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RetroWolf92

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About RetroWolf92

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    Warming Up
  1. RetroWolf92

    Doom Neural Upscale 2X [v 1.0]

    Whaaaaa!? Are you saying you've already added them!?
  2. RetroWolf92

    Doom Neural Upscale 2X [v 1.0]

    I'll be all over this mod as soon as it includes all the full rotations, but that will be a while I'm sure! :3
  3. RetroWolf92

    Doom Neural Upscale 2X [v 1.0]

    Will this eventually include the full rotation sprites for all the vanilla monsters? Edit 2 minutes later: Don't listen to me, I didn't read. XD
  4. Been a good while since I have had any interaction with any part of the Doom community... so here we go. I fancy myself an average mapper and coder in Doom, at least when it comes to all the basics (ACS,Decorate,SNDInfo,MAPInfo, etc.) The point is: I've been working on and off on the next (and hopefully last) version of my TC of The Theatre. One of the things I have wanted to add to the mod is a custom main menu akin to the original Unity game. It doesn't have to be exact. I really just want to change it to be more fitting to the TC is all. I have read through the ZDoom Wiki page on MENUDEF several times and still don't understand it. There are some values that come after menu entries that are, as far as I've seen, never explained. I've looked at Brutal Doom as it contains a custom Brutal Options menu on the main menu (as does RGA, which I have also looked at) for some examples and using parts of it's code as a base, but still haven't had any luck. The brunt of this is, I'm looking for someone who can make a simple menu that contains NEW GAME LOAD OPTIONS QUIT That much I believe is doable in menudef. The other bit, the outcome of selecting anything that isn't NEW GAME immediately crashing the engine, I would need to know if that's even doable through menudef. Otherwise I'd probably just have it display a fake error message on that menu.
  5. RetroWolf92

    How did you play Doom in the old days?

    Maybe on an older version of SETUP.EXE? Mine (v1.9) lets you set whatever keys you want for whatever actions.
  6. RetroWolf92

    How did you play Doom in the old days?

    I was born in '97 and started playing Doom around '01, keyboard only. Not by choice either. I only had Doom95 back then, and for some reason Doom95 has that weird problem where it doesn't take mouse input. I still occasionally go back and play D95 for nostalgia.
  7. RetroWolf92

    The Official 'Trying to Find a Specific WAD' Thread

    Yes! Thank you so much!
  8. RetroWolf92

    Hub based mod.

    Oh, I didn't even know that existed. Thank you, though. I will move this there. :P
  9. RetroWolf92

    The Official 'Trying to Find a Specific WAD' Thread

    I will understand if nobody can find it, as my memory of it is rather vague. But there was a mod I played on late Skulltag\early Zandronum that had a small hub world you would return to many times. I think I saw it hosted with brutal or complex doom or some other mutator addon. The first version of the hub map was rather small and tame. I remember you start outside and there are two security booths just outside a giant main door. The biggest thing I remember was the final version of the hub at the end of the game. There was a large circular room full of monsters that went downwards from the outer rim in, a little side room at the top. and I think the track that was playing in the level was this track. I swear it's on the tip of my tongue, but I can't think of it.
  10. RetroWolf92

    Hub based mod.

    I will understand if nobody can find it, as my memory of it is rather vague. But there was a mod I played on late Skulltag\early Zandronum that had a small hub world you would return to many times. I think I saw it hosted with brutal or complex doom or some other mutator addon. The first version of the hub map was rather small and tame. I remember you start outside and there are two security booths just outside a giant main door. The biggest thing I remember was the final version of the hub at the end of the game. There was a large circular room full of monsters that went downwards from the outer rim in, a little side room at the top. and I think the track that was playing in the level was this track. I swear it's on the tip of my tongue, but I can't think of it.
  11. RetroWolf92

    Doom Builder 2 Texture Alignment FAIL

    Thanks! I guess I'll convert my map then. It's just... I've been using ZDoom (Doom in HeXen) mapping style for a long time. I guess I'll have to change though. Also as for sliding a wall 1 mu (one little tiny pixel) I wanted the textures and walls to sit flush to each other. Anyhoo, Ima close replies to this topic if I can.
  12. I dunno where else to go. My problem is that I can't align the textures because I can't individually control and adjust upper and lower textures. This is pretty annoying considering I'm a decent mapper (I'm the dude who's making TheTheaterTC for Zandro) and I can't find an answer. I've looked on google, nothin'. So if anyone has an answer to this, it'd be much appreciated. [Edit as of 24 January 2015] Using Gez's suggestion, I'm going to just use UDMF (Universal Doom Mapping Format, right?) for my maps now.
  13. RetroWolf92

    Icon of Sin Cube Summon?

    "Flame Skull"... That was my original name for literally everything Doom related, it's a name I now heavily despise. For the new signature thing, I changed it because there was alot fo inaccurate info on it. So yeah...
  14. RetroWolf92

    Icon of Sin Cube Summon?

    I've been looking for such a command\actor name since I found out you could summon the icon of sin in other levels than Mao30. I know of the BOSSEYE and BOSSTARGET commands. For those who don't know: BOSSEYE = How the Icon of Sin sees you and says "!oremoR nhoJ ,em llik tsum uoy emag eht niw oT" BOSSTARGET = Where the SoulCube would land, but it also seems this is how it's summoned too, weird. If it's possible or not, please do tell.
  15. RetroWolf92

    QDOOM.2 - progress + screens

    Been waiting a while. When is it being publicly released?
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