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mark55

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Posts posted by mark55


  1. 3 hours ago, P41R47 said:

    I have DoomRetro on a main folder along the IWADS and batch files, and then pwads and dehacked patches on their respective sub folders since the first builds of DoomRetro and never encounterd this.

    What wad you were playing?

    That could help to reduce the problem and allocate it properly.

    Also, Was there any program open on the back besides DoomRetro?
    Program like Slade or something?

     

     

    So my directory structure is admittedly disorganized from an old gzdoom install, i have a bunch of wads in E:\games\doom\gzdoom-r345 and inside that i have E:\games\doom\gzdoom-r345\retro where Doom Retro is installed.  If I manually copy AV.WAD (alien vendetta) into \retro it plays with music fine, but if i select the AV.WAD inside the upper parent directory \gzdoom-r345 there is no music.  This is the same for any wad i try, including just selecting doom.wad itself and playing vanilla doom. The wad must be within the same directory, or sub directory, that Doom Retro is installed in, or it wont have music. 

     

    It might be a weird edge case with my outdated windows install etc, it's not a big deal for me because i can always copy the wads over to get music.


  2. That's why I like the double barrel shotgun. Its power feels "genuine" which is rare in games and makes it so satisfying to wield. Developers design their weapons around the game and monsters in the game, so the weapon is always part of the gameworld. A shotgun in a game wasn't independently built at some arms factory for maximum carnage, and it wasn't designed to simulate some super ballistic model. They're specifically balanced and placed in the game around the requirements of the game. So in most games with a double barrel shotgun, the game was designed from the ground up around having such a weapon, and the end result is basically a generic shotgun with a double barrel skin, just a big blast and underwhelming standard shotgun performance.

    But most of doom's monsters were designed and balanced around the single barrel shotgun, with the double barrel coming later as an afterthought, so the designers were trapped with a baseline power multiplier they couldn't escape. They had to make it powerful and thats what gives it its flavor.


  3. I just found out that the little square that holds the blue key on E1M4 is what triggers the doors.

    That's right, for the past 16 years or so I've been playing doom if I got trapped in that room I thought I had to wait for the next cycle, and only got out by my impatient circling unknowingly triggering the opening lol


  4. I wonder how much the gameplay would change if the ticrate uncapped too.

    I assume doom game code is hard coded to tic counts so it would be a lot of effort to re-code it to time counts. But if for example a shotgun zombie takes 35 tics after firing to fire again, you could recode it to take 1000ms or whatever it is between firing, and then uncap the tic rate so the player could fire a shotgun and get a hit on the next frame rather than the next vanilla tic which could be hundreds of frames away.

    It would break demo compatibility pretty hardcore and alter the gameplay a bit for what I imagine is not much benefit though.

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