-
Content count
22 -
Joined
-
Last visited
About Shark
-
Rank
Vent Core Frog-Blaster
Recent Profile Visitors
1059 profile views
-
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.
-
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.
-
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
-
Shark changed their profile photo
-
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+.
-
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?
-
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!
-
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.
-
How do you like your Doom game nowadays? freelook? or classic style?
Shark replied to DoomerNL's topic in Doom General Discussion
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. -
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).
-
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.
-
Help With Running SIGIL.wad and Nerve.wad with prBOOM+/glBOOM+
Shark replied to Shark's topic in Source Ports
Now that's an idea that never even crossed my mind! Thanks mate! -
Help With Running SIGIL.wad and Nerve.wad with prBOOM+/glBOOM+
Shark replied to Shark's topic in Source Ports
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. -
Help With Running SIGIL.wad and Nerve.wad with prBOOM+/glBOOM+
Shark replied to Shark's topic in Source Ports
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. -
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?
-
The year is 2017.
I'm a year through college now, but 5 years ago, I was a dumb, naive, Doom-loving imbecile.
Disregard my old posts.
I have learned much.
- 2401