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Cacowad

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About Cacowad

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    Blasphemous

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  1. Cacowad

    Blasphemer discussion

    Hello there, it is an easy fix using the assembly tool, there is no need to manually modify the offset. Thank you for the report!
  2. Cacowad

    Blasphemous Experiments: an episode for Heretic

    Hey there, glad you two are enjoing the wad! @Nihlith Thank you for the video, your absolute refusal to usa time bombs was amusing. Never tought of transporting gasbags from a room to another, it gave me a couple of ideas.
  3. Cacowad

    Blasphemer discussion

    Yes, that answered my question, thank you.
  4. Cacowad

    Blasphemer discussion

    I'll agree with MrFlibble. Are you using the Blasphemer palette as a base by any chance?
  5. Cacowad

    AI Generated Title Screens

    Looking at all those images at once is making me physically sick. It's glorious.
  6. Cacowad

    Blasphemous Experiments: an episode for Heretic

    Hello again, wad has been updated. Changelog: made some changes to e1m2 to prevent out of bound issue. made some cosmetic changes to e1m2. added 4 bombs in e1m2 to accomodate countinous play. fixed (?) possible softlock in e1m3. added secret to e1m3. fixed some lines in e1m4 being passables. Players are now locked in when entering the "mandatory secret" room. That's all. Until next time. 28/11/21 edit: Fixed title screen not showing on zdoom\gzdoom.
  7. Cacowad

    Blasphemous Experiments: an episode for Heretic

    That door has been a pain for as long it has been around. I might want to lock the player in that room at this point... I'll make a new revision once i get my pc back.
  8. Cacowad

    Blasphemous Experiments: an episode for Heretic

    I must say, it is a fantastic midi pack and really accomplished their goal to stay faithfull to the original soundtrack, but i really don't think it is a good fit unfortunately. Raven pack 2 on the other hand... unfortunately is not finished yet.
  9. Cacowad

    Blasphemous Experiments: an episode for Heretic

    Hello there, thank you for the praise! I've been looking for midis around, but i could not find anything fitting unfortunately. Maybe i'll stumble in something someday.
  10. Cacowad

    Blasphemous Experiments: an episode for Heretic

    Hello there, thank you for playing. I'll fix the out of bounds issue, good catch. Regarding the ethereal crossbow: it's not a bug, is supposed to be multiplayer exclusive. You can still find the crossbow in pistol start in the secret area near the start.
  11. Cacowad

    Blasphemer 0.1.7 released

    @game Be sure to use blasphem.wad as iwad, as blapshdm.wad is deathmatch only.
  12. Cacowad

    Blasphemous Experiments: an episode for Heretic

    I hope so, maybe it take a bit to update the file in drive? Edit: apparently, the metadata in the .zip is messed up, but the file is updated correctly. You are good to go.
  13. Cacowad

    Blasphemous Experiments: an episode for Heretic

    Hello there, again. New version Up at the same link, there are small fixes to E1M9.
  14. Cacowad

    Blasphemous Experiments: an episode for Heretic

    Hi there, thank you for playing! I can't possibly fathom how that was possible, but they were passable. Fixed. My bad, made some alterations to the texture pack when i included it, and must have messed up. Fixed. Did not realized tag 666 worked only on liches?... I'm sure i recently played a map where dsparil was made E1 boss and those worked, maybe it is a zdoom thing and i'm getting very confused. Anyway, added an emergency switch just in case. I don't really get this explanation, i assume you are trying to manipulate the rng by placing things? It may work for the very first map of the mapset, but would it not for each subsequential one? I could be convinced to do something if it's not too hacky. Also i'm one of those who play that way >:c Can't really do much about it, pvs "fix" seems a little weird, i don't really know how the firemace is handled in the soucecode, but if it is generated upon with a p_random function call then you could technically manipulate the random table to make it appear in the first map loaded. but honestly it's tacky and not intended behaviour. The maps are balanced enough to not need the firemace at all. You won't belive it, but is not misaligned, it's supposed to be the upper part of the "dome" collapsed on the ground... Not really noticable enough i suppose. Is intended that the maulotaurus would eventually end up into a teleporter and teleport into the domus, it started as a unintentional zdoomism in my Hymn submission (maulotaurus in zdoom 2.8.1 can drop off ledges) and i kept it . Now i'll need to double check if in crispy it can teleport in at all at this point, as i belive it would. I could maybe change it into a classic teleport closet. BK door is just for firemace and ease of navigation, that switch does nothing else. All of those are node builder related, i especially struggled with the third one for a long time, but could not fix it no matter what i did. I'll try to think of something. Fixed. Why couldn't i fix it before is a mistery. All fixed. Hoping i didn't broke anything else, you can find the new version at the same link. I'll try to find some music, but no promises.
  15. Cacowad

    Blasphemous Experiments: an episode for Heretic

    Hey there! i'm always open to suggestions\feedback\demos\etc, also things always slip trought the cracks... One man can only do so much to test everything. Once everything's in order i'll upload it to idgames as "finished". TL,DR: Yes, i'm very interested!
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