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About Spie812

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  1. There aren't currently any links to the autobuilds on freedoom.soulsphere.org Is there an issue? E CM67 Can't find music ./musics/d_read_m.wad Makefile:55: recipe for target 'wads/freedm.wad' failed make: *** [wads/freedm.wad] Error 2 Looks like it failed after trying to find music
  2. everyone seems to be complaining about how filtering makes everything blurry and look like crap. Trilinear filtering does make things even at a close distance blurry, and far distance unrecognizable. However, I find that using anisotropic filtering on top of the trilinear filter completely takes off the edge and makes everything at any distance sharp. I also like Gzdoom's "none (trilinear)" filter which only affects walls, keeping sprites clean.
  3. I like the idea of the moon being a light source in the sky. However, for reasons already stated in this thread, I don't think this specific image will work very well.
  4. Definitely DTWID and D2TWID for their quality levels and for their difficulty curve being similar to the original games.
  5. Favorite: Even though I hate homing projectiles, the Revenant is probably my favorite. An excellent addition to a group of enemies to make things a bit more interesting. However, Revenant snipers are terrible. Most hated: ARCHVILE. I hate playing a map, then there's 4 Archviles in the same room without cover. What the hell am I supposed to do about that? Infighting: Never really thought about this. Does the Baron of Hell attacking itself count as infighting? That's hilarious to watch. If not, probably a Cyberdemon versus a horde of zombies, guts flying everywhere. That sounds fun. Ambush or horde: Nothing better than systematically plowing through a horde of Pinkies with the super shotgun. Funniest: The way the Revenant walks is hilarious. lamest: the Baron of Hell is not threatening at all and it takes forever to kill. Scariest: When you hear the Archvile laugh but you don't know where it is. Most annoying: Does anybody actually like the Lost Soul?
  6. I would really love to see a ROM memory map of this game along the lines of what they did to Super Mario 64. I've been using a corrupter to try to find where the map data is, and although I've screwed up the renderer plenty, I haven't actually been able to change level geometry.
  7. Using a hex editor, the only area where the level names show up is around (hex) DBB000. I'd look around there to start.
  8. 2:10 to 2:57 especially.
  9. https://www.youtube.com/watch?v=JhkIRzZsZvw
  10. I was only there because I was screwing with the wad itself and the textures.
  11. I'm not exactly sure what I did, but redefining the texture in the texture lump fixed the issue.
  12. When playtesting a project (recreating 3do maps from the source), I noticed that the textures on some walls weren't showing and instead appeared completely black. It's not a hall of mirrors or anything, and looking in the editor, the walls are textured. What's happening? Screen (Crispy Doom): Screen (SLADE 3):
  13. Playing through Doom II on the GBA, I pretty much spent the entire game dreading the second half of The Chasm. No way in hell I'd be able to navigate through the level with the GBA's difficult controls and only serviceable framerate. Oh the joy i felt when I saw this:
  14. You can also get a visplane overflow near that spot at (879, 113)
  15. Sneaky arachnotrons are the worst.