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Spectre01

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Everything posted by Spectre01

  1. Spectre01

    Things about Doom you just found out

    Just had Dead Simple trigger the step to the exit platform twice: In this case, the exit becomes reachable by straferunning off one of the Mancubus platforms. I assume this has something to do with the last 2 Arachnos dying at almost the same time. Either way, first time I've had it happen to me on a map07 across all wads.
  2. Spectre01

    dsda-doom source port [v0.22.2]

    On the subject of translucent projectiles: Eternity has an option for "additive" translucency, which I think looks a lot better than the Boom one. Perhaps it could be implemented into DSDA-Doom as well? Examples: The latter has a much livelier look to it.
  3. Spectre01

    PrBoom+ 2.6.1um (Aug 16, 2021)

    What do the gl_use_paletted_texture and gl_use_shared_texture_palette options below do? I can't seem to find any explanations, other than documentation that they were implemented.
  4. Spectre01

    PrBoom+ 2.6.1um (Aug 16, 2021)

    From a user perspective, the biggest difference is that Woof does not have a hardware renderer or screen resolutions above 640x400 (and the widescreen equivalent).
  5. Spectre01

    PrBoom+ 2.6.1um (Aug 16, 2021)

    What are the challenges associated with implementing MBF21 in PRBoom+? Wouldn't the DSDA-Doom code be nearly identical since the ports are so similar?
  6. Looks great! Is 32 the only slaughtermap, based on that list?
  7. Spectre01

    dsda-doom source port [v0.22.2]

    Hey, two questions: Are ammo counts showing up on the Advanced HUD planned for the future? Last mention of that was from Garrett almost a year ago. I've also noticed that vanilla resolution of 320x200 is not an option in DSDA but exists in the UM fork. It would be nice to have, along with the widescreen equivalent.
  8. Spectre01

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Would it be possible to implement something like GZDoom's palette tonemap as a shader for OpenGL? It's great at emulating the software look with all the benefits of hardware rendering. Also, the Shaders sector light mode is the most atmospheric and accurate to the software renderer (e4m7) but the brightness diminishes too much in darker areas. It's possible to see the opposite wall in software, GLBoom, and GZDoom modes, but Shaders renders pitch black even at maximum gamma correction.
  9. Spectre01

    dsda-doom source port [v0.22.2]

    There was discussion last year in the 2.6.1um thread about the possibility of replacing the sound code with the one GZDoom uses, which allows for 128+ sound channels without a group of Revenants blowing out your speakers/headphones. According to @Graf Zahl, it sounds like a better long-term option compared to utilizing the vanilla sound system.
  10. Spectre01

    dsda-doom source port [v0.22.2]

    Is updating the way audio channels work within the scope of this port? At this point, my biggest gripe with PRBoom+ derivatives is how they destroy your ears with 32 sound channels or ignore some of the audio at lower values. 12 channels is as high as I go before slaughtermaps become offensive to the ears, but that does lead to a lot of sounds not playing that I'd like to hear.
  11. Spectre01

    dsda-doom source port [v0.22.2]

    Is it possible to allow intermission text to auto-complete in vanilla wads, with a key press, like it does in Boom? In -cl 2/3/4, it skips the intermission entirely if you press use. It's not a huge issue, but I like to read the story when playing a new wad and currently have to wait for it to slowly appear.
  12. Spectre01

    REKKR - V1.16

    For those out of the loop with development, how is the Steam version different from the free release?
  13. Spectre01

    dsda-doom source port [v0.22.2]

    @kraflab Big looks great, thanks!
  14. Spectre01

    dsda-doom source port [v0.22.2]

    Speaking of crosshairs, it would be nice if the scaling option was improved. When scaling is set to "No", the crosshair is microscopic and when it's set to "Yes", it's a bit large and chunky. Something between the 2 sizes would be ideal.
  15. Spectre01

    Things about Doom you just found out

    The soldiers walking along this top ledge in e1m4 don't attack or shoot back if you stay in the tunnel and do not enter the room. Not really sure what causes it.
  16. Spectre01

    What were the first three PWADs you downloaded?

    Not sure about the third, but the first two were Plutonia 2 and Scythe 1. Plutonia 2 because I wanted a sequel after playing Plutonia and Scythe 1 since I saw BigMacDavis making videos for it.
  17. Spectre01

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Nice! A couple of changes I'd like to see carry over from DSDA-Doom would be "Fine Sensitivity" for mouse turning and numbers next to the option sliders. The former made the mouse precision feel so much better.
  18. Would it be possible to add options for a crosshair as well as support for higher resolutions, i.e. 1080p?
  19. Spectre01

    dsda-doom source port [v0.22.2]

    Is it possible to have the projectile translucency setting work across complevels? It's already implemented in the 2.6um fork.
  20. Spectre01

    What’s your Doom framerate?

