Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content count

  • Joined

  • Last visited

Everything posted by -TDRR-

  1. -TDRR-

    Doom: Slayer Edition for Atari Jaguar

    It's a different limit. The PSX's limit is because it has really low amounts of VRAM and having to load things from a CD, but the Atari Jaguar is probably able to read from the cartridge often since load times on a cartridge are much faster than on a CD so it's kinda like having the whole game loaded in RAM (Not THAT fast but still acceptably fast) so the impact of only having 2MB of RAM is far less noticeable. EDIT: Just in case, i'm not 100% sure if the Atari Jaguar can really do that reliably but that's what i assume could work. If not, just traditional stuff like lowering monster variety is what helps the Jaguar here.
  2. -TDRR-

    Old Nerd Playing Doom On PC

    It's a pretty good console shooter tho. Don't think it's the pinnacle of FPS but it's quite good to have fun for a while, still replay it occasionally on my homebrew-enabled Wii (Emulation might be better but i got no money for a PC that good!).
  3. -TDRR-

    i dont know what to call the art style in doom64.

    I actually really like how Doom 64's bestiary looks. Yeah they're a lil'' bit too blurry, but honestly i think the new designs look pretty good and fit in with every other change D64 brought in. It makes them look beefier and much more menacing, and the sounds are great for them. Except for that overused pain sound, i hate it.
  4. -TDRR-

    React To The Profile Pic Above You

    Heretic has never been this sp00py! EDIT: lmao just noticed the "dank marine" custom title
  5. -TDRR-

    Would it be worth playing through doom 3?

    Depends, do you like repetitive corridors and ambushes? If so, then do give it a shot. Never finished it either, got way too bored. But i think the best way to decide is booting it up and playing for 10-30 minutes and then decide if you really want to continue.
  6. -TDRR-

    Freedoom 0.12.0 is released!

    Nice! Glad to know that Vanilla compat. is really, really close. The new flame bringer sprites look pretty good as well as the new HUD face, looks less strangely thin. All in all a pretty good update, haven't checked out the new FreeDM maps and the new music but i'm sure i'll like them a lot! Congrats to everyone involved, great work as always. EDIT: I think a link to the manual would be nice to have in the home page.
  7. I don't know if i'm going bonkers, but apparently hiding behind a wall moments before a Pain Elemental spits a Lost Soul, makes it not come out at all. Doesn't seem to work at all in ZDoom though, so do this only in stuff that's not a ZDoom derivative or K8Vavoom. Alternatively, if you have the chance, hug the Pain Elemental and it won't do anything. When chainsawing a Pinky, it's usually smart to backpedal while doing so, to avoid getting harmed. Make sure you do this if you are using the -fast parameter, because they will get the bite on you most of the time if you don't! Revenants can be tricked by running into melee range and backing out before he hits you. Repeat as many times as needed. Strafing in circles (Not circle strafing) is helpful when facing a crowd of Pinkies that have you surrounded, it's not a perfect strat but a lot of the time it will save you some health. Using the SSG for these situations will be helpful too, or the Plasma Rifle if that's available. EDIT: I forgot this one! Never, NEVER, NEVER grab an invisibility sphere unless you are in a room chock full of hitscanners, because it's not going to be fun running straight into your enemies' projectiles.
  8. -TDRR-

    Doom 3 didn't need a USE key

    Yes, those GUI surfaces were a chore to get working. I don't have the manual at hand, but IIRC it said that there are 3.000+ lines of code for the GUI surfaces alone. I also hated how boring it made everything. GUI surfaces are a really cool idea, but they put so many of them that it gets tiring real quick. TBH I think Doom 2016 did it fine.
  9. UDMF doesn't matter here, it's just something to store map data (originally separated in LINEDEFS, SECTORS, THINGS and a few others AFAIR), but stuff like custom monsters and props is definitely out of the scope of what it can do. This could be done, but the editor needs to support it, and anyways adding new things is so easy that it's not needed at all. Literally all you need is like 5 minutes, something like SLADE/XWE and your required files, and that's it. Not like it takes a 5000 IQ and years of learning. Actually, you can even do it without any of that, just Windows' integrated .zip file handler. Create a new .zip file, then drop all Realm667 .wad files here (Yeah i know waste of RAM bla bla bla, but this is meant to be super simple so...) and then just rename the file to have a .pk3 extension, and that's it. Whenever you want to pack it up for release, drop your map .wad in the .pk3 too.
  10. -10 for reading comprehension, i thought you wrote ways that an actor could drop something, my bad. In that case, using a RandomSpawner that replaces whatever monster you want with whichever other random selection of other monsters would work here. In a DECORATE lump, use this: ACTOR RandomZombieman : RandomSpawner replaces Zombieman { DropItem "TypeActorNameOfOtherVariant" } And keep adding more "dropitem" lines for more replacements. By the way, have you tried Scalliano's 667 Shuffle? That might be what you are looking for, and it has many Realm 667 guns and monsters.
  11. That's not at all what he meant. He means a way you can put custom monsters and stuff in your map without editing it in SLADE. No, there's no such way to do this. You have to either use SLADE or XWE if you seriously, seriously don't want to go through the hassle of installing SLADE. You grab all the stuff that the Realm667 downloaded WAD has, and you put it in your wad in any place before the "MAPXX" markers. I still recommend using SLADE much more than XWE, but if you haven't used SLADE because it's comparatively heavy or requires those stupid Visual C runtimes that force you to update Windows to the latest update, then it's an """okay""" alternative.
  12. Quake 2 is really good. And not sure if it counts as it's not "after" Doom, but Commander Keen: Goodbye Galaxy is worthy of a mention too. Quake 1 is okay, but it's just way too Doom-y except without everything i love from Doom (Modding was great tho). Quake 3 is good, but i'll take Unreal Tournament 99 over it any day. Shame it isn't open-source though, so we can't see it in many other platforms like all the other cool 90's games. About all the other things, i only ever played Doom 3 out of them since i really can't run the other things, and didn't like it much.
  13. Not even making it output a CVAR nodelist you can put into a .cfg file with the "set" command included? :)
  14. -TDRR-

