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About Nrg01

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    Green Marine

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  1. Nrg01

    Unloved II [BETA1 released]

    Thanks for the heads up. I didn't know there was a sequel, let alone a beta. I really wish the author finds it in himself to finish this one someday. I really enjoyed it a lot.
  2. I've one question. Given the room's lightning, I think those doors stick out too much. Will you blend it better into the environment or was that intentional?
  3. o_o! Wasn't...expecting this. Really loving the improved lightning and design from the screenshots. Keep at it! Looking forward for this!
  4. Had a lot of fun. Granted, there's a lot of room for improvement when it comes to not making lots of huge rooms and using more dark sectors to help make the level more tense/hellish (some levels were too bright to be a Hell level). I did love the concept of Silent Hill's Nowhere being applied to some bonus and standard levels. Gotta admit I wasn't expecting those elements and it helped greatly on making the WAD scarier. So yeah, there were lots of rooms that could have benefited greatly from darker lightning and I could tell you got a lot better at this with the last 10 levels. In recap, try not to do a lot of huge areas, make better use of darker sectors (boosts atmosphere), more detailed levels and please do keep exploring the nightmare/nowhere concepts as it was awesome.
  5. I liked the track for map01, map07 (my favorite, very nice touch) and map08 until 1:50 (I didn't like the cutouts after that). For the map07 song I suggest editing the ending so it loops nicely. Changing the subject, do you know when the team (I don't know who's really working out NRFTL PSX) will finish working out the lightning and textures? I mean, I don't mind the textures myself but the lightning really impacts each level's atmosphere. Tomb of Malevolence would look awesome with some lightning tweaking with darker areas making it look like a tomb (too lit at the moment, lol). This is an example of me swapping skies for Vivisection to help enhance atmosphere a bit:
  6. Nrg01

    [v1.5] Doom 64: Retribution

    Long ass wait? No, don't be sorry. Take your time. What's worthwhile takes its time and you're here replying so it's not that you've gone MIA. Also, again, ignore nitpicking. You've done a lot of work yourself and still keep refining it. Keep it up!
  7. Ah, that did the trick! I just swapped psxlights.wad and lights.pk3 order in the bat file. It does enrich the experience. Working just fine using GZDoom 1.9.1. Huge thanks!
  8. Nrg01

    [v1.5] Doom 64: Retribution

    That version just crashes here so you're not alone.
  9. @Gez - Yeah, I googled that information, that's why I was wondering. @ScottGray - I see. I already sent Nevander a question as to how to make the Dynamic Lights work using his file. In my case it only works on the megasphere and nothing else. I thought it was my old-but-trusty GZDoom 1.9.1 but I tried the new 3.0.0 and no dice yet.
  10. Wait...Nightmare Imps started to appear on consoles with Doom 64. They were absent in the PSX release of Doom...or am I missing/forgetting something here? I played thru the TC a long time ago so I apologize if they were actually included in the TC *puzzled*. Are they in there somewhere?
  11. Actually I put the custom textures inside PSXDOOM.PK3's main flat and texture folders since the whole TC reads the texture files from there. Unless something also changed inside PSXDOOM.PK3 now...changes changes changes! lol. Thanks, I shall delete the extra files since they're now integrated. I don't really use mods, I just customized the songs and textures/flats to stay true to the PSX atmosphere. Again, huge thanks for the guidance!
  12. Thanks for that particular info on the custom music. I was refusing to move to a newer TC version because of those changes and I also have custom music and textures put into several Lost Levels stages and slightly altered the order of some levels. My custom textures are inside PSXDOOM.PK3. I have a question since I run an old version which has NRFTL, Lost Levels and all PSX Doom versions included (separate episodes) and I would like to move to a newer one while maintaining all those Doom episodes (is this possible or they are all separated now?). Also I run a batch script to start the whole thing and would like to know which files became deprecated for this release if any. My script ends with: START GZDOOM.EXE +EXEC PSXDOOM.CFG -CONFIG PSXDOOM.INI -IWAD doom2.WAD -file PSXLOST.PK3 PSXLLTitlemap.pk3 PSXLOSTVOICE.pk3 PSXLOSTMUS.pk3 PSXSSG.pk3 PSXFDHUD.pk3 lights.pk3 brightmaps.pk3
  13. @scalliano - Sorry to bump but is this wad still a work in progress or is there another related thread I'm not aware of? I really love your work.
  14. Nrg01

    [v1.5] Doom 64: Retribution

    Oh yeah I did that (old machine). Version 1.8.10 dates to December 2014 while 1.9.1 dates to February 2016 and doesn't display as a "pre" version. The latter hasn't failed me thus far. The reason I kept trying the new versions is because of what the official GZDoom site says: "The 1.x versions are no longer available because Legacy support has now been merged into the 2.x mainline."