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About GuyNamedErick

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  1. GuyNamedErick

    Tweaking Freedoom guy's face

    You could remove your past commits entirely and try again if you insist on using the branch you're using. If you have something like Git Bash installed, you can go to your local repository, go to the branch with the commits, and delete them entirely so you can the commit you wanted in again. Though as mentioned, deleting the branch, starting a new one, and cleaning up the local repository would be much easier. For Git Bash, this is what I find myself doing (though there are probably better options): cd Documents/GitHub/freedoom git checkout [your-branch] git reset --hard HEAD~# (# being the number of commits you want to remove) git push origin +[your-branch]
  2. GuyNamedErick

    Tweaking Freedoom guy's face

    Ferk already explained quite a bit, but one thing I should mention is that the Github desktop app would show if you are replacing files rather than adding (which you'll be doing to replace the current head). From what I can see in the image, you added them to the sprites folder but didn't replace the the current head on the graphics folder (which is where it should be). It'll be important to know what files you'll be replacing and where they would be found. It'll look something like this. Best to start a new branch over as mentioned and have the commit you need to make a pull request.
  3. GuyNamedErick

    Tweaking Freedoom guy's face

    Ferk responded to the Pull Request part so I don't have anything to add there. With SLADE, there is an "Online Documentation" under the Help tab (or you can go here), though you could mess around with SLADE to know your options. Now about those marks, you'll need them so that source ports can display the sprites in-game. It should look something like this. There are icons above obviously, one of them is to add a new entry and pop up a window to type in the name, that way you can add those marks.
  4. GuyNamedErick

    Tweaking Freedoom guy's face

    Have you made a repository and uploaded the files online? There should be a commit with 42 changed files, which should be all the head sprites. You could link your fork here, though if the files uploaded successfully, you can make a pull request to the official Freedoom repository and try to merge that commit. About those weapons and monsters, have you added some start and end marks? To add these marks, there should something to add a new entry on the top of the window, from there it'll prompt up a window to type a name for the lump. For sprites, it would be SS_START and SS_END. All sprites should go between those marks. You can use the up and down arrows to move these marks to where you want them to be. You would also need to use the -merge parameter since they are sprites in a PWAD.
  5. GuyNamedErick

    Tweaking Freedoom guy's face

    Greyscale? That is weird, have you tried to set the palette to Doom? I had no problems with SLADE. I should mention that there are many options to use in SLADE to help know what you are putting in a WAD, like aspect ratio correction, resolution, color depth, etc. I haven't seen too many sacrifices in detail when converting the sprites to 8bpp Doom graphics, so overall it looks good in-game. As for compatibility, I haven't really noticed any problems with that.
  6. GuyNamedErick

    Tweaking Freedoom guy's face

    Might be preferable to fork the Freedoom repository, upload your files to the graphics folder (replacing the current head sprites), and make a pull request. That way you can get your changes to merge. I have compressed the sprites if you want to upload to Github and I also made a WAD with the sprites converted as a "Doom Graphic." Played through Chocolate Doom and it looks good, the 20% extra height didn't cause much of a problem for the sprites at least. WAD Download: 8bithead.zip Compressed PNG Sprites: compressed_head_sprites.zip
  7. GuyNamedErick

    I hate DooM 2's level design.

    Define ugly megawads? Most recent megawads I've seen are as well-crafted and detailed as they can be.
  8. GuyNamedErick

    I hate DooM 2's level design.

    Is there some current trend to dislike Doom 2's levels, or really just bash Doom 2 as a whole for the sake of it? I may have a preference with some of the levels from Doom 1/Ultimate Doom, but in terms of replay value, Doom 2 definitely delivers more with its base levels, monsters, and the Super Shotgun. And that isn't taking the countless custom levels made for Doom 2 into account.
  9. GuyNamedErick

    Your favorite weapon mods.

    Beautiful Doom (Enhanced weapons) and MetaDoom. I also find myself enjoying Kriegsland and Doom Incarnate currently, the latter with the OP side of things.
  10. GuyNamedErick

    Some Texture Fucked-up at E1M1 with GZDoom 3.4.1

    The map works with dynamic lights on GZDoom 3.4.1 for me. You might get an answer on the ZDoom forums, though I assume it could be your hardware.
  11. GuyNamedErick

    Doom challenge: Shotgun only speedrun

    I imagine that there would be some bad stops like a Demon getting in the way and needs three shots to be killed, although with the enemy roster being not as diverse as Doom 2, it could be easily possible. You'll probably have to slow down and rack up some shells before E2M8 and E3M8 however as I don't think either map have shells to pick up.
  12. Did you really have to go on my TotalBiscuit WAD video to show off your channel and call me a baby or whatever? Then again, given you are the author of that garbage WAD, I am not really too surprised.

  13. GuyNamedErick

    Doom challenge: Shotgun only speedrun

    Wouldn't using only a Shotgun make the idea of a speedrun kind of moot when you are pretty much not allowing yourself to use other weapons to clear crowds of monsters faster nor allowing some tricks like rocket jumps, especially in Doom 2 and Final Doom? There's also the existence of Icon of Sin maps, and besides having an Arch-Vile launching you near the head in Doom 2's MAP30, what good can a Shotgun do by that point unless you really want to save those shells?
  14. GuyNamedErick

    theSpawnSQwads [Final Cut]

    32 not so good deathmatch maps that all slapped in an Icon of Sin for no real reason. After the first 5 maps, any attempt to add more monsters just stopped so it's really just a game of "find the Romero head and kill it to win." With the amount of ammo and health you're given, you can finish this megawad in under half an hour.
  15. GuyNamedErick

    MAP32 Secrets?

    Well I was kind of doing that in the meantime. I did some edits to MAP32, removing the mentioned unreachable secrets and did some map tweaks with the difficulty and some unnecessary tags and lines. Guess I'll be doing a pull request. Map download Edit: Map fix is now merged with the current Freedoom repository. Should appear in the next autobuild.