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esselfortium

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Everything posted by esselfortium

  1. esselfortium

    Alternative solutions for rendering moving geometry

    Minor tangent, but polyobjects not being limited to their original subsector was originaly pioneered by Eternity's dynasegs system in 2008 prior to ZDoom's miniBSP implementation in 2010. miniBSP is more advanced and EE's implementation was later updated to mostly match it, but it wasn't the pioneer. :P
  2. esselfortium

    MyHouse.wad

    Are you using an up-to-date version of GZDoom?
  3. Weirdly the issue you described seems to be affecting your posts as well, and all other ones I'm seeing here. I have no idea what's up with that.
  4. This forum is populated by the very same people who make Doom WADs, so threads dedicated to trash-talking ones you don't like never go anywhere good.
  5. esselfortium

    Doom Pictures Thread 2023

    Looks great, Danlex! Welcome to vanilla hell.
  6. esselfortium

    Chocorenderlimits/CRL 1.7 (January 3, 2024)

    Hmmm, probably ignore that request then. Thanks for considering it though! I'll check out the latest build and let you know if I run into any more issues.
  7. esselfortium

    Chocorenderlimits/CRL 1.7 (January 3, 2024)

    That sounds fine. Thanks again! One other thing I've run into, which might not be fixable easily: Binding the clear/move to max actions to F2 and F3 like they were in old CRL doesn't work because the original fkey functions override them, so I tried binding them to Q and E instead to have them nearby the movement keys. This works fine for the most part, but when typing in a cheat like idbeholdr, I hit E and get warped to the max visplane spot. I think some modern ports have a way of preventing this kind of accidental input, I'm guessing it's done by checking if you've just typed "id". No worries if it would be too annoying to fix, I'm just noting it.
  8. esselfortium

    Chocorenderlimits/CRL 1.7 (January 3, 2024)

    I would say there's probably not much practical value for mappers in the difference between the two different visplane errors you can get, and having the accurate number would be more useful.
  9. esselfortium

    Chocorenderlimits/CRL 1.7 (January 3, 2024)

    It also appears that visplane counts above 128 aren't counted. Knowing the actual number reached can be useful for knowing whether you're just a little bit over and can reduce something simple, or whether you need to completely rethink an area.
  10. esselfortium

    Chocorenderlimits/CRL 1.7 (January 3, 2024)

    Perfect, thank you very much for this! One bug I've noticed is that pressing move to max very quickly after resetting max will teleport the player to 0,0. Everything else seems great.
  11. esselfortium

    Chocorenderlimits/CRL 1.7 (January 3, 2024)

    Thanks so much! Leaving them unbound by default is fine, as long as they're bindable :) I think it would make sense for it to apply regardless of whether you're in spectator mode. Users should be able to figure out whether they're in a place that's physically reachable during gameplay or not. (In old CRL it was possible to record a max visplanes count while noclipping, it's fine. You just hit the key to reset it if it's a place that isn't relevant.) Good to hear there's an overflow catcher for solidsegs. If a counter is added, it should be for the original vanilla 32.
  12. esselfortium

    Bad map concepts

    Consider:
  13. esselfortium

    Chocorenderlimits/CRL 1.7 (January 3, 2024)

    I'm back with a few other requests :) A feature that's extremely useful in old CRL is the ability to use a hotkey to snap the player position back to the highest recorded visplane count, and another hotkey to reset the recorded highest. It would also display that highest recorded value onscreen so that you can more easily recognize whether you've hit an overflow while bouncing around haphazardly. And something that was never in CRL but arguably should be: the solidsegs limit. I'd also find it handy if there were mappable one-key binds for god mode and noclip. Thanks again for your work on this!
  14. esselfortium

    Why do people make Doom maps?

    Pretty much ever since I first found out you could make custom Doom levels when I was a kid, I haven't been able to stop. Doom has been my favorite game pretty much ever since I first laid eyes on it, and that seems unlikely to ever change at this point. Nowadays Doom is a place where I can put a lot of my creative interests together in one place, with level design, art, and music all working together to make something greater than the sum of their parts. It's just endlessly satisfying to be able to run around in a world I created, or to watch other players make their way through a level I built. Makes the good brain chemicals happen. It's also fun finding new ways of pushing the engine to do stuff that hasn't been tried before. The expanded possibilities with Quake mapping are very enticing, but I've never loved Quake the way I do with Doom, so I keep making things for Doom, and trying to turn that engine envy into creative fuel. :)
  15. esselfortium

    DBK03: Shrine of the Silver CyberPrimate (RC2)

    Looks great, congrats on the release! The Legends of the Hidden Temple theme is a fun new take on the Mesoamerican style.
  16. esselfortium

    MyHouse.wad

    I liked the incorporation of internet subculture horror into a new context here, personally. It's reminiscent of Iori Miyazawa's work incorporating Japanese internet horror stories into LGBT fiction, but in an interactive medium rather than in novels. Taking isolated concepts and imagery from the public consciousness and weaving them together into an affecting larger narrative is cool, and functions both as an interesting work on its own and as a cultural time capsule. (Of course, a notable difference there is that Miyazawa includes detailed citations at the end of each Otherside Picnic novel, whereas MyHouse is intentionally obscure about its origins.)
  17. esselfortium

    Were there ever any "DieselPunk"-themed DooM Mods?

    I haven't seen any, but I agree it would be a really cool theme to see done in Doom. So many unexplored themes out there still after all these years :)
  18. Not even in my top 30. It's a fine enough album, but Bob has done so many better ones. The Raven That Refused To Sing is an absolute masterpiece.
  19. Looking through the other replies so far, big thumbs up to Deadwing, Geogaddi, Fear of a Blank Planet, and Station to Station. Love those. It was one album out of five, give me a break! :P I could've just linked my top 30 GBV albums and called it a day, but I do listen to more than that.
  20. Off the top of my head, Guided By Voices - Half Smiles of the Decomposed Kikuo - Kikuo Miku 4 Radiohead - Hail to the Thief Steven Wilson - Insurgentes the pillows - Runners High List would probably be different depending on the day. Don't ask me to put them in order.
  21. esselfortium

    Multithreaded Renderer Beta [NOW IN MASTER!]

    This is awesome, thank you for your hard work!
  22. esselfortium

    MyHouse.wad

    I think you may have downloaded the wrong map.
  23. esselfortium

    MyHouse.wad

    I made the ambient version, Jimmy made the midi version. Neither of us were involved with making the map, we were just asked to make music for it. The speculation is fun to read but my brain is genuinely not advanced enough to make something like this.
  24. esselfortium

    MyHouse.wad

    I think that would defeat the point, just a bit...
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