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Gerardo194

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Everything posted by Gerardo194

  1. Gerardo194

    PS1 DooM music converted to MIDI grab here.

    My favorite Doom2 tracks using PSX soundfonts are: the intermission screen and stats screen, both are terribly hilarious.
  2. Gerardo194

    Early and unused DOOM 64 Level Designs

    So I could assume we are travelling between Hellish dimensions created by you guys, couldn't I? I really love Doom64 levels By the way, I'm making some fan, ugly 3D models of the missing Doom64 monsters along with a few new ones for a future fan-sequel. When they all are done, I will share its sprites for mods and a possibly future Doom64 Community project :)
  3. Gerardo194

    DOOM SLAYER en mortal kombat

    You can use translator, my brother uses it... The MK streaming was great, but it might imply that the leaked roster might have been correct. Anyways, still waiting Doomguy.
  4. Gerardo194

    Early and unused DOOM 64 Level Designs

    Hello @Hyde it's always good to hear more about Doom64 development, but I've always been curious about this: we know the Doom64 takes place in Phobos (info based on some game magazines) and it ends in level 8 (Final Outpost)... does level 9 take place in a more corrupted Deimos (according to the Doom story about Deimos being absorbed by Hell), in another arcane dimension, or Hell itself? Great to see you here in Doomworld!
  5. I consider Universal Soldier for SNES (played on a emulator) better than Super Mario 64. I really enjoyed Universal Soldier.

    1. Gothic

      Gothic

      I really like Final Fantasy, I think it's much better than Pong

    2. Gerardo194

      Gerardo194

      Pong has better lore than Final Fantasy and Chrono Trigger together. XD

  6. Gerardo194

    Early and unused DOOM 64 Level Designs

    That's right. Those levels from magazine's screenshots are quite interesting but I remember reading in a website that Id software didn't like those levels at all.
  7. No need to worry about it, when there's a problem, there's a solution... I remember it used to work properly when you sent the map to us.
  8. Gerardo194

    Early and unused DOOM 64 Level Designs

    Now I wonder if they still have the scrapped maps from early stages of Doom64
  9. Gerardo194

    PS1 DooM music converted to MIDI grab here.

    @mr-around it will never be heard 100% accurate as PSX itself, SPC makes octaves and delta time sound different besides it adds each track its own reverb effect that lacks here and ours, but I can assure you have everything OK here because we had this same code before my bro decoded the WMS sound format or something like that. Where you can find certain differences is in Final DOOM soundtracks but I love how it sounds :)
  10. Gerardo194

    Early and unused DOOM 64 Level Designs

    More Doom64 History, great!!! is this a sign??;) thanks for sharing this interesting maps! I knew No Escape level from Doom64 came after Tower Of Babel! :O
  11. Everything comes in due time! :) 

  12. Gerardo194

    Share a random fact about yourself

    I used to be afraid of spiders when I was a kid thanks to Hercules and the legendary journeys.
  13. Gerardo194

    DOOM SLAYER en mortal kombat

    @inkisidor555 quien sabe mi amigo. Si eso sucediera, sería un sueño hecho realidad. Siempre desee conseguir Mortal Kombat Armageddon para intentar recrear al Doomguy en el, pero al final no se pudo, muy limitado en crear personajes de Mortal Kombat Armageddon. Who knows, my friend. If that happened, it'd be a dream come true. I always wished to get Mortal kombat armageddon to try recreate Doomguy in it, but at last, couldn't manage to do it, Mortal kombat armageddon is too limited when creating a new characters in my opinion.
  14. No, I'm not referring to that. What I mean is when Pain Elemental spawns a lost soul it suddenly dies, but if you move yourself to another position, PE starts to spawn them properly.
  15. I thought you were referring to bloodfall textures... another interesting thing about Dis is that it is hard for the Pain Elemental to.spawn lost souls... i think the BSP tree is too big for it to spawn them, anyways sometimes manage to spawn them.
  16. I'm playing through Dis now and I didn't find any issues with texture animation. I'm testing it in the hardware (NTSC version) and they work properly. About the other bug that @riderr3 reporter, I remember seeing it first time I played it, (not included in beta 2 yet) we realized it was caused by lots of lost souls in the screen but it's hard to see it this time. About the usage of Fire sky, actually static skies consumes more memory than Fire sky.
  17. @DynamiteKaitorn i think the other guys are right, if your having any issues and don't know how to fix them you can tell us about the problem and we will find a solution to fix it for you. Tomb of malevolence had this same problem in Beta 2 0.0 (unreleased version) and we had to fix this for current Beta 2. Never give up, Bro!
  18. Yes, I notice that reporting you both did and I've been working on that! The reverb is actually there in all levels but you can notice that level 3, 5 and others have a short reverb effect on it causing you can't appreciate the reverb effect at all. In PSX (real hardware) each reverb is associated to each soundtrack, IIRC level 1 or 2 have the same reverb effect if I'm not mistaken meanwhile level 3 has another reverb effect... But with this findings you guys did, I've noticed another bug: doors, elevators and crushers are having a "univesal" reverb effect when only switches and item pick-ups have it. It means this is another thing to fix along with the reverb issues reported. It will be released in both ways, when PSXDoom Master Edition gets done completely, this port will be modified (again) to run PSXDoom Master Edition. Even you can create levels for the real hardware and run them here in GZDoom GEC Master Edition without the need to convert them into UDMF format, PSXDoom format maps are around the corner... Of course there will be more content for this, one example: The missing Doom64 monsters and so on.
  19. Yeah @Beezle it will be included in the future. Maybe upon completing the Doom Master Edition for the PSX, it's just a matter of time finishing that project!
  20. I spent a great night with my family. Good night everyone!

  21. Gerardo194

    PS1 DooM music converted to MIDI grab here.

    Let's not talk about that, please! This guy mustn't get his thread with things that doesn't make sense. Cheers @I.C.H.I. Znot
  22. @riderr3 about the Impossible Mission map, I've also encountered that bug too, but I think it must be some triggers you can't activate when going through a specific area. That map also had a bug in the teleporter that leads you to the red key card and Barons emerge from the floor...the map was OK, but you couldn't activate the triggers just like in the PC version, it's hard for the player to activate them in the PSX, so we fixed that bug before publishing the second beta.
  23. Gerardo194

    PS1 DooM music converted to MIDI grab here.

    Yeah @Impboy4 There you have your "fixed" samples, now everybody is happy about it, yay! :D Now we can ask Kaiser if he can fix the ones from Doom64
  24. Who knows if this is possible to add in PSXDoom, using pro action replay cheat codes in SNES Doom, one can play a map without objects but you also need another cheat code to get the keys...
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