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Status Updates posted by Spectre01
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Walter, what is happening in that avatar? I don't get it.
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An End to All Things...
Hey! After 3 years of consistent Dooming, I feel like going on on an indefinite hiatus from all things Classic Doom-related. Variety is the spice of life and I normally don't stick to primarily one game for over a year. I recently played Doom 4 and had a great time with it, so I am looking forward to what happens with Eternal. But yeah, just a quick announcement from my end!
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Almost done with my saveless "vintage" PRBoom+ run of Alien Vendetta. Just cleared Dark Dome in a blazing 59:40. Man, you can't see shit on that map without vertical look. The height variation + infinite height splash from Cybers makes some parts rather awkward. I prefer having a full range of visibility in GLBoom+ while still keeping the regular autoaim even if going for a "purist" experience.
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Been playing Alien Vendetta saveless in vintage 8bit PRBoom+. Ain't nothing like dying 1 hour into Demonic Hordes to a single Cyberdemon. I got the map down on the second attempt, but I want that hour back! For these longer maps, I can't say that playing without saves enhances the experience.
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Nah, that action is not necessary for level completion.
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What's the deal with Mancubus fireballs flying through walls in PRBoom+? I got hit no less than 3 times today while behind cover.
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I changed next frame to 115 and rockets turn into BFG balls now. A second -1 down the line stops the animation. Looks like it's just the first frame that can't be static.
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Frame 115 is a BFG ball frame, Da Werecat just tested whether next frame will work in that case, and it worked as it should have, that part is not bizarre.
I think I found the issue in the source code. When a projectile gets spawned, the following function is called:
void P_CheckMissileSpawn (mobj_t* th) { th->tics -= P_Random()&3; if (th->tics < 1) th->tics = 1;
The last 3 lines are supposed to randomize the projectile's animation, but if the duration of the first frame is -1, this code will change it to 1. As a result, the projectile will animate even though it's not supposed to. And since the duration is only 1 and the next frame is set to 0, the projectile will disappear as soon as it tries to animate.
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I don't get software mode. Get stable FPS in geometrically complex scenes and then it drops to 30 in a hallway with scrolling lights.
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Was anyone here active on the Planet Doom forums around 2003-2006? I used to post there regularly with the same account name until taking a 10 or so year hiatus from Doom-stuff.