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UndeadRyker

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About UndeadRyker

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  1. UndeadRyker

    The thread that belongs to oblivion

    I won't lie, but this thread has reminded me of one of that one argument I was a part of here a while ago and apparently it's still in my subconscious. I've been trying to contribute a lot and I always wonder how bad I hurt how others viewed me here when I post or do anything related to Doom since then. When I release a video, mod, or even stream, there's just something wrong and a part of my mind just tells me I shouldn't be doing that because I'd be bothering this community because I might hurt it more than I could ever possibly contribute. Maybe I'm overreacting and overthinking this but I really appreciate this community and the games this is all about. I apologize to everyone I affected. It's hard for me to admit this, but I feel like I've been a net negative for the community sometimes.
  2. UndeadRyker

    Some days...........

    I just use SLADE 3 myself, but I saw that it worked for me still just by dragging the .wad on the GZDoom exe and also through ZDL. I remember having this problem before with wads not loading either. Make sure that the wad is being loaded from an actual location in your computer that isn't directly from a zip file. If you put the wad from the zip directly into any launcher, be it Slade, ZDL, or just even on top of the source port itself, it puts it into a temp folder which gets deleted shortly after it's finished "extracting". Try DRAGON12 on your desktop or your download folder, or double-check and make sure it's in your preferred WAD folder of choice!
  3. UndeadRyker

    Some days...........

    Is GZDoom or the WAD not loading? It loaded just fine for me on GZDoom 4.5.0 using Ultimate Doom. Did you warp to E1M2?
  4. UndeadRyker

    The 2020 Cacowards

    Sweet, the Cacowards are out already! This whole year was really rough but it went by so fast. Personally, I'm really glad to see @Doomkid and @Endless get the recognition they deserve. I've been watching their projects unfold quite nicely, and as someone who helped jumpstart the Doom Master Wadazine it's beautiful to see it get mentioned and all the praise it's gotten. Congrats everyone, I'm proud to be a part of this community! :)
  5. UndeadRyker

    Why is Eternity not so popular?

    I've wondered this myself too and I'll just guess here. Eternity's philosophy seems to be to try and fill the gap between vanilla-compatible and borderline almost GZDoom-level scripting capabilities (which is extremely similar to the niche PrBoom+ fills in my opinion). The only flaw with that is most people including myself usually use at least 2 source ports to scratch that particular itch. For most, it's PrBoom+ and GZDoom. For me I use Crispy Doom to scratch the vanilla side, PrBoom+ for the Boom side, and if I'm feeling daring I use GZDoom instead when I want to pump Doom full of mods or if a map requires it. It's hard for me to fit Eternity in my catalog because my three source ports are already there and preconfigured, ready to launch in two clicks. That's one of the problems I have with Eternity personally. I feel unsure how to switch it from its vanilla "modes" to its almost-GZDoom mode. Another problem of Eternity's is less popular to begin with than GZDoom and understandably so, through no fault of its own. Since I've used GZDoom far longer than Eternity (although I started with Skulltag :p), I've just come to know GZDoom as the source port of choice for intuitiveness when it comes to doing some ambitious gameplay changes. GZDoom is also, by far, one of the most popular source ports for Doom to date. Look at YouTube which I feel is responsible for the popularity of GZDoom. Chances are, over 80% of the gameplay videos were recorded with (G)ZDoom. Add the notoriety of Brutal Doom's infamous reputation of being over-the-top for any game, and the usage of GZDoom shot through over the roof. Hell, even Ghoul's Forest 3 got people using GZDoom. Two of the famous video-gaming YouTubers used GZDoom, PewDiePie and Markiplier for Ghoul's Forest 3 and Brutal Doom respectively from what I remember off the top of my head. So logically, GZDoom-based scripting would skyrocket over Eternity-based scripting, ignoring the obvious fact that GZDoom's scripting is far more versatile especially with the introduction of ZScript. Obviously the explanation for the lack of Eternity usage over GZDoom's to begin with is that there's no Eternity-exclusive mods that I know. In addition Crispy Doom, PrBoom+, and GZDoom offer far more settings the end user can tweak to fit their needs. When I used Eternity, the lack of user-settings like crosshair, HUD, etc, put me off a little. Once I toyed around with trying to modify my CABIN mod to be supported in Eternity I couldn't help but feel like I was missing something when I was browsing the Eternity wiki particularly at EMAPINFO. I just felt like I was missing a million things yet I couldn't put my finger on what it could've been, if any at all. Maybe I skim way too much but that may be just me. However reading your OP, you specifically pointed out that there's no showcase of its capabilities so... yeah. Maybe that was it? I should definitely give Eternity a try again though and try to adapt more to it. It's been a while since I've last used it seriously. It definitely felt "cleaner" and more refined to use than PrBoom+ but at the same time, I wish it could be tweaked a lot more. I should actually give suggestions to the Eternity devs now that I'm saying this :p
  6. UndeadRyker

