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Hirogen2

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  1. Hirogen2

    dsda-doom source port [v0.24.3]

    I never needed to configure that in prboom-plus. prb+ just used fluidsynth and fs loaded whatever it had (which, by the ear, appears to be FluidR3_GM.sf2/FluidR3_GS.sf2 as found somewhere in /usr), despite the seemingly incorrect stock value for snd_soundfont. $ grep sf2 .prboom-plus/*cfg .dsda-doom/*cfg .prboom-plus/prboom-plus.cfg:snd_soundfont "TimGM6mb.sf2" .dsda-doom/dsda-doom.cfg:snd_soundfont "TimGM6mb.sf2"
  2. Hirogen2

    Sunder - Map20 Appears, finally.

    You missed the point. Bigger isn't always better.
  3. Hirogen2

    Sunder - Map20 Appears, finally.

    Just as in writing computer programs with functions, if the map gets too big (and hitting map format limits is certainly one definition of "too big"), it's time to consider splitting it.
  4. Hirogen2

    dsda-doom source port [v0.24.3]

    Humm. The github issue tracker is disabled. Oh well. I'll write it down here in case anyone manages to figure it out before me. In dsda-doom / Linux x86 self-built, I am always getting the OPL2 music output. For some reason, SDL2-Fluidsynth or Pure-Fluidsynth don't work, though there should not have been many if any changes to the music code compared to prboom-plus HEAD. Fluidplayer: Fluidsynth version 2.2.5 fluidsynth: error: Unknown string setting 'synth-midi-bank-select' fl_init: Couldn't set synth-midi-bank-select fluidsynth: error: Unknown integer parameter 'synth-polyphony' fl_init: Couldn't set synth-polyphony fl_init: error loading soundfont TimGM6mb.sf2 portmidiplayer device list: ALSA:Midi Through Port-0 portmidiplayer: Opening device ALSA:Midi Through Port-0 for output I_InitSound: sound module ready
  5. Hirogen2

    Post your Doom textures!

    One hears a lot of complains about the Doom palette (and how much better Heretic/Hexen's is, especially in e.g. magenta). However, Doom's palette is tuned rather well for the game assets Doom was shipping, i.e. all the browns of a dusty Mars moon setting.
  6. Hirogen2

    Sunder - Map20 Appears, finally.

    Ouch, this is hard to watch. Still blur, motion blur, and, it would appear to me, squished aspect ratio.
  7. 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.
  8. 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.
  9. 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
  10. 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.
  11. Most, hm? Well then, now it's on record - 27s saved. btsx_e2beta3_map20_0327TAS.zip
  12. demo lmps. maybe someone finds that useful. btsx_e2beta3_map20.zip
  13. Oh silly me. I missed sector 717 lowering. Now that that's out of the way, let me retry that speedrun.
  14. 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.
  15. 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)
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