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Krull

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About Krull

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  1. Krull

    THE SACRIFICIAL DEATH CULT

    Is this a sequel to Ballistic Sacrifice, AKA ballsac?
  2. Krull

    Doom II: List of all hard wads

    Yeah, NoReason's Disparate Realities needs to go on the list too. I'd give it a (3) on the hardness scale. EDIT: also Cryogenics & Flotsam.
  3. Amazing! This is top tier slaughter, folks.
  4. Krull

    Recommended Soundfonts?

    Crossposting from the misc. help thread 'cos nobody helped me.... My MIDI playback seems fine to the untrained ear, but occasionally plays short, truncated notes when they should last longer. It's most noticable on map03 of Sunder - when the wailing guitars kick in near the end of the track it sounds ridiculous. The problem must be a common one, as you can hear it in this demo of the map (although in the video it doesn't seem to play certain notes at all). To be clear though, all kinds of MIDIs have given me variants of the same problem, to differing degrees of noticeability, and not just in Doom - this is a problem with how Windows plays MIDIs. Most of the different MIDI sound device options on offer in Doom don't work for me either. Basically, I'm looking for advice to set up my sound font/ MIDI drivers properly, specifically for Windows 7 - hope this isn't too off-topic.
  5. Krull

    DeHackEd Attacks

    BFGSpray can be modified by just adding it to more than one frame in the BFG ball's death animation (not to mention adding Explosion codepointers to the BFG Impact sprite...). You can see these types of modifications in this old mod compilation. As for the other restrictions, they don't hold if you're making an MBF-format BEX file. That gives you access to Detonate, an explosion whose radius & damage are determined by the thing's damage box (as used by the Lost Soul), Scratch, a melee with custom damage + custom sound, and BetaSkullAttack, which again uses the monster's damage box and acts like a long-range Scratch (in other words, a hitscan that never misses). Using WhackEd4 in conjunction with Eternity's wiki entry on codepointers should give you any info you need, anyway.
  6. Oh man, I was hoping you wouldn't say that. As long as S1/SR options work I guess I'll make do.
  7. Custom crusher options for Boom don't work, what gives?
  8. My MIDI playback seems fine to the untrained ear, but occasionally plays short, truncated notes when they should last longer. It's most noticable on map03 of Sunder - when the wailing guitars kick in near the end of the track it sounds ridiculous. The problem must be a common one, as you can hear it in this demo of the map (although in the video it doesn't seem to play certain notes at all). To be clear though, all kinds of MIDIs have given me variants of the same problem, to differing degrees of noticeability. Most of the different MIDI sound device options on offer in Doom don't work for me either. Basically, I'm looking for advice to set up my MIDI sound font/drivers properly for Windows 7.
  9. Very informative, @scifista42! Yeah, messing with players' muscle memory is the last thing I want. I ended up following @bonnie's advice and got an extra 20 or so frames out of it. re: monster aggressivity: turning monster reaction time from 8 down to 0 seems to improve things somewhat for monsters with slow chase animations, but it's hard to tell, and I'm unsure if there could be side effects (as 0-tic effects are wont to do).
  10. Krull

    Demonastery - RELEASED! (Now on idgames)

    Reminds me of something from Quake: Arcane Dimensions (in a good way).
  11. I'm trying to scrounge some more frames for dehacked. Nowadays, it's common to see mods borrow from the monster look frames, so that they appear static until woken up - this is a good source of many spare frames. However, I'm wondering if the same can be done for the chase state, since by default most monsters call two chase frames for every frame in their walking animation, and thus moving them twice per 'step' (e.g. TROOA-D corresponds to 8 chase frames). Now, cutting the number in half clearly has the effect of making monster movement jerkier, but would this be noticable for slow monsters? Tinkering with the numbers until I get the right results looks like it will be time-consuming, and the results can be annoyingly subtle, particularly without being able to easily play back and compare video footage of monsters walking at different speeds using e.g. 4 vs 8 chase frames. So I was wondering if anyone here has already investigated the issue.
  12. Krull

    Any good horror mods?

    lilith.pk3
  13. I tried to get around the limitations on monster projectiles in dehacked with a cacodemon that dies on its attack frame (thereby losing solidity), spawns a monster in its place that acts like a projectile, and then spawns a copy of itself so that the cycle can begin again. It almost works, but only if the frame that respawns it has a duration of -1, and, mysteriously, the respawned caco starts on the frame its predecessor died on (its attack frame), and stays completely motionless until you shoot it. Or maybe that's its predecessor and it must take 1 point damage in order to delete itself and spawn its successor? Either way, I wonder if it's possible to make it work properly.
  14. Another dehacked thing: how come if you swap the sprite & ID number of the shotgun with the shotgun shells, you can cause shotgun guys to drop shells and not shotguns, but you can't do the same in reverse and turn all shells into shotguns?
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