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Krull

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About Krull

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  1. Krull

    Share Your Sprites!

    Neural upscaled trees from the Romero dump. They're finally big enough to be used as intended now. The burnt/destroyed variants are unfinished (too fiddly for me).
  2. Krull

    Let's talk about mbf+ / a new complevel

    Fair enough. I thought this thread was about improving more "primitive" ports though, or rather, aiming for a new lowest-common-denominator that works on everything.
  3. Krull

    Let's talk about mbf+ / a new complevel

    What source port are you talking about? It doesn't aim in PrBoom+.
  4. Krull

    Let's talk about mbf+ / a new complevel

    Mainly this attack just needs autoaim to be considered useable, but being able to adjust the projectile spread would be cool, too.
  5. Krull

    Let's talk about mbf+ / a new complevel

    Apart from all the issues with the MBF complevel, I'm surprised nobody's noticed that it did at least get A_MUSHROOM working correctly. 'Latest PRBoom+' ignores the misc1 & 2 options and defaults to the same angle/momentum every time. A more powerful monster projectile codepointer could recreate these effects of course, but I'd settle for restoring the old functionality....please
  6. Krull

    The "Is it possible?" thread

    You could easily add a projectile attack to monsters' chase animations, or make their attack state into a separate looping chase sequence with attack codepointers thrown in. Eviternity's astral cacodemons did something like this.
  7. Krull

    Let's talk about mbf+ / a new complevel

    How about a generic PAINDIE type effect to make something explode into a thing number of your choice. And/or a generic MUSHROOM explosion using something other than Mancubus fireballs.
  8. Krull

    Let's talk about mbf+ / a new complevel

    There's loads of good suggestions for improvements in this post (and the rest of the thread, for that matter). Also here (which seems to have mostly come to fruition with DEHEXTRA). Nice to see things moving along again - I'd pretty much given up hope.
  9. Krull

    What's the worst megawad for Doom?

    If you don't like Eviternity by level 8, chances are you won't enjoy the rest. As for worst megawad, my vote goes to NaziDoom, which is technically a sprite edit mod, but which was integrated with a complete retail copy of Ultimate Doom when I downloaded it off LimeWire back in 2003 or so (actually, as I recall this was the only standalone copy of Doom you could find on there at the time). As you might have guessed, it's a crude propaganda effort for the 1488 crowd, replacing some (disappointingly, not all) of the monsters with racial stereotypes drawn in MS-Paint, and a Zyklon B launcher replacing the BFG. Pretty abhorrent stuff, and I assume lost to history, but I do recall seeing something with the same sprites being reviewed on GGGManlives' channel not so long ago - I guess bad humour never dies.
  10. Krull

    Share Your Sprites!

    This already exists, see attached (source/credits unknown). flying demolisher.rar
  11. Krull

    Your thoughts on horror mods?

    I'm going to go ahead and recommend Xaser's dead.wire and dead.air wads, though if you're going to insist on hating slaughter then YMMV. Lilith.pk3 was pretty cool IMHO, even if it gets painful to look at after a while. I've also heard good things about Strange Aeons but never played it.
  12. OTEX is perfectly suited to modern "premium" quality custom content that uses semi-realistic detailing, medium-sized maps, slaughterventure gameplay, and a pastel shaded palette. It's much less appropriate, or rather reveals its weaknesses, in completely abstract, monolithic slaughtermaps: the textures tend to tile badly on huge surfaces, especially without detailed lighting, the colours are oversaturated compared to base Doom textures, have inconsistent levels of brightness & contrast, & are generally blurrier or 'cell shaded' looking. For these reasons, I don't think it should be combined with other resources, in fact its stylistic differences from Doom, combined with many textures that seek to replace the default assets altogether (e.g. liquids), suggest it was intended to be used exclusively. It's a set that needs to be used carefully by experienced mappers with a clear idea what they want, rather than as a one-stop-shop similar to CC4-tex.
  13. Neural upscaled graphics can certainly be ported to prboom, but not as cosmetic enhancements, because they will be twice the size of regular Doom graphics. They could however be used to make giant-sized textures and enemies, for example, a mod in which doomguy is shrunk down to pint-size. I'm kind of surprised nobody's done this already.
  14. Krull

    Eternity Engine 4.01.00 Tyrfing

    The TURN codepointer in DeHackEd doesn't seem to work on this version (works fine in v4.00). Also, sprites taller than 256 pixels overlap themselves. PrBoom doesn't suffer from this archaic bug, so I'm a little surprised to see it in EE.
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