cam.ac.uk/~fms27/dht/dht6.html http://www.cl.cam.ac.uk/~fms27/dht/dht5/ (older) http://www.cl.cam.ac.uk/~fms27/dht/future_of_dht.html ftp://ftp.sogang.ac.kr/.3/msdos_games/ftp.cdrom.com/id-mirror/lmps/dht-exams/ (old cdrom.com mirror that escaped the later file-pruning in the lmps section)
  14. Grazza

    How do I keep from being a screw-up on wads

    As a general point (i.e. not specifically related to making wads, but to making anything), I find that a lot of errors that make it into released products are due to last-minute changes. This often introduces quite elementary errors of a type that wouldn't have survived for long at any earlier stage of the creative process. The solution is to have the final stage of the work as a purely error-trapping process, just making sure everything works correctly, with any changes being restricted to pure correction of specific errors. Some self-discipline is needed to avoid the temptation to make a few other last changes during this stage. If you do succumb to this temptation, you need to be aware that a cock-up is being made more likely, and be sure to check these last-minute changes extremely carefully.
  15. Do you mean that it worked fine when you were making it? Or have you downloaded the package that is now available and find that map12 still works OK? Edit: the ones I listed (2, 3, 8, 11, 12, 13, 15, 16) appear to be Hexen format (if I'm understanding the information from Doombuilder correctly), which would explain it.
  16. No. I just played those maps that would start up at all without Zdoom. More to test them than anything else, given that it sounded like many wouldn't strictly require Zdoom to work (and thus be more interesting from a recording viewpoint). I made a note of the following (not all Boom features, but possibly things contrary to the plan for this wad):Includes Doombuilder camera object: 9, 14 (crashes some exes) Texturing problems (I'd guess due to using the Zdoom feature of mixing flats and textures, etc.): 7 Has Boom-only switch(es), etc., needed to complete the level: 4, 5 Has Boom-only switch(es), etc., but the level can be exited without them: 6 (two archies don't teleport in, kind of ruining a trap) Program exit at map loading even in prb+, which 'forgives' some problems that crash Boom (haven't investigated reasons): 2, 3, 8, 11, 12, 13, 15, 16
  17. Grazza

    prboom Issues Thread

    Which map/wad? Are we still talking about cc2 map29? Map coordinates and more description please. The most useful thing would be to supply a demo where you punch the air at the point(s) where you are seeing the problem.
  18. BTW, some of the maps use Boom features (et al.). This isn't really a problem, since the whole thing needs Zdoom anyway, but it is contrary to the stated design specs: Anyway, if you want details, please ask. If your intention was that people would be able to play it in any port, as long as they were willing to forego the decorate monsters and mapinfo effects, then it fails in that respect on most maps. Thanks for explaining the map14 problem - that one had been puzzling me.
  19. Grazza

    Easier way to watch demos

    BTW, the way I have set up the pattern-matching for the two releases of Alien Vendetta is as follows: The wad named av.wad should be the current (compet-n) version. The wad called avold.wad (created by myk, IIRC) should be the one of that name that contains those maps that were different in the initial release. In the autoloading for old av demos, av.wad is loaded, followed by avold.wad. This means that there is no need to rename anything (demos or wads). It also works fine if you have renamed the initial version to avold.wad though (the fact that av.wad is loaded first does no harm to anything, even though it is not needed in this case). The pattern-matching also works for the files at the DSF FTP site, in case you have those (some of them were renamed for inclusion in the demo-pack as released). http://www.doomworld.com/sda/av.htm
  20. Grazza

    Easier way to watch demos

    I haven't come across a version of the demo-pack with those names (that's why they are unsupported) - it sounds like someone renamed them. Easy enough to incorporate. Just add "|(avold[0-3]\d-uv)" into demo_pattern31 (so that instead of "(av24tele))\.lmp" there is "(av24tele)|(avold[0-3]\d-uv))\.lmp" ), and it should work fine. Any idea at all where you might have downloaded this from? Perhaps there are other renamed demos there too.
  21. Grazza

    Easier way to watch demos

    Another update. There are now 1120 patterns, and many of the existing ones have been improved. The additions are mostly for older or more obscure stuff, and quite a lot of DM demos too.
  22. Grazza

    Go 2 It... anyone done it?

    Mmm, I think a bit of sarcasm-detector testing is going on here. Though it must be said that you don't get much in the way of melee weapons at the start of pl32. If you want to make the level a bit harder, you can play with the coop monsters - this adds a few extra cybers near the end. Pl32 demos can be found in the normal place.
  23. You can increase the mouse sensitivity.
  24. It always takes a little while to adjust to a new control set-up. The fact that you're already noticing some improvements suggests that it is worth sticking with it. Just keep practicing and it should all come together before long. The WASD set-up (or something similar) that Hobbs describes is pretty popular. It should start to feel comfortable after a while, and leaves your thumb plenty of room to hit Space and keeps your fingers close enough to the number keys too (try ESDF instead if you're finding it too awkward for some reason - keyboards and fingers differ, after all). I'd definitely suggest dumping Ctrl for fire - the left hand already has enough to do, while the fingers on your mouse hand are underemployed otherwise. If you find you are hitting the Windows key (if that is on your keyboard), then this can be disabled. Do a web search (for, e.g., "disable windows key") to find out how. Note that if you do try this out in a port, there should be a way to disable forward mouse move, either via the menus or by editing the cfg/ini file.
  25. Grazza

    Eternal demos [-complevel 2]

    OK, found it: this demo (et24-624.lmp) features the old incompatible stair-building method (fixed in prboom-plus 2.4.6.1 @ 26-Aug-2006). That's why it won't play back with Doom2.exe or other exes that emulate it accurately in this respect.
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