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Posts posted by Rathori
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On 12/29/2022 at 8:48 PM, Kyka said:If you allow that door to smack you in the head, and it reopens without fully closing, it plays the slow door opening sound
From now on in my head the "slow door opening sound" is gonna be the "disappointed door sound".
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1 hour ago, Womneare said:It lasts around four years
I mean, I've yet to play a level that lasted that long :P
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2 hours ago, Adamast0r said:Say, would it be possible to add a savegame directory, just like the screenshots one? I think the option to delete saves in-game is great but, I was just wondering if this would be something easy to implement, for organisation purposes.
This functionality kinda already exists: https://www.doomworld.com/forum/post/2277217
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8 hours ago, Altazimuth said:Boom introduced a deh/bex string called SAVEGAMENAME. Replacing this with a string up to 7 characters will change the name savegames use for a WAD. By using this you can give a mod unique saves, making the lack of save slots in many ports a non-issue. Even Chocolate Doom appears to support it.
I'm surprised I've never seen this used before.
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.
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@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.
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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.
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1 hour ago, DASI-I said:🤔Interesting. Here's some more pictures and tell if you can figure out what they do.
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.)
SpoilerI think I immediately knew I could probably make that jump, but it didn't quite feel "legit", so I looked for another way for a little bit.
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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.
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49 minutes ago, HLRaven said:Currently on the last chapter of Blood, after that I need to do shadow warrior and ion fury,
What is the best way to do shadow warrior?
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.
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8 hours ago, 4shockblast said:Map 13 Pacifist in 5:10. Hardest pacifist I've done so far for Sunlust, possibly ever. :)
That's was simply beautiful. No LMP download, though?
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DOSBox is great in general, but for Doom specifically, source-ports are a much easier and better to use option.
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3 hours ago, Lila Feuer said:I switched to Yamagi Q2 which I haven't used in a long time, only to realize they changed the damn HUD to the one KMQuake II has. I wanted the original dammit! Also the crosshair is now red for some reason and I don't really like that either.
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.
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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.
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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.
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Sunlust + Summer of '69 demos [-complevel 9]
in Speed Demo Submissions
Posted
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.