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Hell yeah brother, i wont support an industry that makes me feel bad for being a closet xenophobe white that has shelves full of games bought with dad's credit card.
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Resurrecting the missing Doom64 monsters. ("missing" weapon animations done)
YukiHerz replied to Gerardo194's topic in Doom General
It's free to use! :p Edit: Wait that's not mine, mine is blue. -
I've created a github repo with the source code, link in first post. Also a new compiled executable with another experimental codepointer, it may be a simple projectile shooting function, but it took me some thinking to come up and code it, no copypasting this time! yay! (but I did look at similar functions while coding it), the provided bex file has been updated to give zombiemen a questionable new ability.
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I see now, I hadn't realized the state PrBoom+ was in, certainly explains a lot. I'll continue to experiment, hopefully with less/no copypasting involved past this point.
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I've been messing around with the source for ports like choco and crispy, mainly to occupy myself on something instead of succumbing to an anxiety attack. This port here is the result of me messing with MBF for ms-dos, based on the updated MBF source found at Vogons, which i've mildly modified (mostly while learning how things work by copypasting and going over the changes) after setting up the necessary tools to compile it, the changes are: -Made weapon switching twice as fast -Added the extra sprites and states from modern dehacked implementations (taken from the code in Crispy). -Added A_FirePlasmaNoAmmo (while learning how codepointers are defined). -Added A_DropItem (while trying to implement something that could have some actual use). -Added A_FireTrap (wall trap function). The main reason I'm posting this here is, i'd like to know from actual source port developers, is there a reason why there haven't been new codepointers beyond what MBF added? is it purely due to having to coordinate with other authors to make sure all the modern ports support these new actions? Downloads: Compiled Port Source Code on Github Load the provided .bex and .wad to check out the custom actions, the fist will be changed into the Quake 2 blaster and fires plasma, Imps have A_DropItem added to their death. Credits to the actual authors of Boom, MBF, MBF 2.04, Chocolate Doom, Crispy Doom and Doom Retro.
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Zombieman alert sound in new Mercedes-Benz commercial
YukiHerz replied to mjf6866's topic in Doom General
The Cat in the Hat is the most horrifying horror movie I've seen, it uses the cube sound. -
Tried KMQuake2 yet? I have no issues switching between that and Yamagi for my needs.
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A simple method of scaling up 2D sprites with ESRGAN
YukiHerz replied to MrFlibble's topic in Everything Else
You're not going to find anything that'll do magic to such tiny sprites, sorry. -
Playing through the game with PCExhumed, I have to say this version isn't that much of a slacker either, there's still some platforming and trap setups, just in a smaller per-level scale, you're not gonna be revisiting levels with extra powerups or anything like that, but the visual design of the levels stands up to par, I think the only part about this version I don't like is sound design, but that may be because this port is unfinished and doesn't seem to be playing some sounds.
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Those sprites aren't from the game, only the sounds are left over.
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Because that's how the original game worked and changing it would be a "sin".
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You can forget about having a nice experience with Aleph One, the marathon community is extremely against changing anything beyond having the game run on modern systems.
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I remember first playing a demo of Corridor 7 before trying the full game which had some major differences, I believe that may be a huge factor on C7's reputation, people judged it by the demo.
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Dragon Ball Evolution (PSP), based on the awful live action Dragon Ball movie, no one can try this game without some level of prejudice, it's just a bite-sized Budokai game, which technically makes it not bad, just associated with a shitty product, I played it through and got everything in a few hours, honestly, it's a better experience than the proper Budokai games on PSP, maybe because it's literally those games but less, so everything feels more fresh.
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The only method i know of for slims is literally using the USB ports, which are slow and don't work that well outside of ps1 games, or setting up an SMB share, which is annoying to do but has good results.