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Everything posted by SilverMiner

  1. fixed missing textures in maps by adding them. I wonder how they once disappeared from there my map's name is in its header: Dark Sateen Voyager https://www.dropbox.com/s/eheqpqs79thq4l0/CT_v9.6.3.zip?dl=1 EDIT: map26 had missing sky OSKY, and I replaced it with mine.
  2. @Dusty_Rhodes I'm starting to find and add the missing textures
  3. SilverMiner

    Cursed Doom Images

  4. SilverMiner

    The Official 'Trying to Find a Specific WAD' Thread

    Like around 2020 I saw an Heretic statusbar with the elf's mugshot. Can't find it, pls help
  5. SilverMiner

    DBP53: Plutonian Sunrise

    Plutonian Sunrise is a short episode for Doom 2 designed for limit removing source ports made by various members of Doomer Boards led by 40oz. >>> V1.0 DOWNLOAD HERE <<< >>> v1.1 DOWNLOAD HERE <<< >>> v1.1 DOWNLOAD HERE <<< Screenshots: MAPLIST: Previous Projects:
  6. SilverMiner

    DBP53: Plutonian Sunrise

    the fact it's marked as a secret does not prove that it's accessible, but it kinda hints so
  7. SilverMiner

    What is the "nukage"?

    swamp water
  8. You don't really need to make a self referencing sector to do the trick. Raising ceiling with untextured borders would be enough Besides Eternal Doom I hardly remember vanilla wads that use the feature. (although there should be lots of limit removing ones that do) > the first thing that comes to mind is 2002 doom odyssey e3m2's bright lava pit (I found an example in this wad not on the first try, it's hardly noticeable) played with greyscale palette recently > map03 of beta pl2 > I used some in mine > Also Infernew (Inferno styled vanilla Doom 2 megawad) has been in development since 2018 (now heavily stagnating) should have at least a map or two there using the trick.
  9. I know some, but am not telling
  10. SilverMiner

    This SUXX!

    The soundtrack is coherent thruout the whole
  11. SilverMiner

    Ultimate Doom Megawads and Episodes

    I dunno, I'm not sure if I had both
  12. SilverMiner

    DBP53: Plutonian Sunrise

    I checked, it's actually not, but thanks for feedback anyway Here's proof demos: Complevel 2 https://www.dropbox.com/s/tkwi3xmycfgay45/dsdanotasoftlock.lmp?dl=1 Zdoom 2.8.1 https://www.dropbox.com/s/jyphqae1315obs7/notasoftlock.lmp?dl=1
  13. SilverMiner

    Ultimate Doom Megawads and Episodes

    37 levels, boom cl 9 EDIT: added idgames link cuz mediafire one is broken (thanks FEDEX) https://www.doomworld.com/idgames/levels/doom/Ports/megawads/128k_ud (EDIT: broken link)https://www.mediafire.com/file/j5rxlr5e74y2kjw/128K_UD.zip/file
  14. SilverMiner

    Finer Doom: The Nominal Touches (TNT CP!)

    I forgot details. If I get it a shot again, I'll tell you
  15. SilverMiner

    Finer Doom: The Nominal Touches (TNT CP!)

    Most likely I played your map some weeks ago. If you're using 666 and 667 tags, I'm handing my map07 slot to you. (I just don't remember if you used map07 specials or not) @Codename_Delta I'd like map18 slot (for the starry sky)
  16. SilverMiner

    Scarcity Community project

  17. SilverMiner

    Scarcity Community project

    I'd choose Zdoom in Doom format. Also I didn't see any mention of UDMF in OP, only saw Gzdoom as a target port
  18. SilverMiner

    What are these textures used for?

    they show that Doom reads the disk
  19. SilverMiner

    '95 Never Dies CP [Not dead, again]

    Wrist so far. Stings a little
  20. SilverMiner

    DBP53: Plutonian Sunrise

    I think every mapper likes to see their map being went through for the first time, so another blind video would only do good
  21. SilverMiner

    *** The "ask a miscellaneous editing question" thread ***

    Ha, I've been seaching for something like "A_SetFlag" thinking that the first argument should be a flag and the second one is 0 or 1. Quite odd implementation
  22. SilverMiner

    *** The "ask a miscellaneous editing question" thread ***

    @ViolentBeetle how do you set flags?
  23. SilverMiner

    *** The "ask a miscellaneous editing question" thread ***

    void A_AccTeleGlitter(mobj_t * actor) { if (++actor->health > 35) { actor->momz += actor->momz / 2; } } If you're able to use hexen code pointers in dsdhacked, this is the only thing leading to solution I found. (the only pointer that adds to the thing's momz) I suppose you could try to make it not to be affected by gravity and cycle this codepointer so it'd try to stick to the ceiling. BUT: to go ↑, the turret must have more than 35 hp and I'm afraid it'll heal by 1 rapidly, making it invincible lol edit: it's heretic, not hexen func, but it's not crucial and also I dunno how to make momz non zero so it could grow edit2: if you could hold the turret in place by like impassable lines, you could probably use this (A_SmBounce) rapidly to make it stick to the ceiling cuz it should add some to momz void A_SmBounce(mobj_t * actor) { // give some more momentum (x,y,&z) actor->z = actor->floorz + FRACUNIT; actor->momz = (2 * FRACUNIT) + (P_Random(pr_hexen) << 10); actor->momx = P_Random(pr_hexen) % 3 << FRACBITS; actor->momy = P_Random(pr_hexen) % 3 << FRACBITS; }