Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

LemonWolf3322

Members
  • Content count

    9
  • Joined

  • Last visited

About LemonWolf3322

  • Rank
    New Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. LemonWolf3322

    [v1.4a] Doom 64: Retribution

    Nice to see an update! Will be hopping on those new maps right away :)
  2. LemonWolf3322

    [v1.4a] Doom 64: Retribution

    Great! Nice to see some more progress on the new update but I do have a question... Now that Doom 64 style lighting is available and can be easily set up using GZDoom Builder (Bugfix), when you do predict that it will be added to the existing maps? Is this something we could expect in the 1.5 update or is that going to be part of an overhaul later down the line (2.0 maybe?) I don't wish to rush you, as we're already getting nearer and nearer to the next release, but I just wanted to get some clarification on the matter. Don't feel pressured to do too much for this next update, I'll be plenty satisfied just to have some new maps to play!
  3. LemonWolf3322

    PSX Doom/Final Doom TC (Version 2.135 now released!)

    The newest version of the TC comes with Sound Caulking (PSX flavor) which can be disabled using the Customizer. As for issues with PSX Doom resetting your settings, it loads a separate INI file. Changing your GZDoom settings and then launching the TC will not work. You will need to change the settings while you are running the TC. That should solve it, but if it doesn't... I'm not exactly sure what the problem would be at that point.
  4. LemonWolf3322

    PSX Doom/Final Doom TC (Version 2.135 now released!)

    In newer versions of the TC, all spectres/nightmare spectres on the map were replaced with demons, then UDMF was used to simulate the flag system of the PSX version. Spectres have their alpha value set to 0.25, while nightmare spectres have their render style set to subtractive and health doubled. I believe there's still DECORATE left in the main PK3 for the original spectre/nightmare spectre actors (since they're still used by The Lost Levels) but in all instances of the main TC they've been replaced. That doesn't sound like a problem with the engine, but rather a problem with your data. What files (including IWAD) are you loading with?
  5. LemonWolf3322

    [v1.4a] Doom 64: Retribution

    Great to see some new screenshots! If there's one thing the Doom 64 texture set and lighting system are good at, it's creating atmosphere. This next release is looking to be very promising so far. ;)
  6. LemonWolf3322

    [v1.4a] Doom 64: Retribution

    Yeah, Turbo drew the sprites back in 2011 I believe. I just converted them from a sprite sheet to separate images, fixed up the positioning, and packed it up in a WAD file.
  7. LemonWolf3322

    [v1.4a] Doom 64: Retribution

    Yeah, I don't know what it is about me, but I have a lot of fun tearing apart other people's mods and seeing what I can do with them. It helps when trying to get inspiration for your own mods, that's for sure :P If you'd like to use what I've already finished as a basis for your own version, you can download it here. As for what's all included, it has fully functional versions of the Nightmare Spectre and the Nightmare Cacodemon that are 100% accurate, and then 90% accurate versions of the Stalker and Night Crawler that while fully functional, have a few differences to the original versions. Namely, I had trouble replicating the exact chance of the Stalker's teleportation attack and the gravity/bounciness of the Night Crawler's grenades. They could probably use a bit more fine tuning. As a bit of a bonus, I also included an updated version of the fade spawning script to take account for the new monsters, a modified version of MAP34 that allows for spawning of the 4 new monsters, and an extended character cast for after MAP28. I don't know how much updating you've done behind the scenes, but I tried to keep the formatting of all of the new stuff accurate to 1.3's format. All of it should be easy to implement, as I'd imagine most of it is just a matter of dragging and dropping and maybe changing up spawn IDs and whatnot. Anyway, hope you can find a use for it. I graciously await a new version of Retribution and can't wait to see the new maps. ;)
  8. LemonWolf3322

    [v1.4a] Doom 64: Retribution

    I don't know if you'd be open to accepting community contributions or anything, but I got bored after playing Retribution one day and decided to sit down and crank out some DECORATE equivalents of the Absolution/Outcast monsters. I believe I finished all of them except the Acid Demons and the Chaingun Zombies. I couldn't help you replicate the Unmaker firing modes as they're quite a bit more complicated, but if you're still interested I could send you the wad file so you can pick and choose what to keep and what to throw out.
  9. Hey! New poster here. :P I really appreciate all the work you've done here, this has become one of my "must-have" WADs and I always have it on autoload. The massive amount of time you've put into correcting all sorts of issues is astonishing, and I congratulate you for doing so. Seeing such a great project really inspires me to contribute something, even if it is minor. So... here goes. One thing I've always noticed on the skill select menu is that the comma on HNTR's graphic has the bottom row of pixels cut off. This is a very simple fix, especially since the apostrophe character visible in ITYTD's graphic is identical. As such, I quickly threw this together. I basically just copy-pasted the apostrophe into place over the comma and saved it. Like I said, it's nothing special, but why not post it anyway while I have it? Thanks again as always, looking forward to a proper 1.9 release.
×