Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Spectre01

Members
  • Content count

    3482
  • Joined

  • Last visited

Status Updates posted by Spectre01

  1. Walter, what is happening in that avatar? I don't get it.

    1. Walter confetti

      Walter confetti

      It happens that she's eating dried squids.

  2. 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!

     

    1. Catpho

      Catpho

      Best of luck to your future endeavors! Your slaughtermaps were very cool :)

       

  3. 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. 

    1. Show previous comments  3 more
    2. galileo31dos01

      galileo31dos01

      No, the two near each SMM:

       

      DOOM99.png.6fbb53a13329dc38ee65884b48c862da.png

       

    3. Spectre01

      Spectre01

      Hmm... I don't remember the blur sphere there. Think that was an invul for me. But yeah, there's too much space in those towers to telefrag the Viles; like with those Cybers in map32.

    4. galileo31dos01

      galileo31dos01

      Actually, there're blur spheres in every skill, unless you're playing with a different version (?)

       

  4. 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. 

    1. Memfis

      Memfis

      Well, you don't have to replay when you die far into the map if you don't find it fun. Just hit page down and here comes the next level.

  5. Scythe 2, map32: this switch just doesn't work in GL/PRBoom+ for whatever reason. Using Doom v1.9 for compat, which should be correct.

    doom04.png

    1. Show previous comments  2 more
    2. Memfis

      Memfis

      Nah, that action is not necessary for level completion.

    3. Yugiboy85

      Yugiboy85

      I see, it's some sort of bonus action then (like ancient aliens's zdoom scripts). What does it actually do though? Out of curiosity

    4. Spectre01

      Spectre01

      It lowers part of the wall on the left there, allowing you direct access to the area from the main courtyard. You can still walk off the wall, it's just weird when a familiar aspect of the map doesn't work under the intended compatibility settings.

  6. What's the deal with Mancubus fireballs flying through walls in PRBoom+? I got hit no less than 3 times today while behind cover.

    1. Show previous comments  15 more
    2. Da Werecat

      Da Werecat

      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.

    3. Doomkid

      Doomkid

      That's totally bizarre

    4. scifista42

      scifista42

      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.

  7. 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.

    YUndHIP.png

    1. Spectre01

      Spectre01

      Same scene with cl2 instead of cl9, scrolling lights don't work but FPS is at 135.

      ap3OH3B.png

    2. Dragonfly

      Dragonfly

      Totally guessing here, but perhaps the scrolling is bound to the framerate, so if the framerate was at 135, your scrolling textures would scroll ~4.5 times faster than intended? 

       

      But then, I'd have guessed the framerate would have been capped at 35, not 30.

    3. Spectre01

      Spectre01

      Seems to be PRBoom+ acting up as ZDoom maintains a stable ~200 here. Oh well, I prefer the visual clarity of GL mode anyway. :P

  8. 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.

    1. Deleted_Account

      Deleted_Account

      I used to post on there semi regularly back in the day.

×