    [OCT 2020] CABIN: A Post-Doom II Apocalyptic Nightmare

    There was a hotfix (v1.3.1) released today! When CABIN got renovated, some stuff was broken in the process but it's fixed now! I'm glad to hear this update was well-received! Thanks everyone! It was also a blast working on this project too. CABIN is a nice little experimental playground for me. :)
  7. UndeadRyker

    [OCT 2020] CABIN: A Post-Doom II Apocalyptic Nightmare

    CABIN 2020 (AKA Cabin v1.3) is now OUT! Check the OP for a list of changes and the new version! Woah. It's really been almost a year since CABIN was released... This update may have changed just one number, but I guarantee you it's a heftier update than you think! Also, little disclaimer, There will probably be a small update or two in late November. I'm extremely tired right now so I'll come back here once again later, but I'm proud that it's out now and I think I'm beginning to call CABIN a finished WAD. Thanks again to everyone for their support, and I'm looking to hear your feedback and have a spooky Halloween! :)
  8. Shoot I'm sorry, I forgot to respond to your original review in my first response! Your concerns have been duly noted and rest assured, I will have everything taken care of in the next version. I'm so happy to hear that the ending of MAP01 was your favorite part in the WAD. It's personally my favorite part too! As for CABIN 2020 being a bonus WAD if it's done by the end of the month and if it's no inconvenience to anyone, that would be fantastic but I think it would spoil me haha. Thank you very much for your feedback, the credit, and thank you for playing. I can't wait for you to enjoy CABIN 2020! Yay! I'm looking forward to hearing from you again. I sincerely appreciate the response and enthusiasm from you and everyone else in the thread. Thanks again!
  9. Well I'll be damned. As the author of CABIN, this thread caught me off guard lol. I wasn't expecting to see CABIN featured, but I'm grateful and honored that rd decided to toss my project up there with the other wonderful mods for the DWMiniwad club. I'm actually planning and working on releasing an unexpected major update to CABIN near Halloween (that's why I changed my profile picture hehe), calling it CABIN 2020 and I'm looking forward to all of the feedback provided here, both positive and negative that I can incorporate in one of its final versions. It will have many fixes, additions, more story and new levels. For now, I'd like to address and acknowledge everyone's concerns and feedback to CABIN. That was one of the most frequent feedback I've gotten for my mod, about the rev missiles. Truth be told, the missiles were never meant to be as terrorizing as they currently are now. I was experimenting with DEHACKED at the time, and I actually tried to make them less of a nusiance at first while trying to balance out the decreased health the revs have so they remain a threat, and I couldn't figure out how to make them stop homing so I stuck with it. I'm sure everyone will be delighted to hear that in CABIN 2020, the missiles will no longer have a chance to become homing, and there will be smaller, other miscellaneous nerfs to the zombies as well while hopefully still remaining fun, or in this case, starting to make the maps more enjoyable for other players. Thank you for suffering through it MUAHAHA playing. :p The visuals was one of my biggest gripes with it as well and I'm looking into that and trying to spruce up the visuals. However some more trivia about the backstory of CABIN (or excuses, however you might interpret it :p) is that during its development I was actually trying to make it run and be Chocolate Doom/DOS compatible, however I messed up something bad in the map without knowing what it was and I gave up on trying to fix that. I found out that my map still ran in Crispy Doom and PrBoom, hence it was bumped from its intended requirement of vanilla to limit-removing as those ports ignored my map error. I'm proud to announce that CABIN 2020 will be able to run in Chocolate Doom without -merge and in DOS with no issues! That just means I actually have to worry about adding too much detail but I'll see what I can do in that regard. Also, in CABIN 2020, the second level will be bumped all the way to MAP07, meaning that there will be five new maps and a text crawl that will quell any suspicion that the last level is somehow beatable, and hopefully will be more interpreted as a bonus/survival level than a serious one. Thank you for the feedback and playing! That's actually great to hear that you picked up that it was more than an experimental WAD than anything even if you didn't have a great experience with it. :) I'll throw my hands up and say that yeah, the mapset was extremely hard. As John Wheel pointed out, the difficulty settings received little to no love and that was my fault. But I want to remind you that you were playing on UV after all, so please forgive some of the old enemy behavior. Anyway looking past all of that, you'll be pleased to know that the revs will be getting a decent nerf/fix. Thanks for playing, and thanks again for the feedback. Yup, the revs do more damage and their projectiles are certainly much faster. However, they also home which was always an unfavored behavior of mine that I was too new with DEHACKED to fix, but the enemy will be getting an extreme rework with many of their issues being fixed. Anyway, I'm glad that you found MAP02 fun. It was an opportunity to go on a rampage on those undead bastards that tormented everyone during MAP01 LMAO :D Thank you for playing! Thank you for the review! Again, I admit that I did not do enough justice for the difficulty settings but that will be accounted for in CABIN 2020, coming this Halloween. Also as I said earlier in this post, there were many things that bugged me about the mod that I wasn't experienced enough to fix until now, such as the homing rev missiles. CABIN 2020 will also contain more maps that will toy with some survival horror concepts, and thank you for some ideas! The mod was genuinely never meant to be unfair, and I totally agree with everything you said. And also, as stated before MAP02 will be bumped to MAP07 after a new crawl text that will hopefully make it more clear that it's a bonus/survival level. Thank you for playing and thank you for writing all of this! All of your feedback is sincerely appreciated, thank you all for playing, and thanks to rd again for featuring CABIN for this group. Everything in this thread, even if it wasn't for CABIN, is really useful info for me to take in. For the next few weeks I'm going to be extremely busy with working on CABIN and visiting my girlfriend for the next few weeks so I won't be able to respond to everything here if there happens to be more feedback for CABIN, but I'll be sure to read all of them. Hope you all have a nice, spooky Halloween. See you soon :)
  10. UndeadRyker

