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Hirogen2

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About Hirogen2

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  1. Hirogen2

    Post your Doom textures!

    It's very nice. I did two testfittings, (1) replacing kzdoom7.wad's signature green wall (has about the same median brightness), and it's good, (2) replacement as WALL62_2 (BROWNGRN), sampled in e.g. Doom E1M4 and an own map. The texture slots right in, but retexturing a map that was designed with the deepgreen BROWNGRN in mind is not something that is done lightly—after all, it is a color change to graygreen. So I'll consider the texture for a new map.
  2. Hirogen2

    Post your Doom textures!

    Just composited nightmare_flatstone3 with the wedges from jimmytex_BROWNG1/9. I don't do image manipulation often, so if there's someone more capable, a remake would be lovely. 3d test scene sample enclosed.
  3. helv24nomo.lmp: that ledge issue helv10door.lmp: sorry, that's MAP10 not MAP11 with the "column door" New issues: helv10yelkeyproblem.lmp: triggering linedef 1359 before sector 58 has completed its movement leads to an unfinishable map helv10dm.lmp: Observed on MAP10, but seems to affect all maps in -deathmatch: the elevator doors never open; some maps have DM starts inside the elevator. helv10door2.lmp: The column door mechanism does not work in -deathmatch. The rocket launcher seems strangely absent even though it's marked MP. MAP09 singleplayer (no lmp): door sector 393 never opens in -nomonsters, leading to an unfinishable map. Reason: thing 382+369 do not exist and thus never trigger linedef 2306. helv.zip
  4. v0.4 on map 23: it's possible to trigger linedef 933 while standing in sector 393. Seems like Doomguy has a long arm. Intentional? On map 24: it's possible to go from sector 23 to the ledge sector 233/205, still able to press the switch (line 1515) and staying on the ledge 233/205 and gaining a little advantage over the incoming revenants. Intentional? map 15 seems to be missing that northward window to the secret exit (it's a red-blue portal instead). Furthermore, I find the trigger for the secret is too difficult. Even tracking it in an editor was.. annoying. map 14: from sector 204 it is possible to kill thing 87+86. Intentional? map 11: If the player stands in sector 72/269, he can inhibit the closing of the column doors, and thus keep the "door" open, therefore bypassing the otherwise required gunshoot of linedef 240. Probably not intentional, but it's not a significant shortcut anyway I guess. map 03 left the kebab boundary markers in, probably can remove those. map 01: I really wished the player could visit the outside area. Most disappointing map: 18.
  5. Most, hm? Well then, now it's on record - 27s saved. btsx_e2beta3_map20_0327TAS.zip
  6. demo lmps. maybe someone finds that useful. btsx_e2beta3_map20.zip
  7. Oh silly me. I missed sector 717 lowering. Now that that's out of the way, let me retry that speedrun.
  8. I don't think you can complete MAP20 with -nomonsters. It would appear there is a reliance on an Archvile jump to get from sector 729 to sector 705 so that you can then cross linedef 6633.
  9. Hirogen2

    DOOM - E1M1 Techno Remix

    NAY. Here's one example of how it's done - http://www.youtube.com/watch?v=wAZps-Mzg2Q (Bart Klepka's At Doom's Gate)
  10. Hirogen2

    DOOM RETRO v1.4.2 released

    Are you sure you visited the right page? Look at the page title, to be sure.
  11. Hirogen2

    DOOM RETRO v1.4.2 released

    http://zdoom.org/wiki/Compile_ZDoom_on_Linux and links therefrom.
  12. Hirogen2

    DOOM RETRO v1.4.2 released

    Why should gzdoom be an exception? It does (or at least, 1.7 did) run on Linux.
  13. Hirogen2

    Beta access for the new Doom

    Reminds me of "Should you preorder videogames?" video on youtube, going against preorderin.
  14. Hirogen2

    Rage in the Studio

    You need to listen to 12.96 days (not 1 day-something) of 256kbps music to get to 35 GB.
  15. Hirogen2

    ZDaemon 1.09.01 Released

    I've seen mipmapping on UT99/GL, not sure if they also do it in software. (The SW renderer is only available in Windows, which I have not used for 5+ years...)
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