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wrkq

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Everything posted by wrkq

  1. wrkq

    Getting the red key in MAP15

    Funnily enough in my earliest playthroughs I knew other cheat codes but not idclip. I ended up doing similar as @NuMetalManiak without a walkthrough - been kinda spacebar-spamming along the teleporter's low barrier, and when I hit the corner under the gargoyle switch (of which I didn't even know) the barrier went down. I didn't guess to take the teleport in the upper building back, that's extremely uncommon and unintuitive (how many other places in the game even had a "return" teleport send you elsewhere?), so I didn't find that red key at all - I ended up in the central building via the teleporter in the lava pit instead.
  2. wrkq

    183 SR crusher start (fast) problem in zDoom

    tchunk... tchunk...
  3. wrkq

    183 SR crusher start (fast) problem in zDoom

    Probably would be best to post over here. https://forum.zdoom.org/viewforum.php?f=2 If you don't want to bother with registering, the bugs subforum is open for non-registered posting (and generates bizarre unique names for each of the guests).
  4. Full disclosure, I have zero stakes in this, I'm not a runner, but watching this discussion with a lot of curiosity. This might be one of the rare cases where a style similar to the bullshit corporate surveys might actually help. Consider something like this? 1. No, this is a show-stopper for me, I can't support a new ruleset with this in it. 2. I would prefer for this to not be included, but I will tolerate the rule if added. 3. No strong opinion about this one. 4. I would prefer for this to be included, but it's not a showstopper. 5. This rule absolutely must be included in the new ruleset, I can't support it otherwise. Telefrags section All telefrags should be allowed, period: [answer 1-5] "Mandatory" telefrags required for progress should be allowed: [answer 1-5] ... but only if there's no way to skip the teleport completely: [answer 1-5] "Accidental" telefrags should be allowed if the player can't know if a monster is currently at teledest or not: [answer 1-5] ... but only if there's no way to skip the teleport completely: [answer 1-5] Absolutely no telefrags should be allowed, even if it makes map unplayable in Pacifist: [answer 1-5] Crushers section ... Stick it up into excel or something, and you might be able to get an overview of which options are desired by the biggest group, and which are hated by the biggest group. Sure, nothing stops someone to answer contradictorily, but as far as I can see, this is by the speedrunning community for the speedrunning community, so hopefully trolling would be rare, and should be easy-ish to see by the person compiling the results.
  5. wrkq

    Crispy Doom 5.9.2 (Update: Sep 22, 2020)

    It may also be mix of 32-bit and 64-bit stuff.
  6. wrkq

    1995 called. They want their Doom levels back.

    Sorry.. Glad you feel it was worth it. ^^;
  7. wrkq

    1995 called. They want their Doom levels back.

    Nice edge effect. Makes it look thick and cozy. :)
  8. wrkq

    1995 called. They want their Doom levels back.

    I mean, it's like... just my opinion, ZK. But this is giving good vibes. Room-tying vibes.
  9. wrkq

    1995 called. They want their Doom levels back.

    Did you consider a rug? Rugs are really good at tying a room map together.
  10. SLADE3's map editor is much more basic/simple, which may make it much easier to start with. It's also way easier/lightweight to install (one portable executable, etc). It has... many rough edges even within the basic functionality it does, but personally I found it much easier to learn the basics on it. All of the DB2 family editors are massive kitchen sink monsters of features in comparison. DB2, GZDB, and GZDBBF are abandoned and should not be used. The two of those you should consider using today are: * DBX (closer to original DB2, simpler but still lots of features, more focused/optimized for vanilla/boom mapping) * UDB (a kitchen sink on tank threads shooting more kitchen sinks from its faucets - it can do freaking EVERYTHING with the most advanced map types and all funky features but it's also even more overwhelming with menus and options and stuff than DBX). You can do mapping for: * Vanilla and Limit-Removing (most limited feature set, works in almost every port, all editors can handle it) * Boom (medium but powerful feature set, "way of work" inside the map is very similar to Vanilla/LR but with funky things like control sectors, favourite of the more conservative part of the community, SLADE can handle it pretty well) * UDMF (complex modern feature set, different way of work with a bunch of details that you need to remember is "not like Vanilla/LR/Boom", works in advanced modern ports like Eternity and the ZDoom family; you sometimes need to choose between "UDMF for Eternity", "for old ZDoom and Zandronum", "for newest GZDoom" because they don't have identical feature sets). It's good to start "small and light" with LR or Boom type maps to not overwhelm yourself with thousands of options and features on day one. Similarly you may find SLADE's editor to be easier to understand basics from before upgrading to DBX and/or UDB. Or you may find it too clunky and go for one of the latter immediately. Just... don't get scared of all the numbers and checkboxes, no matter what. :)
  11. wrkq

    Problem with downloads

    Do not disable OCSP, no. It won't help here and it will endanger you on the internet in general.
  12. wrkq

    Doom -1: The Final Release.