    recent wildfires and sky turning red

    It looks like a couple wildfires seem to have been started by arsonists (rumored to be antifa, but not 100% sure) across several different states, and that includes Oregon. Here's some sources: https://www.koin.com/news/wildfires/video-shows-clackamas-county-deputy-fueling-antifa-arson-rumors/ (Oregon) https://oregoncatalyst.com/49407-arrests-stories-emerge-nw-fires-set-intentionally.html (Oregon) https://mailtribune.com/news/top-stories/arson-suspect-arrested-for-phoenix-fire (Oregon) https://kion546.com/news/2020/09/07/woman-accused-of-intentionally-starting-fires-on-highway-101-arrested/ (California) https://www.q13fox.com/news/wsp-man-arrested-for-setting-fire-in-median-of-sr-167-in-puyallup (Washington) https://www.lawenforcementtoday.com/sources-series-of-wildfires-may-be-coordinated-and-planned-attack/ (in general, leading to the possibility that it's a coordinated attack) Regardless, these are crazy times we live in. Stay safe friends.
  11. UndeadRyker

    Responding to GmanLives' Unity Doom video (Removed)

    Dang, this is confusing. From what I'm getting, GmanLives had a few misguided points that were corrected in Doomkids video, then he tried to defend those points in a rather passive-aggressive way backpedaling and doing some gaslighting, and now he's getting tons of hate? Then he takes down the video? Is that right? My two cents as a small video producer (I'm sure Doomkid would say the same) is that it's rather stressful creating and producing videos that are meant to be informative. I personally like to make sure my videos aren't misleading in any way possible, but I feel like I don't worry as much because I'm a smaller channel. If I make a mistake, it's not like I'm screwing over everyone and that can easily be fixed with a pinned comment or something like that. However, he runs a bigger channel and has a reputation to maintain. Not only that, but it's mentally draining and I can see why GmanLives would be put in a bad spot and get defensive. I get really anxious when I receive feedback on my informative videos. I've even taken a seriously long break from publishing videos that are meant to be informative about Doom. You really have to be mindful of the small details and ever since I uploaded my video that actually took a Phoenix Wright meme-induced spin on Doomkid's video towards GameTheory, I'd be lying to say that I don't doubt any of the information I've provided in my video at least a little bit. It actually stresses me out, and I'd hate to be seen as a liar or someone being malicious. I can't help but let my mind wander and question myself. Maybe my wording's a bit off. Maybe I misinterpreted something or even spread misinformation that I learned from someone else into this new video of mine I'm not aware of. It's certainly quite a big responsibility to take. That doesn't mean that GmanLives should take all criticism as an attack on his intelligence as it seems to be what he was doing. If there really were people that insulted him over a video, then obviously they should've took a step back and been somewhat more understanding. They should've realized that Gman was doing this all with a good heart, and it was clear that he wanted to help people learn about the game and the Unity port. But, pulling the "I'm just an entertainer" card by saying "this was only meant to entertain" when you were clearly trying to inform others and explain something (let alone keep defending your wrong points while being passive aggressive) just makes you look like an untrustworthy source of information, irresponsible, and immature. I hope this can be resolved without any more drama and that we can all learn from this.
  12. I figured that I should link my response from another thread to here. I've noticed this with any custom sprites defined in DEHACKED, but for me they don't crash the game. They're simply ignored. Sprite replacements only work if all sprites are replaced, like in Doom 4 Vanilla. My mod is Chocolate Doom compatible and another mod I tested, fraggle's smooth weapons mod for DEHACKED, he tested in Vanilla Doom/DOS and it doesn’t work in Unity either.
  13. Everything about this is just wonderful. I can't wait to contribute to this again soon. I had a blast reading it myself, keep it up everyone! To think that it's only been just over a month since the first edition and it grew and improved so much...
  14. If this gets added in the addons for Unity does this mean it's canon to Doom lore???
  15. Chocolate Doom doesn't have this problem. My mod and fraggle's mod can be loaded simply with -file, without -merge. I haven't tested my mod with DOS but fraggle claims that his mod works with Vanilla Doom/DOS. Something might be wrong with how Unity interprets DEHACKED strings to replace sprites with custom sprites.
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