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About ukiro

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    That's Bjorling with two funky dots over the o

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  1. The reason OTEX cannot be used for commercial projects is that some of the source material is of dubious origin (in particular some faces used). OTEX or parts of its content can however be distributed with any project that uses it as long as it's free. All of this is made clear from the text file. I do encourage people to make their own textures too though, it's fun. To just copy mine seems awfully boring; If you're going to put in the effort, add your own flavor.
  2. ukiro

    Eviternity demos [-complevel 11]

    Gah, of course, I've played doom since 94 and still somehow forgot about lost souls not counting when I wrote that. What an embarassment. Sorry! And yeah your route notes make sense too.
  3. ukiro

    Eviternity demos [-complevel 11]

    Thanks! The 100% kills thing makes sense now, but another way to get to 100% fast is to unleash the lost souls in pink after you return with the BFG. You can get into green building without blue key, but it's a bit trickier: After yellow, you can exit where the Arachnotron is (instead of looping back to climb the cliffs) and dash over the lava to this building where there are two arachnotrons and some barrels. But it might not align well with your ammo/armor setup, and could present problems later on. Even though I made the map I'm not sure what's faster. And yeah the ending looked scary, I think you exited with 12%. Having the lost souls block rushing the exit was the whole idea, but my teleporter setup is a little wonky, which I guess makes this approach possible :-)
  4. ukiro

    Eviternity demos [-complevel 11]

    That was wild. I have a range of notes: This on respawn is madness. I legitimately did not think I'd see it, and while multi segment this shows it's somewhat doable. Wild. Making the level this interconnected I knew some paths were simply never going to be used other than accidentally in blind runs, but it's a real delight to see so many of them have actually been found useful in practiced runs at this point; Several new path combinations are on display here that I hadn't seen used before. I'm a little confused about the category; I guess 100% secrets is mandatory, but why then do blue key room? Overall there's a lot of kills here I don't quite understand why you do, but as someone who usually prefers max runs over speed, I'm not complaining, just curious. Yellow and red areas are really scary with respawn, holy moly. It'll be no surprise we didn't do testing in this mode.
  5. ukiro

    Things about Doom you just found out

    This also exists in Eternal Doom for example, where you shoot stained glass to break it, or like in map19 where a wall with a crack in it becomes breakable only after you flip a switch. But I wonder where the effect was used first? I have a hunch there was some 1995 appearance of this trick.
  6. ukiro

    [FINAL RELEASE] Eviternity

    There's (AFAIK) no way to make skies taller than 128 pixels look correct in all source ports. So we focused on Boom and GZDoom with hardware rendering. GLBoom and GZDoom in software (there are multiple modes) were deemed lower priority.
  7. This just doesn't stop feeling insane. Anyway, I should quit my job and make Episode 3 in time for the anniversary.
  8. ukiro

    Doom Pictures Thread 2020

    Very nice looking! One thing to note however: These STARTAN influenced textures in OTEX, suitably named OSTAR***, have been adjusted ever so slightly to be easier to use with sector heights in steps of 8. The ones in OTEX v1.0 often need nudging a pixel or three to look good with varying sector heights, which annoyed me. I should really get v1.1 out...
  9. ukiro

    Doom Pictures Thread 2020

    They're all OTEX. One of them is heavily Quake inspired (though not derived) so I understand the association.
  10. ukiro

    Post your Doom textures!

    you misunderstood me. I mean to animate the transition only, not the on or off states.
  11. ukiro

    Post your Doom textures!

    What isn't possible in Boom is to have the switch activation be an animation itself, i.e. going from on to off having more than 2 frames. (At least as far as I'm aware.)
  12. ukiro

    Doom Pictures Thread 2020

    OTEX is also incompatible with vanilla due to textures more than 128 pixels tall, presumably the total lump count, and of course animated textures need to be made to piggyback on the hard-coded entries. Animated FLATs won't work at all and switches will need to be using vanilla name slots. The animated switches won't work. I, or someone else, should make a vanilla version...
  13. ukiro

    Post Your Doom Picture (Part 2)

    I recommend not staying in that room =)
  14. ukiro

    what are you working on? I wanna see your wads.

    As soon as I fired a gun, I got 1 fps on a 2080ti in gzdoom 4.2.0. Is gzdoom multi threaded? Curious if this level might be a good test with a 16 core CPU maybe.
  15. ukiro


    Plot twist: The Doomworld cacoward jury is replaced by the original id team.