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Mordeth

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Everything posted by Mordeth

  1. So, Doom is now twenty-five years old. It's been a constant companion since my early student days and to this current day our little community is not just active, but vibrant. That's... amazing. And while you could pick out individuals and point to their contributions, it really is all of us, from the old-hands to the newly arrived, who made this happen and who will carry on the torch.

     

    Thank you all, Doomers.

    1. taufan99

      taufan99

      I've been in this community since 2011, and now that we'll come to 2019, I can't say how much I love this game series and its community, even with a-few-year period of hiatus (that may or may not happen again)!

  2. Mordeth

    SIGIL - New Romero megawad for Feb 2019

    It's like making abstract art. Take Mondriaan's "composition 2in red, blue, yellow" for example. it's famous, yet you can copy it easily. But it's coming up with the composition in the first place that's the hard part.
  3. Mordeth

    Cacowards 2018 - 25 Years of Doom

    Happy birthday, Doom! A big congratulations to all the winners and runner-ups, and of course thanks to the Cacoward team (past and present) for yet another awesome installment.
  4. Are you running in 32-bits? Are all your executables also 32-bits?
  5. Mordeth

    TeamTNT

    TeamTNT technically never disbanded. Several members moved on. And with the passing of Ty Halderman and Jim Flynn I don't expect them to come back together for a new project.
  6. Mordeth

    Making the mastermind a better monster

    Back then, in my first playthrough, I did not use a mouse and was not aware of the strafe keys (I literally backpedaled and made a turn to avoid incoming projectiles). Spiderdemon was a pushover. You could even find a spot on one of the ledges where the Spiderdemon could engage you but always missed, allowing you to shoot at leisure.
  7. Mordeth

    Post Your Doom Picture (Part 2)

    That's usually due to too many active Things. Try to prevent monsters from waking up too soon.
  8. Mordeth

    Brutal doom editing help needed

    People already gave you direct links to the documentation and tutorials you need. Without showing some effort on your part and more specific questions you are not likely to get more help. Read those links, try some simple stuff first, then ask help on stuff where you get stuck.
  9. Mordeth

    Quirks of the Brightness Transfer

    Without looking, I'm going to guess you accidently reused a tag elsewhere.
  10. Mordeth

    Brutal doom editing help needed

    I changed your title to something more descriptive, without using all caps.
  11. Mordeth

    ........

    Merged threads.
  12. Mordeth

    Prevent leaky radsuit?

    @WorstThat... might work for the majority of maps.
  13. Mordeth

    Prevent leaky radsuit?

    The "leakiness" is a sector property, not a player / powerup property. Classic 20% hurting floors have 5/256 chance of circumventing radsuit protection. GZDoom / EE support sector flags to disable / enable this behaviour. I assume you want your mod to run on any random level? That already sounds a bit iffy, since most (all?) levels aren't made with 'instant death' in mind so won't be balanced. Regardless, the only way to prevent deaths without level modifications would be to disable that sector effect like @Empyre demonstrated. If you do have a selection of levels you want your mod to run on, you could attempt an automatic conversion of those levels with the Boom utility cled.exe prior to running, and change the 20% damage effect for specific sectors into less damaging ones that don't exhibit leakiness. Peeps won't like it if you attempt to do so on their IWADs.
  14. The problem arises when someone thinks his ignorant opinions ought to countenance actual verifiable facts, and ought to be treated with the same respect as those facts. They do not, we should not, and this is no longer a debate.
  15. Billions of people don't believe in that. The USA simply doesn't have that many inhabitants. Secondly, evolution is pretty much rock solid as things go. Putting in this way: science understands evolution better than gravity. And "evolution" is not just a theory based on looking at fossils. Evolution is observed on ANY level in ANY biological lifeform. Physiology, morphology to individual proteins and DNA: all show the exact same evolutionary patterns. it's EVERYWHERE. Even the gestation period of humans beings mimics our evolution, from the egg's abnormal salt content that mimics that salt content of ancient oceans, to the embryo developing gills and tails belonging to our fishy ancestors before those features are absorbed or transformed into ears and vestigial bones and whatnot. And sure, science has gaps and undiscovered terrain. But that doesn't mean that entitles you to sneak in your own opinions concerning a moon with a cheesy core. Also, take note: I'm not telling you this to demonstrate you're stupid or an ignorant hillbilly or whatever. I'm telling you because I care. I'm telling you this to free your mind. People who want you to believe in creationism are LYING to you, in order to preserve their own world view and chain you up to it as well. You need to free yourself from those shackles, in order to become the person you deserve to be.
  16. Mordeth

