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Everything posted by LanHikariDS
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These are absolutely stellar, Ed. I'm *******ly using these sometime. EDIT: What's with the censor? All I said was A b s o l u t e l y (Sans spaces)
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I'm not simply doing this because it hasn't been done, but because I think it a neat cooperative idea. Because, not everyone is registered on both forums, and someone with my answer may only reside on one forum. Plus, on ZDoom forums, I initially asked if there was a way of doing it in ZDoom. Here, I just asked about ports that can do it. I don't expect synced players to keep everything synced, that's where part of the fun comes in. But on a bigger enemy like a Cyberdemon where cooperation would be needed to take it down, it would be synced up, as no desyncs would happen onces it's active. "Basic Sanity"...? What's that? ... What?
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I'm aware of this, Gez. I'm relying on these Desyncs for some of the challenge, forcing players to stick together and take down monsters that are syncronized to them. Plus, I'm not going to be cheap about it. I don't yet plan on including any large enemies like a Cyberdemon, but if I do, it'll be in a synced up arena. If player positions are synced up, and there's no desyncs for the player to access in sight of the cyberdemon, there shouldn't be any problem, as the players won't be able to lose sync when in sight of the cyberdemon.
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If you're referring to monsters desyncing, I don't see that being too big of a problem, as the player generally won't leave the sight of the monsters. There will be physical changes, but only in slight ways. That's going to be a huge problem for my project... I figure it will still desync. Even if common monsters still desync, it won't matter that much, as monsters will desync from the start. I just need player positions to sync up, or else it won't work at all.
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Exactly. I would like to stop this. I'm making a map where there WILL be desyncs, and I don't want them to affect this too much. So, say for one player, a hall is open, but for another, it is closed. The player who it is open for could run through it, but for the player who can't, it looks like the one who can is just running into a wall, and desyncing. If instead of streaming live Demos, it synced X/Y coordinates, the player who can't go through would see the player who can (Somewhat) seamlessly clip through the wall, and it can continue as it should.
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John Romero makes first new Doom map in 21 years
LanHikariDS replied to Linguica's topic in Doom General
SO playing this with Fonze later -
Stupid Boom-Compatible Worm Proof-of Concept
LanHikariDS replied to Fonze's topic in WAD Releases & Development
The worm looks like moving intestines and makes me wish my intestines were filled with worms, so I'd at least have an excuse to throw up while looking at this monstrosity Oh, we're not doing that anymore? Damn... In all honesty, this is actually really cool, and I could see myself using this a lot to add atmosphere to maps. Stellar work, Fonze. -
*** The "ask a miscellaneous editing question" thread ***
LanHikariDS replied to baja blast rd.'s topic in Doom Editing
From a technical standpoint, they kinda are. They play exactly the same, and recycle about %80 of the assets. Sure, Doom II adds some things to the mix, like monsters and another shotgun, but they hold more similarities than differences. Hell, the same thing could be said about Super Mario Brothers, and the Japanese Super Mario Brothers II. -
*** The "ask a miscellaneous editing question" thread ***
LanHikariDS replied to baja blast rd.'s topic in Doom Editing
What if, say, I have a completely original map, but decide to have an Easter Egg secret that's an exact recreation of E1M1 (Think 'Rage'). Is that okay? -
Another little deathmatch map I made for Project MSX, this one based around a large, (Mostly) level field for sniper duels. There is a giant inescapable pit in the middle of the map, which is pretty easy to fall into in a close-quarters struggle. Pictures: https://www.dropbox.com/s/dgcfk5yeop3g5yy/Screenshot_Doom_20151221_091916.png?dl=1 https://www.dropbox.com/s/gz5eu9kadm86s7n/Screenshot_Doom_20151221_091929.png?dl=1 Link: https://www.dropbox.com/s/u5oz31ouwuzhqen/MSXDuel.wad?dl=0 Happy Sniping! Credits: Tsu Ryu for the Midi of Zanzibar Breeze
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Looks really nice, but I think the eyes look a little unnatural...
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Exactly, you just gotta let the magic flow into you, like 40 little tracer rays.
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I don't think I've noticed it on an emulator, but then again, I hardly ever emulate SNES Doom.
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Actually, I'd never heard the 3DO soundtrack before now (Forgot that Doom was even ON the 3DO for that matter), and it certainly kicks major Cyberdemon ass. But, the SNES tracks have something about them that can't be heard when just listening to a rip on YouTube. There's glitch in the game with sound processing (which I haven't seen documented, I should probably do), where, as you play the game and things happen, the game's sounds glitch out the music, causing the game to lose track of some instruments, and mute them, which actually adds to the eerieness. I once was on E1M1, and it was at the point where the theme was only playing drums. I certainly must thank you, Jaxxoon R, for bringing this heavenly delight to my earholes.
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It's like a time beacon for when he goes back after death. There's one at the beginning of each level, and he puts one down when the player saves.
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It's been a while since I read it, so I should flip through it again, but as I recall, at the end of the "Knee Deep in the Dead" Novel, this is addressed.
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I think SNES Doom has the best music of all the ports. Sue me.
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Is there any program that can shrink sprites/pictures without blending all the colors? When I use MSPaint to shrink it, the blank space bleeds into the actual sprite, making it harder to make the blank space transparent in SLADE.
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Use it where? Neither you, nor the Wiki specify where that goes in a line. EDIT: I read on ZDoom Forums that scale doesn't work on weapon sprites. Plus, I'd rather not scale using ZDoom scripts, so it won't be such a pain in the ass to get offsets right for all the frames.
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The Phobos Simulation (Community Project)
LanHikariDS replied to LanHikariDS's topic in WAD Releases & Development
Any of the ZDoom formats will do. -
http://www.mediafire.com/download/pltm2xgyf5y349p/PhobosSim.pk3 Just a little experiment I wanted to try out, to see what you guys could come up with using the textures I made for my personal test map, under these restrictions and parameters: THEME: Tron-esque TEXTURES ALLOWED: Only those included in PK3 UNPEGGING: Door faces (Not tracks) must be Upper Unpegged GRID: 64mp for map geometry, 32mp for Things LINEDEFS: Straight, must either align North/South or East/West, no diagonals (Think Wolf3D) FLOOR/CEILINGS: Floors & Ceilings, if raised/lowered, must be done so at a multiple of either 16 or 64 MUSIC: You may contribute your own music if you wish, otherwise, you can use a music track being used by another map DIFFICULTIES: Mapper's choice PLAYERS: Mapper's choice I've done MAP01, if anyone wants an example to look at. Also, if anyone wants to contribute a better M_DOOM, that would be greatly appreciated. (This is my first attempt at a community project, so apologies if I suck) Screens from MAP01: Screen from aforementioned test map:
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The Phobos Simulation (Community Project)
LanHikariDS replied to LanHikariDS's topic in WAD Releases & Development
Well, there are free sky patch slots, so if you want to throw in your own (As long as it fits the theme), that's fine. Kind of the idea. The original 64x64 textures were made for a test map of a project I'm working on, and the three colors I was using was Red, Green, and Blue for grid textures, as placeholders until proper textures had been implemented. However, I ended up liking the Tron-motif it unintentionally had, and had the idea for this project. -
The Phobos Simulation (Community Project)
LanHikariDS replied to LanHikariDS's topic in WAD Releases & Development
That's just what I used, I never said you guys couldn't. -
The Phobos Simulation (Community Project)
LanHikariDS replied to LanHikariDS's topic in WAD Releases & Development
He didn't make it. It's part of the sky texture.