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Mr.Unsmiley

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About Mr.Unsmiley

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    Warming Up
  1. Mr.Unsmiley

    Crispy Doom 5.3 (Update: August 12, 2018)

    there's a wide variety of what constitutes "mods" in Doom but if you're asking about elaborate mods that change the entire behavior of the gameplay like Brutal Doom, stuff like that is usually specific to GZDoom because it has a lot of extra code not present in traditional Doom that those mods are based upon. but this port supports most standard mods like player-made levels, sprite swaps, music mods (I've made my own PSX/D64 soundtrack mods), color palette changes, etc
  2. Mr.Unsmiley

    Crispy Doom 5.3 (Update: August 12, 2018)

    yeah it doesnt play when I go in the intended way. I wasnt loading a save file, but I was using idclev to test some things. it's not an issue that I've noticed in other ports and I dont remember it being in previous versions of crispy
  3. Mr.Unsmiley

    Crispy Doom 5.3 (Update: August 12, 2018)

    I noticed that in Icon of Sin, the dsbossit.wav doesnt seem to play unless I idclip past the teleporter
  4. Mr.Unsmiley

    Chocolate Doom

    oh, I guess you're right. I thought I remembered them moving when I first played it, but that was years ago and probably on a source port that didn't use the correct behavior (zombies dropping ammo, etc). I just looked at zdoom and they don't move there either if you use chex.wad as the iwad, and they don't seem to in dosbox videos on youtube either. well, disregard then
  5. Mr.Unsmiley

    Chocolate Doom

    this isn't a chocolate-doom-specific issue but it concerns something I got from the chocolate doom wiki. I was playing Chex Quest 2 and realized the dehacked file that makes the Baron stay in place because that's how the encounter was meant to go in Chex Quest, also applies to CQ2, but the Barons at the end of CQ2 are supposed to be mobile. so I figure there needs to be a separate dehacked for CQ2 (I don't know how dehacked files work so I don't know if you could have the current one make an exception if chex2.wad is loaded). I'd make it myself since you'd only have to remove the part that affects the Baron and leave everything else the same, but, I don't know how
  6. Mr.Unsmiley

    Crispy Doom 5.3 (Update: August 12, 2018)

    they were solid color in the previous version, the pink meat is a new feature (taken from Boom according to the patch notes) and yeah the colored marine corpses was an idea I suggested (not knowing if it was even doable, but apparently it was very easy). my only contribution to the Doom community as a total nobody!
  7. Mr.Unsmiley

    Crispy Doom 5.3 (Update: August 12, 2018)

    hooray, time to see my suggestion in action and this is just lovely
  8. ah, I didnt realize the sprites themselves were altered, I assumed the different palette was just a playpal lump or something. I've been using this mod with Brutalist Doom, which also alters the palette but doesn't affect the sprites, so I didn't even think that would be necessary in BTSX
  9. I tried playing this with Back to Saturn X (in Crispy Doom, but I dont think this issue is source port dependent) and it didn't seem to work, BTSX just kept using the default sprites. I'm not sure if there's some special case for this mod, I haven't tried using it with too many other mods so far but generally it's worked with others. I'm using this command sequence crispy-doom -iwad doom2.wad -merge d2spfx16.wad -file btsx_e1.wad -deh btsx_e1.deh d2dehfix.deh
  10. Mr.Unsmiley

    Crispy Doom 5.3 (Update: August 12, 2018)

    Alright, that's kinda what I was expecting. I dont know anything about programming but I understand what is and isnt worth fixing so I accept that I dunno I'm just mentioning what it says on the Doomwiki page for the map "source ports that build their own nodes or use different line-of-sight algorithms may fix this bug silently." but if it's not relevant to anything then feel free to disregard of course!
  11. Mr.Unsmiley

    Crispy Doom 5.3 (Update: August 12, 2018)

    my iwad is the id anthology version so I thought it was already fixed? also I thought this was an engine error rather than a map error, and Crispy can fix engine errors that Chocolate doesn't, right? http://doomwiki.org/wiki/Sleeping_shotgun_guy_in_MAP02_%28Doom_II%29 I'm pretty sure it's the same thing as this
  12. Mr.Unsmiley

    Crispy Doom 5.3 (Update: August 12, 2018)

    I was playing Pharaoh with the GOG version and noticed the anthology patch doesn't seem to fully work. the map has 2 bugs, the yellow key accidentally tagged multiplayer only, and a sergeant who wakes up early and blocks the teleporter ambush at the end from happening. TNT31.WAD fixes both of those, but apparently the patched version only fixes the key and not the teleporter. I didnt notice in other ports because zdoom fixes the problem internally by building its own nodes, but it happens in chocolate/crispy. I know this isnt really a big issue, because you can still just use TNT31, but I was hoping I wouldnt have to hang on to that since the patch existed. I know chocolate won't touch it because that leaves vanilla bugs alone, but I'm wondering if this is something crispy could or would address
  13. Mr.Unsmiley

    Crispy Doom 5.3 (Update: August 12, 2018)

    edit - disregard all this, I managed to get the command line arguments to work in ZDL. although now I'm wondering why, when I use this method and select GZDoom from within ZDL, the Steam Overlay works in GZDoom but it doens't for Crispy I'm trying to get Steam to recognize Crispy Doom as my source port of choice when launching Ultimate Doom from Steam. I've done this before by putting ZDL in the steam folder and renaming it to dosbox.exe, because Steam launches Doom by looking for dosbox.exe. but ZDL doesn't seem to work very well with Crispy/Chocolate's command line parameters, for instance, I can't seem to get the -merge command to work in ZDL so I cant use marphy black's sprite fix mod. so, I'm trying to put crispy-doom in the steam folder as dosbox, but when I launch it through steam, it doesn't pay attention to my config, instead it launches it full screen, 320x200, opl, and shareware (when I like to run windowed, 1024x800, midi, and obviously not shareware). does anyone know how to get steam to recognize my config or if it's even possible? I know you can set up a separate entry as a non-steam game, but I dont want to do that, since I bought Doom on Steam, I want it to acknowledge the actual entry
  14. I just downloaded this and was kinda surprised you didnt make it so that the weapon sprites are fully visible (such as the BFG sprite being like twice as long as it is in-game and having a little BFG stamp in the lower right corner). is that not possible or outside the intentions of this project?
  15. Mr.Unsmiley

    Crispy Doom 5.3 (Update: August 12, 2018)

    hooray, my "overthinking the barely existent doom lore" has finally paid off
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