    Things about Doom you just found out

    The Chaingunner has a gibbing animation. How come i never noticed this while spamming rockets on them?
  15. -TDRR-

    MegaLight - WIP MegaTexture Lighting Tool

    Man, this would be awesome for classic Doom. Not as much Doom 3 as it already has pretty cool shadowing, but this is great for outdoor areas since spamming lights is a lil bit laggy outdoors. Only issue with classic Doom is that you'd have to make a map for every single wall, but it would be really cool anyways. (yeah i know K8Vavoom does this but it's nice to have full control over the end result, like editing it in Paint or something) Anyways, this is neat. Interested to see whatever comes out of this. (Doom 2016 in Doom 3 amirite?)
  16. -TDRR-

    little shitty re-design of imp

    Nice design for a spooky version of the Imp, maybe on a Doom 3 style mod would be great.
  17. Now it's the same pic on all my accounts. Yay for consistency!
    I know it's kinda silly but eh it's better than what i had before.

  18. Oh, i'm stoopid! Well sorry for that waste of time :) Thanks anyway.
  19. @ketmar I have a small issue with one of my mods: Randomized Roguelike map generates the map just fine, but it's completely devoid of monsters. Monsters spawn just fine in the whole ZDoom family so it seems i haven't done anything wrong. What's weird, is that MAP02 spawns everything just fine, but MAP01 doesn't. Any chance you can fix this or tell me what's wrong? As for the TDBots, i have updated my K8V version but the A_LookEx bug persists. The good news is that it's the last thing left to get the TDBots (v14 at least) fully working in K8Vavoom, as everything else works just fine.
  20. -TDRR-

    [QUESTION] Limit number of weapons.

    It's definitely your PC then. Not getting such crash even with GZD 4.2.1.
  21. -TDRR-

    [QUESTION] Limit number of weapons.

    Could you show the whole ACS source code? I can't tell you what's wrong with it if you only show me that one line. No reason to keep it private anyways. Also, here's how the .pk3 file should be: ColtExperiment.zip
  22. My sad and slow laptop (Celeron 1.4GHz + Intel HD Baytrail + 2GB RAM) is far too garbage to run Windows 10 well. Also, no proper drivers are available to run Win10 with all of this laptop's features, so i really doubt i'm upgrading. Not only that, but many of the programs i use don't work properly in Windows 10. And this Windows 7 is actually Windows 7 Lite so i pretty much stopped recieving updates a while ago (This is Service Pack 1 AFAIR) I also have Linux, but i very rarely use it because GL performance absolutely sucks there (Playing Counter-Strike 1.6 at 120fps? Too bad! Enjoy these 20fps :) I don't care at all about modern games, since i can't run them in here anyways. Though if they manage to get Doom 2016 running in GL 3.3 with at minimum 2fps then i'll upgrade, if only to play the best slideshow of my life! The most modern not-indie game i can play here at high settings is Modern Warfare 2, and that's from like 2009. Still a good game though, but it shows the kind of trash PC i'm stuck with right now.
  23. -TDRR-

    [v1.5] Doom 64: Retribution

    If anything happens, i'll try to spread the .pk3 in as many, many pages i can get it so at least your work is preserved. I would hate to see this only be played by the people who got the chance of getting it before it got taken down. Also, i'm making a Zandronum version (yeah i always say this on many projects and a lot of the time nothing happens) but is it fine if i release it on this thread? It would be pretty cool to see Retribution being played online. EDIT: Nevermind this was already done. Another question that had me curious for a while, how were Breakdown's sliding doors done in the original?
  24. -TDRR-

    AI research and Doom multiplayer

    Ackshually, i went back to working in bots for Odamex. They are the ZCajun bots so expect them to be garbage at first, though they really aren't that hard to improve. Just takes a little bit of patience and a couple hours. In Odamex, it would be rather hard to use the bots since you would have to open multiple instances, i imagine having them all visible on-screen at the same time. Which is obviously very impractical and not really comfortable at all.
  25. -TDRR-

    [QUESTION] Limit number of weapons.

    Well, looking at the zip, you organized everything wrong. Make your project a .pk3 instead, and organize it like this: Sprites go in a directory of the .pk3 called "sprites", Make sure to not include SS_XXXX markers in this folder. Compiled ACS goes in "acs" (Not LOADACS, only the compiled file, which in this case is named "PICKUP") After doing this, i got no crashes at all in ZDoom LE or LZDoom, so you just organized everything incorrectly and that was the cause of the crash.