-
Content count
476 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by Rathori
-
Sunlust + Summer of '69 demos [-complevel 9]
Rathori replied to Andrea Rovenski's topic in Speed Demo Submissions
Holy crap, congrats on achieving this! Any chance of a YouTube upload? I don't think I'll be able to manage a 3-hour long in-engine sitting to watch the demo. -
From now on in my head the "slow door opening sound" is gonna be the "disappointed door sound".
-
If we can't get an IRL actor to do the role, Shrek in his human form would do quite nicely, IMO:
-
The Force Engine (Jedi Engine Port/Replacement)
Rathori replied to lucius's topic in Everything Else
Damn, this looks so good. -
I mean, I've yet to play a level that lasted that long :P
-
Sorry, gotta stop running those workflow now -- gotta keep the nice round number :P
-
This functionality kinda already exists: https://www.doomworld.com/forum/post/2277217
-
Btw PrBoom+ has a command-line argument that lets you set the saves folder, so you can have separate set of save slots per WAD, or multiple sets of saveslots per WAD, or whatever you want. Just add "-save <folder name>" to your shortcut/batch file/GOG Galaxy custom executable/whatever else you use. Here's an example for Sunlust: prboom-plus.exe -file sunlust.wad -save saves-sunlust I named my saves folder "saves-sunlust", but you can call yours whatever you want, and make sure you create that folder in your PrBoom+ folder before running the game, otherwise it won't work and it would just save in the default location. I've never checked if other source-ports support this, but I wouldn't be surprised if they do too.
-
Doom Zero - launch (and celebrating 25 years of Doom II)
Rathori replied to DASI-I's topic in WAD Releases & Development
@P41R47 here's a bunch of older versions I had on my hard drive: https://drive.google.com/drive/folders/1fVajDHwNlH3hCHOCnHLG49n0qyJ8yhNN?usp=sharing The plain DOOMZERO.zip is 1.0 IIRC. -
Doom Zero - launch (and celebrating 25 years of Doom II)
Rathori replied to DASI-I's topic in WAD Releases & Development
I basically agree with all the points in P41R47's posts. I think the puzzles are just the right difficulty. In fact, for me the level and puzzle design defines what's so good about Doom Zero. You have to use your brain just a little bit and pay attention, but it never took me more than a few switch presses to figure out how a puzzle works, and solving them has only been satisfying, never frustrating. The only thing that I remember being somewhat tricky was navigating Suspension, but it wasn't due to puzzles, it was just remembering where I have and haven't been and whether I pressed a certain switch or not. Ironically, it is in this very map that I explicitly remember knowing for sure that the final face switch would open the final face door. -
Doom Zero - launch (and celebrating 25 years of Doom II)
Rathori replied to DASI-I's topic in WAD Releases & Development
Yeah, in those screenshots it's obvious that a switch with a certain face corresponds to a door with a certain face. If they are in different parts of the map, though, then I probably won't remember which face I've seen in which place before (although note to self for the future to pay more attention :P). Speaking of problems the players have: is this the intended way of getting the blue key in Abandoned Compound? (15:42 in case the URL timestamp doesn't work.) -
Doom Zero - launch (and celebrating 25 years of Doom II)
Rathori replied to DASI-I's topic in WAD Releases & Development
@DASI-I I think the pentagram is where the enemies teleport to, and as far as I'm concerned, face switches are just switches. I usually don't pay attention to specific switch textures used, so if those have any special semantics - it was lost on me (sorry). -
The Force Engine (Jedi Engine Port/Replacement)
Rathori replied to lucius's topic in Everything Else
Looking really good, can't wait for a playable release. -
I have played 2 hours of Empire of Sin and filed a refund request - the controls and UI feel really awkward, and the game just doesn't feel like fun. @paturn I highly recommend going through the "DWMegawad Club" and "DWIronman League" threads in "WADs & Mods" section of the forums as good starting point for community WADs exploration.
-
@karlpet You can set DOOMWADDIR environment variable to point to the directory where you keep your wads (and make sure PrBoom-Plus.wad is in that directory too).
-
I've played through the Classic Redux version last year without any problems, but I've seen a lot of people complaining in the reviews, so YMMV I guess. It's also quite pricey, especially since the Classic Complete version is completely free.
-
Sunlust + Summer of '69 demos [-complevel 9]
Rathori replied to Andrea Rovenski's topic in Speed Demo Submissions
That's was simply beautiful. No LMP download, though? -
@Gerolf I suspect he's a leftie since he also loads the shells into SSG with his left hand, and he's pretty efficient at it.
-
DOSBox is great in general, but for Doom specifically, source-ports are a much easier and better to use option.
-
That sucks, it was also my source port of choice. Luckily they have an archive with all the binaries versions they've ever released, so you could try getting Yamagi 7.30, which still has the original HUD and white crosshair.
-
Thanks for the tip, I'll try it the next time I play.
-
BTW I found that OpenGL mode with disabled texture filtering is the sweet spot for me in terms of Q2 looks. This way you get both high resolution and nice crisp pixels instead of smudged mess. That's the setting I use: gl_texturemode GL_NEAREST_MIPMAP_NEAREST To me it just feels wrong to disable the visual bells and whistles, since Quake games were always cutting edge in terms graphics (at least until Unreal came along :P) but both Q1 and Q2 benefit quite a lot from disabled filtering. Pixels - good, blurry mess - bad.
-
I've found out that Elasto Mania has been released on Steam. That's a blast from the past, and I've completely forgotten how much fun this game was. And how hard.
-
TNT Revilution: Final release now on ID Games!
Rathori replied to Jaws In Space's topic in WAD Releases & Development
I don't recall having any ammo issues while playing on UV. -
TNT Revilution: Final release now on ID Games!
Rathori replied to Jaws In Space's topic in WAD Releases & Development
Well, you're playing with a mod that changes gameplay balance. What did you expect?