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About CoTeCiO

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  1. Pardon the language but that is absolute bullshit. I agree with the rest of the comments that they shouldn't dictate what you do on your free time and that it should be illegal. Either way, thank you so much for the incredible ports (because PhoenixDoom is fantastic as well) and I hope you can get this situation sorted out somehow, I can imagine it's a huge hit to be deprived of working on your projects.
  2. That's due to a limitation on vanilla Doom that Pain Elementals won't spawn Lost Souls if there are already more than 20 of them in the map. You can see that same limitation on Doom II's MAP09 in Ultra-Violence, there's a Pain Elemental near one of the lifts that will be unable to attack you.
  3. CoTeCiO

    The Army of Insanity

    I was a bit confused since I'm credited here but the HUDs from the video weren't made by me, then I downloaded the latest version and saw you used my old beta Town Infection status bar haha! :D well, I'm honoured!
  4. I tried the networking feature with my brother a while back, and it worked perfectly fine! We played through Knee-Deep in co-op. Unfortunately we couldn't keep going because of time issues, but we had no problems with lag or desyncs or anything noticeable actually!
  5. There's also the thing with the technical aspect. How are you going to handle the map slots? Replacing some of the originals, replace the first ones, replacing the last ones? Since this is tailored towards Vanilla Doom, there's a lot of things and limitations to think about when compared to modding to, let's say, GZDoom. It would be interesting to see it happen, but I don't see it happening in the near future.
  6. Got a question. If the game crashes due to a problem with a map, do you get an error message like the original PSX version or the application just closes? Because I've been testing the mod I did of the Doom 1 PC maps conversion (which I noticed had A LOT of texture alignment problems, naturally, since PSX is very picky about that) and PsyDoom crashes without any message whenever I try to go to E1M9. If this is the case, I think it would be very valuable for mod development to have some sort of way to display error messages in case of internal game crashes.
  7. Interesting, now that this supports Final Doom I can see if my PC map conversion thing actually works. I'll give this a try whenever I get some time! I am pretty excited about this!
  8. Is there any way to optimize that futher? Using 5 rotations instead of 8? Sacrificing a bit of the animation? It might be useful for maps that have plenty of enemies.
  9. HO LY SHIT!!!!! I'm loving this!! This project, at this point, has already surpassed the expectations I had when I first heard of it, and it's about to get even better. You are an insanely talented programmer! I was chatting with a friend the other day and I commented to him about this and we're definitely trying that multiplayer feature once you get it working and whenever the quarantine is over. I got one question at this point though. Do you plan on implementing options regarding the video output? Like resolution and aspect ratio? I'm a sucker for playing stuff in their native resolution and I do that with Phoenix Doom, and I'd like to do that with this one as well. I know the aspect ratio of this port is a bit weird in that the console output stretches it horizontally, and if I remember correctly, this port ran in the "real", non-stretched aspect ratio at first and then you switched it to the output aspect ratio. And another question, do you plan on porting or working on something else after this is done?
  10. CoTeCiO

    [v1.5] Doom 64: Retribution

    It's really up to you, but Doom 64 originally had no interpolation and it ran at 30 FPS. Now, GZDoom without interpolation runs at 35 FPS because the original Doom ran at that framerate, but it's closer to the original than with interpolation, which runs at whatever refresh rate your screen is running, usually 60 FPS. Try the game with both options, and pick whatever you like better. I personally prefer running it with interpolation, it looks a lot smoother.
  11. CoTeCiO

    [v1.5] Doom 64: Retribution

    Yeah, I know that, but what I mean is that DZDoom would get more recognition if it had a more frequent update schedule, at least when necessary. Maybe it was a bad move to try to do v3 as a big update and hold any other updates before that instead of fixing immediate bugs that appeared shortly after v2 came out with smaller bugfix updates. But hey, you're right, this is not up to you. I've seen you've been working on the missing Doom 64 monsters, so you're doing your own stuff, and doing it well.
  12. CoTeCiO

    [v1.5] Doom 64: Retribution

    Yeah, sorry, my bad. I got carried away by the whole thing.
  13. CoTeCiO

    [v1.5] Doom 64: Retribution

    Wooooah dude, not cool at all. I expect that kind of wording from Sgt. Mark IV or Graf, not you GEC guys. You know, I'd understand your frustration if only you guys bothered updating your port instead of saying v3 is coming "soon" for over a year...
  14. CoTeCiO

    [v1.5] Doom 64: Retribution

    If that's really what's causing the problem, then now they require the music lumps to be addressed directly in MAPINFO instead of using strings, or something like that. I haven't checked the changelog. Try changing $MUS_MENU for D_D64MNU and see if that works. You could try playing this with an older version for the time being since this was released a while back, before GZDoom 4 came out. I have the mod in a folder of its own with GZ 3.5.0, which I think was the latest version at the time this came out and it works perfectly fine. I don't think you get any benefit by playing this mod on a newer version.
  15. It does! That flat on top should not be that one, and it is static, it doesn't animate. This only happens with flats, I've never seen it happening with wall textures. Interestingly, E1M3 exhibited no wrong flats, and the game crashed when trying to enter E1M9, but I wrote down the password and I'll play more later to see if I see more of these things happening. Although it kinda defeats the purpose, since resetting the game brings everything back to normal. I might know why this happens on these maps, though. Because the Jaguar mapset use fairly different textures compared to the original PC versions, I had to use textures that are not present in the cache file for the maps. Unlike using sprites not present in the map, which crashes the game, or sounds not present in the map, which are just ignored (it actually happens in the original Hangar with the Lost Souls from the Pain Elemental, they're completely silent), the game actually load the textures not present in the cache from the WAD file. It takes a lot longer to load when using on a console, but the textures appear in the map and mostly work fine, except for those flats. I could have tried limiting the textures I could use in the maps by keeping them within limitations of the cache file, but that was not what I wanted to do with that project. Apparently PSX Doom have a 16 flat per map limit, it might be that the game loads all the flats into memory, including the ones in the cache that were not actually used, and overflows or something like that. That's quite interesting! You are really good at explaining this kind of stuff!