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Shark

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Everything posted by Shark

  1. Shark

    PrBOOM-plus Sound Issue

    Greetings all, In my custom WAD I'm working on, I've been trying to change the pistol sound to that of the PSX/N64 version, as I prefer it when using the chaingun. However, when it is played by the chaingun in rapid succession, there are a bunch of clipping sounds in-between shots. This does not happen in GZDOOM. What might I be able to do to alleviate that? Is it a sample-rate issue? The sample rate in SLADE3 reads as '8124 samples at 11025 Hz', and my .cfg file has the following sound settings: snd_pcspeaker 0 sound_card -1 music_card -1 pitched_sounds 0 samplerate 48000 slice_samplecount 512 sfx_volume 5 music_volume 5 mus_pause_opt 1 snd_channels 32 snd_midiplayer "fluidsynth" snd_soundfont "sc-55.sf2" snd_mididev "" lowpass_filter 0 full_sounds 1 mus_extend_volume 1 mus_fluidsynth_chorus 0 mus_fluidsynth_reverb 1 mus_fluidsynth_gain 150 mus_opl_gain 50
  2. Shark

    PrBOOM-plus Sound Issue

    Update: so while that clipping/popping sound is still there, because of the sound quality/texture/what-have-you, it's much-less noticeable with the sound effect from RR2, so I will probably be able to use that fine.
  3. Shark

    PrBOOM-plus Sound Issue

    Thank you for the tip! I yanked it from a PSX TC WAD I had lying about; I'll see about the version in RR2 and update afterwards.
  4. Greetings all, I'm currently working on my custom DOOM WAD in Ultimate DOOM Builder, and all has been going well so far. However, now when I try to run the map, PrBOOM+ gives the following error message: R_InitTextures: 4 errors. This does not happen with GZDOOM. My first thought was that I accidentally left a few of the textures out of the TEXTUREx table in SLADE, but it looks like that isn't the case. The error message itself isn't too helpful; is there any way to determine which lumps exactly are causing the issue, here?
  5. Found the culprit; there were a few textures I had removed from the WAD that were still listed in the TEXTUREx catalog. For future mappers' note: when removing textures, double-check the TEXTUREx lump to make sure you have removed those textures from the list, in-case you get this kind of error with PrBOOM+.
  6. A bloody legend, you are. Somehow, I totally missed that WAD file when I was perusing the BOOM Utilities folder. Exactly what I was looking for. Thanks!
  7. Greetings! I'm working on a BOOM-compatible WAD that I want to have deep-liquid sectors in. However, I've hit a major roadblock when it comes to the COLORMAP part of the convincing-liquid effect. I've been trying to see if I could make my own COLORMAP, but it appears that this is infinitely-more difficult than the simple flat/patch/sound effect/etc. that I've created so far. I've attempted to find guides online (and have also looked over Doomworld posts like this one), but I have had no luck in either creating my own COLORMAP (that doesn't change the entire palette of the WAD), or editing the colours of a pre-existing custom COLORMAP lump. Here's what I need help with: - If you can walk me through the process of editing a COLORMAP lump, or provide a more-helpful guide than what I have been able to find so far, that would be great. - If you happen to already have a COLORMAP lump that changes the entire palette to green (deep nukage), or know of a WAD that has one, that would also be nice (though I'd like to know how to make it myself); so far, I already have two COLORMAP lumps that I have scavenged that are blue and red, but I haven't been able to find a green one.
  8. The older I get, the more I lean into classic-style DOOM gameplay. Classic aiming, autoaim, and more-traditional rendering options in ports like GZDOOM. I've come to find that the chunkier qualities of DOOM are hugely important to its overall aesthetic and feel (at least for me). I do use corrected sprites, though, as well as autorun. Additionally, I find it hard to play any FPS games anymore with under 120 FOV.
  9. Shark

    thoughts on DOOM 64?