    I cap my FPS at 200 across ports because GZDoom does that by default, I guess. I don't like using Vsync or any lower caps and will complain if a map drops below 60 FPS. It's certainly subjective since 35 FPS makes me want to puke for some reason. It just feels choppy in the same way other PC games do. I've never been a console gamer so I'm not used to games being capped to 30 FPS.
  21. Spectre01

    dsda-doom source port [v0.22.2]

    The story text at the end of E4 does not seem to show up in DSDA-Doom when using Ultimate Midi Pack and just skips to Doomguy holding the rabbit head. It works fine in Crispy Doom and ZDoom ports. Is it something to do with the UMAPINFO?
  22. 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.

  23. Spectre01

    Why do you all have bobbing on?

    It's true! Barely noticeable when zooming around but hilarious by holding forward against an impassable, 2-sided line like a midtexture fence. Doomguy stands in place but the camera makes it look like he's trying to jump over with how much it bobs.
  24. Spectre01

    Why do you all have bobbing on?

    Bobbing is one of the few types of feedback Doom has when your character is moving (no footstep sounds or screen shaking) so it's visually nice to have it on. I also use a crosshair but isn't there an option now to center weapons while shooting?
  25. Spectre01

    The DWmegawad Club plays: Base Ganymede

    Because I've recently watched a few videos by @MtPain27, it seemed like a fun idea to play something new and grade the maps using a similar system. Grade is "ABCDF", with C being middle of the road average. Same story with Difficulty. DSDA-Doom, pistol starts etc. E1m1 (Grade: C, Difficulty: E) Short and simple map with Shotgun gameplay and E1 enemies. Visuals are closer to E2 than E1, with a lot of grey bricks and metal. The night sky texture is atmospheric and Jupiter looks great. E1m2 (Grade: C, Difficulty: E) Like e1m1 but with higher monster density and Chaingun combat. Nice detailing with the lighting and windows overlooking the outdoor nukage spill. E1m3 (Grade: D, Difficulty: D) Much larger enemy count than in the previous maps, but it does little more than feel like padding. This is most evident in hallways clogged with Imps and especially the nukage pit full of Spectres, the latter existing to infinite height you if you feel like jumping in to Berserk them down. Since none of the encounters lock you in or otherwise pressure you, the monster density is unnecessary for simple Shotgun/Chaingun gameplay. Remove half the Imps/Pinkies in the map and the gameplay remains intact. Barons and Cacos exist for some modest RL/Berserk action. E1m9 (Grade: C, Difficulty: D) The opener is less exciting than it appears, as the only “threat” are Zombiemen and their potential for chip damage. I like the design of the final room where you weave through the nukage and then fight some Cacos on the way back. E1m4 (Grade: C, Difficulty: D) Ammo is starting to feel a bit tight, though I had a bunch to spare near the end due to liberal Chainsaw use and monster infighting. The final area is just asking to be door-camped. E1m5 (Grade: C, Difficulty: C) The intro had me scrambling for resources, but the rest wasn’t as tense. Both boss monsters showing up was surprising, but neither were in a space which made them difficult to handle. Special mention goes to the nukeage path to the right of the exit door. The instapop Pinkies were lame and the questionable follow-up trap broke on me as the lock-in bars and teleports triggered after I ran back out. Didn’t seem to be a way to lower those bars again from the outside either. E1m6 (Grade: C, Difficulty: D) New hellish detailing is a welcome addition to the grey nukebase theme. Ammo for the fun guns is still rather sparse, so skipping some early enemies that pose no threat is a good idea. The Cyberdemon is just asking to be door-camped. The 2 secrets here are also underwhelming, more so than usual. Just a suit and Berserk right before the exit. E1m7 (Grade: C, Difficulty: C) Doom 1’s limited enemy roster is on full display here. The author is clearly attempting to make mid-scale, orchestrated fights, but once again withholds rockets and cells in favour of Shotgun/Chaingun gameplay. Look at the opener, 17 Imps, 1 Pinky, and just the Shotgun. It’s… not engaging. Neither is the Baron usage. Since good ammo is at a premium, I feel forced to either run past the Barons in the hope that they infight with something or shotgun them down like I’m playing Hell Revealed from a pistol start. And let me tell you, watching 8 Barons infight a Mastermind is about as fun and time consuming as just shotgunning them yourself. This is the episode’s best attempt at combat yet, but it’s just not working for me. E1m8 (Grade: D, Difficulty: B) It’s a mini puzzle map where you die until you figure out the puzzle. Straightforward execution thereafter. Final Thoughts I did not enjoy E1 of Base Ganymede. Here's the thing, Doom 1's core combat is not terribly exciting. Your enemies are either "shotgunner or demon who shoots slow projectile straight at you". Since combat isn't Doom 1's forte, a good Doom 1 map focuses on other aspects: puzzles, exploration, or secret hunting. These E1 maps do not have interesting or rewarding secrets like in the Doom 1 IWAD, nor are the layouts intricate to explore. What remains is rather dull combat, where the biggest threat is running out of ammo. I'll have to pass on the rest of the wad.
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