    [v 0 .95] Doom Neural Upscale 2X

    Redneck Rampage, (probably) the last classic Build engine game to be released, had the highest resolution sprites.
  17. You're assuming those "opposites" have comparable merits. They often do not. Like you want to discuss what the core of our moon consists of, and you need to give equal attention to the crazies that insist it's made of cheese. Same shit for the anti-vaxxers, or the creationists.
  18. Mordeth

    Eternity Engine 4.00.00 Völuspá

    All of them. I'm using zdbsp myself. Due to mapsize I build with extended node format and an empty blockmap.
  19. Mordeth

    Doom Engine vs Build Engine (2018 edition)

    Yes. No disrespect intended to both port and mod, of course, but it also doesn't look or feel like Doom anymore. Its soul is gone. Great if you want to make a mod like Total Chaos; not so great if you want to stick to the Doom engine feel. The main drawbacks of using a modern Duke3D port is that the map format is still the same. So you're still relying on weird hacks and a list of rules and a list of exceptions to the rules in order to do the things you would like to do. Plus, no updated editors exists that could take a lot of that work out of your hands. The Duke3D engine always felt 'hacky' to begin with, but that did not stop peeps from crafting some excellent games - including my favorite game: Blood.
  20. Mordeth

    How to port Decorate to EDF?

    You're using Alfheim+ syntax ( "thingtype Annihilator : Mobj, 30111" ) but haven't expressly told EDF to use that syntax ("setdialect("ALFHEIM")" above your monster declaration). So, it will be ignored. Your monster's doomednum ("map editor id") is thus 30002, not 30111. There's a spelling mistake in "basictype Mosnter", which ought to read "basictype Monster"... that's what you get from copying @Altazimuth 's example verbatim :P The latter explains your 'ghost' thing, as your monster is missing the basic 'monster' flags. You haven't posted the EDF of your custom rockets, so I can't tell what's wrong there. As for sounds, you're probably pointing to a location that does not exist. Try using the 'vanilla' way of defining monster's sounds, eg "seesound = dswhatever", and having a "dswhatever" in your wad and see if that works, and go from there. Also, you should always end a label with a 'stop', 'goto...' or whatever, because it can get messy if you start to use inheritance. So, a "stop" after AMNI P -1 A_BossDeath". Personally I would also end on a frame that has no codepointer, but that's just me.
  21. Mordeth

    How to port Decorate to EDF?

    Please post the full EDF definitions of monster/projectile.
  22. Mordeth

    Eternity Engine 4.00.00 Völuspá

    Use the 'Boom' alternative HUD. Pressing "+" while in-game will cycle it between full non-hud view and 'boom' hud, with the 'status' line showing those statistics.
  23. Mordeth

    file access log

    Modification of files can be detected by just looking at their modification / mutation date in Explorer. Right-click on the Explorer header to see available options if mutation date isn't already shown as default. Observing read access needs some significant mojo. Trying to do this for an entire Windows 10 installation is ludicrous, if not retardedly paranoid. Seek help, or just smack your little brother if he overwrites your savegames again.
  24. Mordeth

    Wads like Hell on Earth Starter Pack

    Does this have to be city themed? If not, I'm partial to Temple of the Lizard Men 2. It's a temple-themed total conversion with some Unreal inspired features, focussed on exploring.
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