-
Content count
14270 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by Grazza
-
Nightmare is fun, at least on some maps. A lot of older maps are deadly dull to play in standard ways, and NM can often totally galvanize the gameplay. On some maps it does make it a rather unrewarding ordeal, but no one is forcing anyone to play them in this way. NM is just an extra option that works well sometimes and not in others. There's really no "e-penis" business here, at least not among those who have given NM tasks a serious go. If you look at the comments from recorders who play a lot of NM, many of them are self-critical, and almost all are respectful towards other recorders. Moved to the Demos forum, since it ~90% belongs there.
-
I agree that in Boom-compatibility mode this MBF feature should not be supported. This doesn't really lead to any enormous problem, as it just means that the standard (or normally replaced) sky will be displayed instead - i.e. a cosmetic issue, rather than one that breaks a level.
-
Zom-B: so, you are saying that you have the modified exe and the unmodified Doom2.exe? If so, what I described will work for certain. You just need to check dehacked.ini that the names for the two exes match those of the ones you have. If you have an unmodified copy of the dehacked.ini supplied with dehacked 3.0, then those names will be doom2.exe and doomhack.exe. If you don't in fact have the original Doom2.exe (and don't have an original disk from which you can get it, or else only have Collectors Edition, which is no use for this purpose) by downloading the shareware Doom for DOS. Rename the exe as Doom2.exe - it is 100% identical, byte-for-byte. The only other thing I can think of that might stop this working is if you are using long filenames or long directory names. If so, putting everything in, e.g., c:\doom2 will solve this.
-
Updated once more. Patterns added for a few recent demos, and support for a couple of things from far-flung corners of the web which no one else is ever likely to find, etc. BTW, I shall be away the next two weeks.
-
Currently we're at 2569. 2560 (and the following few) featured new code (gl_wipe.c), and 2565 and 2568 included fixes for compilation. I suggest updating and trying again.
-
Whacked2 can't be used for this purpose - you have to use dehacked.exe. You need to make sure the "editname" in the dehacked.ini file matches that of the modified exe. Then start up dehacked.exe and save it as a text deh patch. This output deh will be the same as the one originally used to create the exe, with the exception of any text comments, or any lines that were unable to be read properly, etc., or any that triggered bugs in dehacked. This can also be used as a way to track down problems in a deh patch (e.g. load the Batman deh patch, then save it again in the this way, and you will notice a discrepancy when you compare the output deh with the original one).
-
Kai-Uwe Humpert showed in 1996 that there is a straightforward way to get practically unlimited kills on map30, which pretty much killed off interest in this challenge. Getting the best percentage would consist of starting off the way he does, leaving the computer running for a loooong time, and then coming back for the last minute or so and hopefully not screwing up.
-
At the Prague LAN, Opulent and I used what was the current 2.4.8.2 test version at that time (this version was from after the "New mouse code without SDL lags" was added). We played for several hours with absolutely no problems. I don't think we did anything fancy in terms of set-up. There's a link to the current version here. I strongly recommend the "test" version, rather than earlier releases, for all purposes. If there is still a problem, one thing you could try is seeing if it makes any difference which player joins the game first: i.e. the one on the computer that is running the server, or the one who is on the other computer. (IIRC, in Prague we found it worked best if the player running the server joined first.)
-
There are Cervantes-style demos (mouse-only/one-handed) by both Vroomer and cack_handed.
-
So you're saying that Doom and Doom2 are too easy because their top skill level is too hard? Doom(2) on NM is certainly a lot tougher than Quake on NM.
-
You can disable vertical movement. With the original exe you can use a TSR such as novert, and with ports there is normally an option to disable it directly (if no other way then by setting vertical sensitivity to zero).
-
Looking for original DFEAR series
Grazza replied to Andy Olivera's topic in WAD Releases & Development
Yes, these are all much too large for emulation (though what one would be attempting to emulate in these cases is unclear given that Doom2.exe's behaviour itself is erratic). The criteria for emulation are:the size of the overflow no more than 16 bytes the size of the REJECT lump is divisible by 4 -
Is this what you're looking for?
