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About Revae
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REKKR Member
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Tall order. Someone else will have to do it. FWIW, if I were to make a sequel to REKKR, it would be a prequel and you'd be fighting in the war before the undead invasion. But it's not likely to happen at all. Other things to do.
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Hey, awesome! I was going to do that on my little home server when I was playing with js-dos, but I wanted to have a few games on one disk image, and rekkr tipped the scales and didn't fit with the other stuff. I did get windows 95 working. clovr.xyz if anyone is curious. the little buttons at the bottom are DOS and Windows.
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Yup. That wall has an old tag that was replaced later. I'll change it. Patch eventually, but it'll probably be a while. Thanks.
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Thanks! Someone else noticed it too. It's been fixed. It used to be connected, but then somewhere along the way it wasn't. Bugfix coming any minute now.
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I swear on me fukkin mum this was working. Blah.
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Hey thar. Thanks for the heads up on some of the issues. I'll patch in some fixes later. This started as something for me to distract me from more challenging projects, but (despite the simplicity of the textures) ended up being a lot more work than I thought. Anyway, it's just for fun. Not canon. Not tested outside of GZDoom. I'll take a look at the issues mentioned.
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Nothing I can think of. I sped it up a tad, but that's it. Might just be you're seeing the frames more clearly? And yeah, once you mentioned the fists thing I couldn't unsee it. Hadda change.
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What's wrong with my sticky notes and txt files I keep on my Google drive named "passwords_forums.txt, passwords_social.txt, passwords_banking.txt"?
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DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)
Revae replied to Reinchard's topic in WADs & Mods
This is the best I've seen this sort of thing done. It's not for me (at least in a game like doom), but they look great. -
I'm glad you liked it! The assets are all in the wad. I have a gzdoombuilder configuration file, but I'm on vacation and may not have access to it for a week or more. There's a possibly older config here: https://www.mediafire.com/file/l3ysqg21vl1cq96/RekGZDBcfg.zip/file May not be 100% accurate for sunken land... Best to make sure it has the newer monsters and open the deh file in WhackEd4 and check the object numbers to be sure. I don't think the cfg will work in ultimate doom builder, but I could be wrong. I've been using the last bugfix version of gzdb for so long.
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I know. It was fixed in Sunken Land, but I haven't rolled those fixes over to the original yet because whoops.
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Yeah, that was intentional. I was setting up the automap with some standards that are a little off for the doom norm. Usually it's just the secret door that's not shown on the automap, but I hid all secrets. That makes the map powerup pretty much just for traversing the map and seeing normal areas you haven't been. I also hid lines that were just overhangs, so the only thing that shows up yellow on the map is doors... I hid things that weren't structural like broken floor tiles and such, unless they were descriptive for the room (like pools of water or what-have-you). The secrets thing confused some people in some cases, so I probably should've just stuck with doom community standards. Too late.
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Yeh, as said before, it's the switch by the exit. I probably should've marked it as a blue key switch, but I didn't. If you got the blue key beforehand you'd never have noticed. Thanks for the kind words @Sr_Ludicolo!
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I keep meaning to make a subpage on my new website, but I just get busy with something else. Lol. I lost the website files and had to recreate it from archive.org. Luckily there is a cool tool you can get through chocolaty called wget that helped out with that. Anyway: http://mockingbirdsoftworks.com/modversion.html That's where it is for now. Eventually I'll remake the Mockingbird Softworks website in html anyway, because I like it better than the overly fancy block-chunk-modular thing I have atm, and link the mod version's page somewhere. But who knows how long that will take me.