    It was a joke referring to how much of a chore the latter parts of TNT are to play (honestly much more so than DOOM 64).
  10. Greetings all, I've used GZDOOM for many years, but have recently fooled around with prBOOM+/glBOOM+ in an attempt to get a more authentic DOOM experience while still having the option of playing with high FOV, high framerate, etc. Only thing is, I haven't found a way to play SIGIL or Nerve (one of my favorite DOOM II wads) with either fork of the sourceport. I know there are some command-line things I can do, but is there any way to get something like, say, Real667's DOOM Launcher to run these wads properly?
  11. Shark

    thoughts on DOOM 64?

    Amazing and underrated game, especially with the new episode Kaiser developed for the official re-release; it showcases his knack for classic DOOM mapping combined with all the wonderful trappings unique to DOOM 64.
  12. Now that's an idea that never even crossed my mind! Thanks mate!
  13. Ooh, okay, well, I can get the SIGIL_COMPAT.wad to work as an E3 replacement, so I guess that's okay. Still at a loss for Nerve.wad, though.
  14. I appreciate the quick reply! When I run the following command, DOOM runs with the SIGIL splash on the menu, but I cannot select SIGIL from the episode list (I also cannot warp to any E5 missions). This also happens in the launcher. Therein lies the crux of my issue.
  15. Shark

    GZDooM Dynamic Lights?

    After getting my hands on the latest version of GZDoom, I have finally seen how amazing it is. However, no matter what I do, I can't get dynamic lights and special lights on objects like Imp Fireballs and Candelabras to work. What is wrong, and how can I fix it? I would be very thankful if anyone can help.
  16. I was wondering if anyone could post a download link for a Quake I weapons pack for GZDooM or Skulltag. I know there's one for Skulltag, but I can't find the link anywhere. Thanks in advance
  17. Shark

    Questions for My WIP

    Thanks guys! This helps alot!
  18. Shark

    Questions for My WIP

    I am making a WAD for DooM II, and I was wondering about a few things (NOTE: I have little experience with this stuff, so please say it in a way a Newbie can understand) : 1: How to change or remove par times: If there is no easy way to change them, how to get rid of them all-together, like in DooM 64 where it just shows how long it took to beat it. 2: How to Change level names as seen in the Automap and the Intermission Screen. If I want my level to be called "Gibbet" instead of "The Inmost Dens", how do I do it? 3: How to change End-Chapter messages When MAP06, MAP11, MAP20, MAP30, and secret exits are used, how to change the story-update message. If you can help me, I would be extremely thankful.
  19. Shark

    Doom 4 should have...

    I think that many of the past replies are totally what DooM 4 needs. -Classic Monsters -MOAR SPEED! -Non-Linear Levels -Varying Level designs and much more. If DooM 4 was DooM II remade, I'd like to see the following scenario: The DooMguy clambers out of the pit that was triggered by getting the Blue Key and filled with Mancubi. He's finally able to go back out into the Caco-filled streets and open the gate to the next area. As the next level begins, flames begin to fill the sky, and the building in front of you topples over (not in a cutscene, better in real time). Out from the rubble advances Arachnotrons, which are quickly followed by Lost Souls, and the unforgettable first encounter with the now not so pushovery Spiderdemon. As you play Cat and Mouse through the city streets (while dodging the Chaingunners as much as posible), the Spiderdemon shows it's impatience with every rocket to the face you give it by smashing buildings and mowing you down with it's Minigun... Yeah... that would be sweet...
  20. Shark

    GZDooM Dynamic Lights?

    Thanks Gez, this helped me out a lot! If I had a cookie that Cacodemons couldn't hijack before chomping down on you in which you would proceed to Super-Shotgun him, I would totally give you one!
  21. Shark

    Doom Builder 64 Released (Updated 9/25/11)

    It somehow conflicts with the DB2 program, and won't even start up. I guess other people have the same problem too.
  22. Shark

    Doom Builder 64 Released (Updated 9/25/11)

    This sounds great! Too bad I have to get rid of DB2 to use it... *enter Cacodemon sadface here
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