-
OK, the question has been answered (and yes, the original poster could have found out for himself in a number of ways with just a minute or so's effort), and I foresee nothing good coming from leaving this open again longer. Also, please take any smack-talk some place else.
-
There's no need to use the DOS version. There is a Windows version of 1.17c, and the demo plays back OK with that (tested with -fastdemo).
-
Looking for original DFEAR series
Grazza replied to Andy Olivera's topic in WAD Releases & Development
Yes, those work OK for me, using the RMBed versions of the maps provided at DSDA. The location of these is not entirely obvious, it must be admitted: http://competn.doom2.net/pub/sda/0-a/18.zip http://competn.doom2.net/pub/sda/0-a/20.zip http://competn.doom2.net/pub/sda/0-a/21.zip http://competn.doom2.net/pub/sda/0-a/23.zip http://competn.doom2.net/pub/sda/0-a/24.zip http://competn.doom2.net/pub/sda/0-a/25.zip One thing I noticed when checking this stuff a while ago was that Donner's map25 demo plays back OK (using just dmonfear.wad) when using both prboom-plus's reject overflow emulation and REJECT padding with zeroes. So am I not quite sure what to make of the fact that five of his other demos don't work. Maybe he just recorded them and released the pack without checking that they played back. Or maybe on his OS/environment they did happen to work, because it was padding the REJECT in a consistent enough way that the demos worked for him (i.e. by pure fluke). BTW, I set up the autoloading patterns so as to make as many dmonfear demos play back as possible. If you find ways to make additional ones play back, please let me know and I'll make the appropriate changes. -
Looking for original DFEAR series
Grazza replied to Andy Olivera's topic in WAD Releases & Development
I've got them. Should I use the e-mail address in your profile or something else? (PM me if you're worried about spambots getting hold of it.) (Though Donner's 18, 20, 21, 23 and 24 demos don't seem to play back with these versions either. As I understand it, the problem is due to bad REJECTs, rather than changes in the maps.) -
A fair proportion of Final Doom demos (e.g. at compet-n, where there are something like 1600 of them in total) were recorded using the Final Doom exe, and I don't recall any instances of players getting stuck as a result of the teleporter bug. At least, if they did, they kept this fact to themselves - you'd normally expect at least a comment and often a "wtf.lmp" to be included if something weird had happened during the recording session.
-
Works OK for me. http://varunabhiram.com/odark.zip
-
You're using an old version (2.4.3.1 or older). I recommend the current 2.4.8.2 test version (while it is called a test version, the nature of this port and its method of development mean that the latest test version is generally at least as stable, compatible and bugfree as earlier releases). You can get it here. In case you have trouble finding its new location, it is in Options - General (5th page). Note that the document called "usage.txt" lists the additional options and where to find them.
-
Just to clarify, in prboom-plus, you can set the sensitivity for mouse move and that for mouselook independently, but you can only use one of them at a time! BTW, if you wish to use mouse move, I would suggest using some mouse acceleration (if you aren't already doing so) - play with this setting until you get something that suits the way you prefer to control the player. And thread title amended.
-
Kristian's post said it all, but I'll be kind and just merge the threads. Me, I use uHexen for everything, whether it runs it or not.
-
Most disappointing Doom WAD or project ever?
Grazza replied to the iron hitman's topic in WAD Releases & Development
Split because otherwise there would be a spate of posts with people responding to comments from six months ago without realizing it. -
http://www.doom2.net/~compet-n/database/cn.cgi?map:doom2:15+2005:7 (non-TAS, of course; an 's' in the file-name signifies secret exit, in those categories where there is a distinction between secret and normal) TAS demos by Sedlo (info on this page): http://www.doomworld.com/tas/pa15x103.zip http://www.doomworld.com/tas/ns15x219.zip
-
I received the e-mail no problems, but replied here. The list of other recipients looked plausible enough.