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Jon

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Everything posted by Jon

  1. Jon

    Things about Doom you just found out

    Many of those cited misalignments I think are exactly as the mapper intended (eg e1m1) and aren’t misalignments at all. It might be a good idea to take the misalignment spotting to another thread.
  2. Jon

    Things about Doom you just found out

    Yeah, a bit of a cult classic but I think Event Horizon holds up today
  3. Lol at Fabian giving very precise instructions and most people not following them
  4. Jon

    Haaslok's Art Thread

    Once upon a time I planned to write a story/aesthetic which was liberally based on UFO: Enemy Unknown (itself not exactly the origin of most of those tropes) but then XCOM: Enemy Unknown came out and revived that franchise so I didn't. But fundamentally changing to aliens instead of demons I was keen on, to distance from Doom, and the idea of the antagonist trying to tweak our different primeval fears -- I thought was a great way of explaining the wide pantheon of monster types.
  5. I thought this was fixed by {chocolate,crispy}-midiproc? It does, but not as lumps in WAD files (I believe). As with Chocolate, the system looks up a mapping of in-wad music lumps to out-of-WAD ogg files via a sha1 hash of the in-wad LUMP. e.g. this line b2e05b4e8dff8d76f8f4c3a724e7dbd365390536 = doom1-music/d_inter.flac tells the engine that, whenever it is about to play a music lump with the sha1 checksum of b2e05(etc), instead, play the file doom1-music/d_inter.flac (relative to the music pack CFG). Taken from the sample music pack CFGs here So to achieve what you want, I think you'd need to extract the lumps and build a cfg file that mapped sha1sums of the lumps to local paths for them. The lumps in the WAD would also need to be named in such a way that the vanilla engine tried to play them.
  6. Jon

    Build Boom on DOS

    Congrats! Do you have plans to publish your work?
  7. Jon

    PrBoom on the Nintendo 3DS

    It’d be cool to have a comprehensive review of the various 3ds ports on a doomwiki page
  8. Jon

    Build Boom on DOS

    Well yeah so win32 djgpp would do it, but only if you can find one that both works with the source you’re dealing with and runs on your system.
  9. Jon

    Why Was MS Synth Removed?

    I didn’t realise it was. They are still pretty different, right? from what I recall, the readme for BTSX states the musicians specifically designed for the MS synth, so that’s what I was referring to. I’d be surprised if they sounded identical on a SC-55, I imagine they expose quirks and peculiarities of the MS synth.
  10. Jon

    Build Boom on DOS

    I was about to suggest that it would be better to compile outside of dosbox to get better performance but I suppose the issue is getting a cross compiler set up to target dos from a modern system that is also happy with the C used by boom, allegro etc
  11. Jon

    Why Was MS Synth Removed?

    In what? I guess you mean in some source port or other. But which one? Kind-of on a related note: for those composers who specifically target the MS synth, *please* consider rendering your MIDIs down to FLAC, OGG, MP3, etc. so they play as intended on platforms which don't have the MS Synth (Linux, Mac, 3DS, Switch, smart refrigerators…)
  12. Jon

    Build Boom on DOS

    @SilverMiner has a point, he’s asked for help, we’ve explained we can’t but there’s no point in us spamming the thread further
  13. Jon

    Build Boom on DOS

    Sorry I don’t know of a detailed tutorial and it’s not something I have attempted myself in nearly 20 years. I would say it’s a pretty advanced and niche task you’ve set yourself and if you aren’t an experienced C programmer I think you might struggle.
  14. Jon

    Build Boom on DOS

    You can probably get a 15 year old version of djgpp and allegro and use those.
  15. Jon

    What's your Opinion on Linux?

    Linux user now for 20 years, although I spent around 4 years recently using a Mac laptop as my main machine, I've been back on Linux exclusively since last Christmas. Settled on Debian very early on (Potato, around 2000 ish) and stuck with it.
  16. Jon

    Things about Doom you just found out

    It’s something we hoped to put into the “boom++” spec too. And for op’s op, the elephant in the room is that vanilla doom *doesn’t* have an instant death type. Recently this thread has felt more like “things about zdoom I just found out”
  17. Jon

    Things about Doom you just found out

    This just reminds me how much fun running e3 is.
  18. Not sure what the rationale it would be for two different wikis. One possible issue with things the way they are is that the bot edits for map articles can swamp the recent changes page, but I think there is a filter for that.
  19. How are you trying to load them? with -file or -merge?
  20. Jon

    WIP: The Id's RPG series coming soon

    Thanks for pointing me at this thread; it looks great!
  21. Doom64EX wasn't a 1:1 recreation, it's effectively an emulator for the original content. Although much of the engine was indeed recreated. (compare to say, Doom 64: Absolution) I'm interested to know the answer to your question, though. I'm sure it must be a recreation.
  22. I'm not certain, but I think if you've got an iOS device which has not been updated to iOS 11, you can still purchase the iOS versions. You can certainly still download them if you had bought them in the past. I keep an iPad mini on iOS 9 to keep access.
  23. Jon

    Lost Village (DM Map)

    I started this in 2000 and hope to finish it soon, kind of like an exorcism. It's a DM-only map for limit-removing ports; sized for 2-4 players but I think would cope with up to 8. No BFG. Most of the textures are new (well, 18 years old) and unreleased except a few @kristus stole (for Nimrod, if I'm not mistaken) when he beta'd it back then :) Inspirations were a Half Life DM map "Lost Village" (hence the name, but I might change it) and "wupass1.wad", a fairly underrated Doom 2 DM PWAD from the 90s. Screenshots with gamma 2 or so; I still need to tweak light levels a lot. I think I'm going to try for a custom sky before I'm done. The main thing it could probably do with is playtesting, but my life style doesn't afford the luxury of multiplayer at the moment. I could/might release a beta PWAD if there was any interest from others to playtest it! The PWAD, as it stood in 2000, was 54 things, 793 vertices, 136 sectors, 853 linedefs, 7 new patches, 9 new flats. It's currently 40 things, 2036 vertices, 429 sectors, 1735 sidedefs, 10 patches, 12 new flats. So... starting a thread because I could use some kind of pick-me-up to get this out the door. It's killing me at the moment.
  24. Jon

    Lost Village (DM Map)

    OK this is basically done except for the sky. I've got a NASA pic of the sky from Mars, originally sourced by Enjay but converted to vanilla palette and dimensions that I'm playing with, but I think it needs major work, possibly retracing entirely. I might go back to that blue one which was pretty good. I've kept that ZIP in the prior post updated.
  25. I've never managed to get an emulator working, but this great write-up on decoding Doom RPG states that "KEmulat0r, configuring it as a Sony Ericsson k800" works.
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