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About Keyboard_Doomer

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  1. Keyboard_Doomer

    Doom64 EX for Linux?

    There's a link to the github page which also contains instructions for compiling: https://github.com/svkaiser/Doom64EX Additionally, someone in the comments on the official website says it seems to run without problems with Wine so you could try that as well.
  2. Keyboard_Doomer

    MAYhem 2018 - Purple Version!

    As promised, multiplayer playing/testing TNS session of half of the maps starts in 20 minutes and should be active for at least around 4 hours. Of course, we will be glad if any of the map authors join us! We will follow this with the Orange Version (also split into 2 sessions) and the other half of this wad in the upcoming weeks so feel free to pay us a visit if you want to see the wad or specifically your map(s) played by a whole heap of players.
  3. Keyboard_Doomer

    MAYhem 2018 - Orange Version!

    [please ignore] [I hate you too, DW WYSIWYG editor.]
  4. Keyboard_Doomer

    MAYhem 2018 - Orange Version!

    Could these issues be addressed before uploading to idgames, please? It really shouldn't take long to fix them and it will lead to substantial improvement for hosting the wad in ZDaemon. So far MAP20 dropping the extended nodes is the only resolved issue of the ones I mention.
  5. Great to see after a lot of inactivity the project is nearing its final release. Here are a few issues for coop/survival gameplay found with the help of tnswutil: - MAP03 and MAP15 have nodes in extended format even though there's no need for that. ZDaemon doesn't support extended format so the maps can't be played in it. - These maps don't have any player 2-4 starts: 04, 07, 09, 13, 14, 16, 19, 21, 25, 27, 28, 29 Full output from tnswutil:
  6. Keyboard_Doomer

    ZDaemon Thursday Night Survival #368 - Preacher

    Thanks for the link! Glad you found this thread yourself, I actually intended to post in the wad thread to let you know. And of course, if you'll have the time we will appreciate if you join us!
  7. Keyboard_Doomer

    Exomoon megawad released! [+1.8 released!]

    If you want to see the maps in action we're playing 13-20 (including the secret maps) in coop survival in ZDaemon right now and the server should be fairly active for at least around 4 hours (we will go through the maps several times over with different settings).
  8. Apologies, some last minute complications delayed the start of the session a bit. We'll start soon!
  9. Keyboard_Doomer

    Struggle : Antaresian Legacy (now available in /idgames)

    Great to see the wad getting near to the final release. We played through the wad up to MAP20 so far in Thursday Night Survival and I have to commend you on the excellent coop compatibility we have experienced. It really is quite rare, especially in a wad with a single author. We noticed 2 easy to fix issues: - In MAP09 the SSG near start of the map (in sector 72) becomes unavailable if the player(s) die before pressing the switch which opens the bars again. Not map-breaking but SSG is quite an important item to miss out on. - The maps that have random spawners placed in them (16, 18, 19, 27) crash in ZDaemon if fast monsters are enabled. This can be fixed by changing the duration of Frame 481 in dehacked from 1 to 2. I didn't test if that would mess with timing or anything but hopefully it shouldn't.
  10. Keyboard_Doomer

    MAYhem 2018 - Purple Version!

    A few issues noticed with the help of tnswutil: MAP06 uses extended nodes even though they are not necessary. This will prevent the map from loading in ZDaemon. MAP01, MAP12 and MAP21 don't have any player 2-4 starts. MAP02 has two player 3 starts and no player 4 start. The extra player 3 start will show up as a voodoo doll in ZDaemon. In regard to MP-testing - we'll be happy to give both orange and purple versions a playthrough in TNS... uh, soon enough -- there are just too many new releases right now and we're trying to prioritize as best as we can. Any ETA for the final releases so we can adjust our schedule if needed?
  11. Keyboard_Doomer

    MAYhem 2018 - Orange Version!

    A few issues noticed with the help of tnswutil: MAP16 and MAP20 use extended nodes even though they are not necessary. This will prevent the maps from loading in ZDaemon. MAP05, MAP12 and MAP22 don't have any player 2-4 starts.
  12. Keyboard_Doomer

    I have a little problem with plutonia 2 on DoomRunner

    Just a wild guess since I don't have either of the programs installed and it could be hard to reproduce even if I did but: If you downloaded the wads from one of the official mirrors Plutonia 2 and Hell Revealed should have the file extension .WAD while the other 2 wads use .wad. This can be a problem depending on the operating system you use so try renaming the wads to use .wad as their file extension.
  13. Keyboard_Doomer

    The Official 'Trying to Find a Specific WAD' Thread

    @DeXiaZ SPACEDETH.WAD by Neil Riehle Funny how an obscure, long-forgotten wad from 1998 became the face of Doom around the internet. There are literally hundreds of pages using the image yet the wad itself seems to be the author's only released wad that's not available on idgames. Seems like the only place where the wad is available is in a .sit archive on the author's own website. Reuploaded it here as a zip.
  14. Keyboard_Doomer

    Miscellaneous demos (part 3)

    A voodoo doll is a map-placed object that's different from any other only because of a few pecularities. As such I agree that if a monster hits it and as a consequence monsters get hurt/killed that's not breaking the pacifist rules and spirit. However, a monster pushing the player to activate a line... now that's some slippery slope. Uh, if you're just going to lure a monster so it can push you, stand in front of a teleporting line and wait and act like that was not an intentional telefrag... why not just allow telefrags in the first place and have a watchable demo instead of one where half of it is waiting for a monster to come to you.