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  1. plums

    Crispy Doom 5.9.2 (Update: Sep 22, 2020)

    Confirming the same thing happening to me, with Linux, using default config options. Using `-warp 1` starts the game as normal. It looks like the statusbar is being drawn early? edit: Commenting out ST_drawWidgets(true); from r_main.c (line 936) stops the crash, though this causes problems if you resize the view area.
  2. @Catpho the sounds in that wad are in wav format instead of Doom's soundfile format. I don't know if that's a feature @fabian will want to support, so here's a wad with those sounds converted, load it after the main wad. (I didn't see any new chaingun/pistol sounds, btw.) idmqwcon_sfx.zip
  3. plums

    Post your Doom textures!

    Some progress, but I need to stop for now. Someone else can take it from here if they want. Still some loose wires and I wasn't sure what to do with the piping 1/3 of the way in.
  4. plums

    Post your Doom textures!

    That looks great. I'm taking a shot at making it tile vertically.
  5. plums

    Doom 2 under 18 minutes!

    Switch trick at 9:50 I think? PS Amazing run!
  6. plums

    PrBoom+ with Ultimate Doom Problem

    Pick a directory you want to store the PrB+ source files, then run these commands. (I'm assuming you have git and all packages needed to build it.) If you have glibc older than 2.32 (check with ldd --version) you can omit the parameter -DHAVE_DECL_SYS_SIGLIST=0, it's a workaround for a bug. git clone https://github.com/coelckers/prboom-plus.git cd prboom-plus/prboom2 mkdir build cd build cmake .. -DCMAKE_BUILD_TYPE=Release -DHAVE_DECL_SYS_SIGLIST=0 make
  7. plums

    PrBoom+ with Ultimate Doom Problem

    Are you getting it through git? That should be the latest version... not really sure what's happening. Maybe post your console output? Do ./prboom-plus -iwad DOOM.wad &> prb.txt and post that file. Play through E2M1 to be sure... (It'll have your login name on it, strip it out if you're worried about privacy.)
  8. plums

    PrBoom+ with Ultimate Doom Problem

    Doesn't happen for me using the latest git version. Which PrB+ build are you using? The official release is quite old, there are semi-regular updates in the thread. Are you selecting Ultimate Doom through the launcher? Do you have any autoloaded stuff?
  9. plums

    183 SR crusher start (fast) problem in zDoom

    That is strange. Seems like a bug to me. I'm guessing it's something that got overlooked because repeatable switch crushers aren't a vanilla feature. It doesn't even work if you recreate the map in ZDoom Doom-in-Hexen format. Didn't try UDMF.
  10. Yes but actually no.
  11. plums

    The DWmegawad Club plays: Hell Revealed 2

    As far as I can tell, it's just another item to check off when doing a UV-Max run. At least I suspect that's the case, given Andy Olivera's propensity towards demos, and the fact that this map was taken from a different wad of his. I can't see any game advantage to getting it. Definitely not early SSG access, that would be far too generous for this map.
  12. plums

    The DWmegawad Club plays: Hell Revealed 2

    Just popping in to say that I even though I stopped writing about it (a common DWMC trend for me :p ) did play through HR2 on UV/PS... except MAP28. I don't mind some degree of requiring foreknowledge, but the payoff here is that you get to grind through an excess of meat with an SSG. No thanks. HR2 was weird. It did something I didn't think was possible: made me appreciate the original HR, or at least parts of it. A lot of maps had a very interesting first 25%, with the fun kind of evaporating once you got a good foothold.
  13. plums

    Crispy Doom 5.9.2 (Update: Sep 22, 2020)

    Do you know if Chocolate Doom has the same issues? I assume it does and so that's where the fix needs to happen.
  14. plums

    What's Your Favorite Doom Enemy Ass?

    *sigh* As usual, Heretic gets overlooked...
  15. Well, mission accomplished lol! Everything else I found funny, but I thought that one was a bit much just because I wasn't sure whether it was actually blocked off, or I was just failing the AV jump, until I looked at the map in an editor after beating it. A good compromise would have been to have a small ledge around the box the player could actually get onto, while still having the rest of the box blocked off. Not worth changing the map over but something to think about for the future.