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Everything posted by JimFlasch

  1. JimFlasch

    Quake Remastered

    I got this via auto download through Steam (I bought Quake that way years ago and have the official expansions also), and it alone of all games I acquired that way gives me an "app configuration unavailable" error. I have tried deleting the appinfo.vdf file in Steam/appcache, but that didn't help. any ideas?
  2. Bladerunner: I know how to load and save games - the problem is that Heretic2Portals crashes when I try to load from a game saved manually (via F6 or the menu). I can only load savegames that were automatically made on entering a level.
  3. OK, I got it to display right, but have another problem - I can only load from autosaves made on entering a level, not from manual saves made while playing through a level; trying to load a manual save crashes the game. What's up with that?
  4. On my monitor, the game is letterboxed with this mod, and the monitor's native resolution, 1920x1080, is missing from the Resolution list.
  5. How do I set this to my monitor's native resolution 1920x1080?
  6. JimFlasch

    Post your Mod/WAD ideas

    in re Diabolución's first post above: According to https://doomwiki.org/wiki/John_Anderson_(Dr._Sleep), "Chiron" became E4M7: And Hell Followed in The Ultimate Doom.
  7. I get a crash and an error message when I try to play Redneck Rampage Route 66 with the latest version of Raze. The crash log is as follows: Log started: 2020-02-20 23:06:03 OS: Windows 10 (or higher) (NT 10.0) Build 18362 adding C:/Raze/raze.pk3, 148 lumps adding C:/RedneckGDX/Redneck/REDNECK.GRP, 441 lumps adding C:/RedneckGDX/Redneck/, 20 lumps Texture filtering mode changed to LINEAR_MIPMAP_LINEAR CPU speed: 3392 MHz I_InitSound: Initializing OpenAL Opened device OpenAL Soft on Speakers (DFX Audio Enhancer) EFX enabled Execution could not continue. What went wrong?
  8. Just installed and tried to run WhackED 4 1.2.4 and got the following error message


    cx_freeze: Python error in main script


    Traceback (most recent call last):

    File "C:\Python38\lib\site-packages\cx_Freeze\initscripts\_startup_.py", line 40, in run

    File "C:\Python38\lib\site-packages\cx_Freeze\initscripts\Console.py", line 32, in run

    FIle "src\main.py", line 6 in <module>

    ImportError: bad magic number in 'whacked4': b'\x03\xf3\r\n'


    What's up with that?

    1. exl


      Are you running it from the 7z file, and using what OS?

    2. JimFlasch


      I installed it from the setup exe, and use Windows 10.

  9. Responding to CoTeCiO's post above - when I went back and checked, lo and behold, Doom Explorer WAS for some reason trying to load PSX Doom with DOOM.WAD! Once I reset it to use DOOM2.WAD, everything was fine. I have no idea how it got reset to use DOOM.WAD - I just know it had DOOM2.WAD to begin with. Thanks, though.
  10. Why all of a sudden am I getting an error message saying "Script error, "PSXDOOM.PK3:animdefs.txt" line 1799: Unknown texture SLIME04" when it's the same PSXDOOM.PK3 I've always used to play this mod and I've had no problems with it before? (GZDoom version is 3.6.0, which I downloaded when it first came out (10/10/2016), and it played PSXDOOM just fine as recently as December 10.)
  11. I have found a rather annoying bug in the latest version of this mod. The only weapons that are selectable are the fists and the pistol. No other weapon can be selected, not even the chainsaw, which shares slot one with the fists. I have PSXLOST.pk3, and PSXLOSTMUS.pk3 loaded in. It also happens with PSXDOOMTC.pk3 & PSXMUS.pk3 loaded in instead, so I'm thinking that the bug is in PSXDOOMTC.pk3, since the absence of the music packs has no effect on this issue. edit: just found that weapons are now properly selectable with PSXLOST.pk3, and PSXLOSTMUS.pk3 alone loaded in... weird.
  12. JimFlasch

    Secret Level access

    In playing through Freedoom Phase 1, I noticed that C2M3 has two exits - one normal, one secret. It should, however, have only a normal exit - at least if Freedoom's episode structure is to match Doom 1's, where E2's secret level is accessed off of level 5, which in Freedom Phase 1 does also have a secret exit. By the same token, Doom 1's E3M6 has its episode's secret exit, so Freedoom's C3M6 should as well, but doesn't (and no other level in C3 has a secret exit either - not that that would work anyhow as C3M9's exit takes you to C3M7 - and C2M9's exits [it has two for some reason] lead to C2M6). Perhaps C2M3 and C3M6 should be swapped?
  13. JimFlasch

    Secret Level access

    Yeah, that works, too.