    As someone who's been silently watching the development thread as a cool novelty thing: I think I do kiiiiiinda see Attic's point. If I understand his (original?) goal right, it makes some sense to have a hard deadline snapshot, no matter how broken or not. "We have put a WAD up for editing. Free for all. Total chaos, total anarchy. This is what we got after X days" kind of headline. However, if that was the goal, things went off-track as y'all very quickly started to (mostly) coordinate, merge each other's changes, "reserving maps", etc. Most of you in the team put a lot of effort in it, and clearly the goall all along was to make this playable. Sure, it was way more of a chaotic melting pot than usual, there's been quite a bunch of confusion with port compatibility and such, some at least semi-trollmapy edits and a lot less deference and a lot more "I changed your stuff because reason" than it would be on any normal collab. But it still became more of a project and less of lulzrandomfest. But I think this my be the divergence that causes trouble now. I do agree it would be best to keep both - the "snapshot of the experiment" and a tweaked/bugfixed fully playable version. Maybe as orignal file + patch WAD, maybe fully fixed big WAD and a "original" in the same zip, or something. But hopefully that'd be a way to satisfy everyone involved. EDIT: Ninja'd >_>
  13. wrkq

    Problem with downloads

    I've overheard something about Chrome from now on blocking any downloads from a non-encrypted (http) site when linked to from encrypted (https) site. That's in addition to the general screaming about all http stuff since few years. As doomworld - including the /idgames listing - is https, this thing will kick in. TLS download links are encrypted so that's probably while they're still working. Google once again is like "We decide what the internet should does and everyone must adapt because we said so". Use Firefox. And support Mozilla to keep working on Firefox, because they're recently getting tight on financials :(
  14. wrkq

    The Nutty Wad... What music does it use?

    I've been there myself, sometimes we just focus on the wrong thing... :) Heck in this case I downloaded the zip, unpacked it, immediately ripped out the tracks out of the WAD and started to listen to them. Didn't think about checking the text files until an hour later. :p
  15. wrkq

    1995 called. They want their Doom levels back.

    0_o How the plugh I never ever ran into this during the 13 years it existed... it's been like, half of the whole Age Of Doom to date...
  16. wrkq

    The Nutty Wad... What music does it use?

    Umm guys... in the zip there's "nutty_mapinfos.txt" which lists all the music, except for map01?
  17. wrkq

    1995 called. They want their Doom levels back.

    It is pitch dark. You're likely to be eaten by a grue.
  18. wrkq

    1995 called. They want their Doom levels back.

    Heeeh, kinda similar situation indeed. I know the pain and weird long work hours very well. C'est la IT vie. If you'd answer yes to all three questions, good chance we could find each other in the corporate address book, but guess it's not /so/ small world. :p Ahhh, classic. Nothing better than bugs hiding other bugs. Also available in the Schrödinger variant - you look at the code, say out loud "But... how does that work, it shouldn't!" and then it stops working. Would you like to know more?
  19. wrkq

    1995 called. They want their Doom levels back.

    ... you don't happen to be an IT guy for a three letter company headquartered in the north, do you?
  20. wrkq

    1995 called. They want their Doom levels back.

    There's more than one way to skin a pillar, I guess :)
  21. wrkq

    1995 called. They want their Doom levels back.

    Nice to see that you got the inspiration to flesh out the area somewhat! :)
  22. wrkq

    Things about Doom you just found out

    Um, I'm pretty sure that's not true... e.g. southwest corner of Doom 2 MAP16 uses a sound tunnel camouflaged as a water/nukage flow channel. (with clever symmetric opening in the other end of the pool for "realism" reasons, at that.) The barrels share mindset of the Ravenous Bugblatter Beast of Traal. "You can't see me, so I can't hurt you".
  23. wrkq

    1995 called. They want their Doom levels back.

    ... and thanks to working weekend, I can't even say "I've been there when ZK posted e1m6". Still, all of my thumbs up for this! ... no, that's underwhelming. Hm. shoots a couple of zombieguys, adds their thumbs to the diorama All of my and their thumbs up for this!
  24. wrkq

    1995 called. They want their Doom levels back.

    Honestly, I missed the switch based actions because they've been indexed under "lifts" instead of "floor changes". I even first built a switch into that tiny test wad, then found out "meh there are only walk actions" and rolled it down into the floor, which's why the walk trigger area was such dumb blocky shape. :p Action 20 - the linedef is a switch. Use it, and: Action 37 - the linedef is a tripwire. Walk over it and: I think I like how you cut out the circle of the GATE texture and kept the surroundings "dry". Maybe keeping it fully empty with just bright green marble then filling it up with the BLOOD floor would be enough of visual contrast to spot from distance without the need for any silver? You could also say "screw it" in general, never use GATE flats for teleports, and always have a marble frame filled with animated BLOOD floor for a working teleport across the whole game? (With, maybe, occasional dry frame aka "non working teleport" somewhere in a map?) The main trick for filling with BLOOD or anything else compared to "my" trick of GATE changing color is that you'll need a tiny sector of that new texture camouflaged somewhere in there... ... ... I might have an idea. Brb.
  25. wrkq

    1995 called. They want their Doom levels back.

    We all know that pain, eh? :) And don't worry, of course if you're keeping the whole chamber so far away the player can barely see the teleport in the distance it is of no matter here. :) You just kinda inspired me, I was curious if 37 will work like that or if it does have an early-cancel check and would not change the texture if the heights are the same. :) Have a light day at work!
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