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About vadrig4r

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  1. I just wanted to congratulate the Eternity team on a very polished and high quality port, and to provide some interface feedback and ask a couple of questions. For reference this is all on a Windows 7 SP1 machine running EE 4.00.00 Völuspá. Menu - In the key bindings menu, binding a key that is also the first letter of a bindable function on that page will highlight that function immediately after binding the key—e.g. binding strafe left to 'a' will highlight 'attack/fire'. - Is there any option for kills/items/secrets widgets in the automap so that I can still use the original status bar rather than the Boom HUDs? I couldn't find it, I think it would be a useful feature for players fond of the old school HUD. - The status bar option 'numbers like doom' is somewhat vague, maybe 'use red numbers' or inversely 'colorize numbers' would be more immediately understandable. - I really love the ingame wad directory feature, is there any way to 'refresh' upon loading a new wad to avoid content from prior wads (title screens, typefaces etc.) being maintained unless the new wad replaces them? - Is there an option to default to using a particular IWAD (say, Doom II) and skip the launch screen until you manually reactivate it? Display - In fullscreen, when not in control of the Doomguy—i.e. end of level screens and menus—the OS mouse cursor is displayed and becomes active, not just an aesthetic problem, but also resulting in being able to click outside of the program in a multi-monitor setup and minimizing Eternity (unaffected by window grabs mouse). - Is there any option to disable display of the system console window, as in Chocolate Doom/PRBoom+? - Title bar buttons for the main engine window to be able to quickly close/minimize would be useful (or if they do exist, they do not render on my machine). - On my 1920x1080 monitor, selecting a 4:3 resolution results in a centered box similar to the old SDL1.x Chocolate Doom rendering. Is there any option (or possibility in the future) to have a vertically filled 4:3 screen with black bars only on the sides, as has been achieved with the SDL2 Chocolate branch? Overall I'm very impressed by this expanded feature set engine that nevertheless manages to maintain the feel, style and function of the original game, thanks to its well designed menu features and sane defaults; I can't wait to try out some of it's more advanced features.
  2. vadrig4r

    Doom what if:90s Doom 3

    Came into this thread to say that a late nineties Doom 3 probably would have looked a lot like Quake 2.
  3. vadrig4r

    Crispy Doom 5.3 (Update: August 12, 2018)

    Congratulations fabian on the landmark release and move to SDL2!
  4. vadrig4r

    100,000 Revenants - A Doom 2 Map

    This is actually really well put together for the concept. Cool title screen, iddqd blocked, fun midi. Could have been much, much lazier. Anyone get a decent framerate ( >5 FPS?) once you've angered the horde?
  5. vadrig4r

    Memento Mori 3, question about E2M7

    I'm beginning to believe that we're not going to see multiplayer arena games as good as Quakeworld, Q2 and Q3 until the people who grew up playing them start making games and landing lead designer roles. The conglomerates who own id's IP just aren't interested. At least Epic games still has belief in its Unreal series which is fantastic; old school quakers are left in the cold somewhat. There have been many smaller projects seeking that goal and some have made a really good do at it, but the depth and breadth of artistic and technical work that these sort of games need really benefit from big budget development. It's a shame that the big budget comes with design constraints, catch-22. Sorry, tangent. tl;dr save us, John Romero.
  6. vadrig4r

    Memento Mori 3, question about E2M7

    I haven't been following it's development really, only seen one trailer for it. Lots of executions (if they're still in?) from what I saw. Any advanced movement (I'm under no illusions there's not going to be straferunning/jumping unfortunately) at all? Btw nice thread idea because I pretty much haven't stepped foot in the new Doom forums for just that reason.
  7. vadrig4r

    PrBoom-Plus, ver.

    The closest I've found is changing the pertinent key_<command> line in prboom-plus.cfg/glboom-plus.cfg to 0x0. This results in the key being assigned to JUNK in the key setup menu. I don't think there's a way without editing the config.
  8. vadrig4r

    Post your Doom video! [but don't quote video]

    Nice work with the face cam!
  9. vadrig4r

    Romero's Shareware

    Thanks, don't know how that got mangled.
  10. vadrig4r

    Prboom+ mouse running

    plums is right to the best of my knowledge. If you're not interested in hacky solutions like using autohotkey to translate mouse2 to shift (wouldn't blame you), the best alternative would be finding a comfortable key setup. This can involve a lot of factors including the type of keyboard you use (ESDF, RDFG, ASDF etc. can be a pain with low key rollover keyboards). As you're just making the transition a lot of things are going to feel very weird. It may be that you just get used to 'shift to run' over time, or simply find a more comfortable key for it or better key setup. I don't use autorun either and am so used to shift that not using it feels strange. Some keys you might want to try; 'space' like plums mentioned, ESDF-movement and using 'a' to run is very comfortable if your keyboard plays nicely, 'caps lock' (seriously why was this slot wasted on caps lock for ANSI/ISO...) if you can put up with the obvious nuisances.
  11. vadrig4r

    Doom Music Remixes

    Wow, just stumbled across this. Very wistful and beautiful.
  12. vadrig4r

    Romero's Shareware

    Great timing for your friend. On sale and DRM free at gog. Quake's there too: id shooting range Bethesda cheeky (scummy enough) to put their name on the bundle but oh well. Still great value if you don't have some of these. Welcome to Doomworld o/
  13. Seriously, we **can't** trust them.
  14. RE mansion was a lot to live up to for a lot of reasons in fairness.
  15. vadrig4r

    How do you post a review ?

    It's really almost inevitable with these sorts of systems; it's difficult to incentivise users to give an honest score rather than trying to counterbalance a perceived bias.