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About Shark

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    Vent Core Frog-Blaster

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  1. 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.
  2. 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.
  3. 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
  4. 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+.
  5. 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?
  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. 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.
  11. Now that's an idea that never even crossed my mind! Thanks mate!
  12. 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.
  13. 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.
  14. 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?
  15. 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