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Nrg01

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Everything posted by Nrg01

  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."
  15. Nrg01

    [v1.5] Doom 64: Retribution

    Ah, 1.9.1 is the only stable version for my computer. I already tried newer versions and they strangely crash. That version you have would be really nice to have/be released.
  16. Nrg01

    [v1.5] Doom 64: Retribution

    @Nevander please just take constructive criticism and discard everything else but don't quit so easily. You've been working on this for a seriously long time and it'd be a shame to lose this mod because of some people. Stay strong and keep it up. For a 1.0 it sure is damn fine. Also I'd love to see more D64-like wads using your work because as I said before, similar to your case, EX tends to crash on my PC.
  17. Nrg01

    [v1.5] Doom 64: Retribution

    I'm using GZDoom 1.9.1 cuz the newer versions broke something that prevents me from running Doom PSX TC Lost Levels and that's a no-no for me unless it gets fixed in a future version. I loved what I saw in the gameplay. That's one of my favorite levels, although I saw something that I think needs adjustment and that's the flash thunder produces in the level. I noticed even shotguns produce more flash than thunder itself through the level. The sky is awesome, way better than the original, but more flash in that thunder can enhance the already enhanced atmosphere in my opinion. If the D64 proper lightning can fix this or if YouTube compression is to blame, ignore my suggestion.
  18. Nrg01

    [v1.5] Doom 64: Retribution

    Nice touch with that exit sign lightning and the sky, I can't wait to see it in motion. So far it looks exactly like D64. Looking forward to this!
  19. Nrg01

    Why has no one made a fan made doom 64 sequel?

    That's the thing. I can't use 2.5 without it crashing on me randomly. I had to uninstall it as a result.
  20. Nrg01

    Why has no one made a fan made doom 64 sequel?

    I don't know if you were asking me or Nevander but I didn't know there are nightlies now, so you can assume I've been using 2.5 all this time. I might try the beta (nightly) releases to see if they crash less or are more stable in my little machine. Thanks for the heads up!
  21. Nrg01

    Why has no one made a fan made doom 64 sequel?

    Whew! Glad I'm not the only one with a computer that has issues with Doom64EX. That thing can crash anytime I'm using it, making me constantly save, it's annoying.
  22. Nrg01

    Why has no one made a fan made doom 64 sequel?

    I'm all ears for more PSX or N64 style content because I love their atmosphere. Looking forward to whatever you may create!
  23. I didn't know this gem existed until today. Wow...atmosphere, music, detail, jump scares, Silent Hill elements...this one has everything nailed SO well it's amazing...and that ending was very creepy. I never imagined someone could capture Silent Hill's spirit so well using the Doom engine. 10/10
  24. Nrg01

    Innocence X2 - v1.2 Now on Idgames

    Regarding accessing the first secret level, I found it using noclip but I would never imagine there were switches that high, that hidden, since there are no different panels/textures or some hints. Do you think the average person will be able to appreciate that great level being so hidden?
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