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DiR

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About DiR

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  1. I've been reading up on some actions and came across A_FireOldBFG which I'd like to use in a project, however since this is beta behaviour that was restored I'm not sure what complevel that would fall under, or which source ports support it and which don't. Wouldn't want to accidentally raise the complevel of the entire thing because of one action.
  2. Although several maps are done there's a lot of gaps between them, so I haven't gotten around to making a compilation WAD of what's finished yet.
  3. Someone took it over on discord but I am unsure if they're still around since it's been a while. If it does open back up, I'll let you know.
  4. Working on my own map at the moment, I should have something to show for it soon. Once I finish my own map I can go back to doing playtests and music composition.
  5. I could try a redo of MAP07 and readjust lower difficulties to be more difficult, perhaps try out making the gameplay more reliant on shotguns. Will post an update if anything comes of it. Maybe slide a couple more SHAWN textures to get a point across too.
  6. It's kinda in the incubation chamber right now since I got busy with college stuff as of late. I plan on picking it back up again soon though! Just gotta get real life stuff in order first.
  7. bonus points for a romero minifigure head built inside the wall
  8. Sky may be, most of the colours are already down tbh
  9. DiR

    Does corruption cards ''read'' the map titles?

    While yes, corruption cards won't modify monsters not present on the map the card "poultry hazard" would add chickens regardless of the map. Just a weird coincidence.
  10. Just opened a commissions section! It's been in the works for a while since I had to round all the details together but it's up there.
  11. DiR

    Tantrums when playing Doom

    Everything within arm's reach costs too much to break out of frustration, if I'm pissed off now I'd be more pissed off having to repair/buy new components.
  12. Ah, I never thought about that. Well I guess that Idea's out the window now. Thanks for the responses.
  13. I'm currently trying to synchronize a MIDI with the lighting in a level for an effect, but I cannot figure out the timing besides the vague 0.5sec. and 1.0sec. timings that Doom Builder says the delays are at. Setting the song to a multiple of 60 or 120 didn't align quite right so the timings aren't exactly 1.0 and 0.5. I also tried doing some math with doom's 35-tic per second game rate but didn't have much luck there either with the MIDI going out of sync with the blinking lights after a couple of seconds. Does anyone else have any pointers or perhaps some places I could check to get an idea of how to sync the MIDI and lighting? Conveyors aren't an option since I'm in vanilla.
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