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Rathori

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Posts posted by Rathori


  1. 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.


  2. 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.


  3. 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.)

     

    Spoiler

     

    I 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.


  4. 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.


  5. 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.


  6. 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.


  7. 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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