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-TDRR-

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Everything posted by -TDRR-

  1. -TDRR-

    The Doom Confessional Booth

    What a monster, what kind of crazy person woul- okay i do so too when i'm not having fun with the map I also oftentimes play with Super Skulltag, more so than just Vanilla Doom (only if the map doesn't include new monsters or weapons, of course)
  2. -TDRR-

    Tweaking Freedoom guy's face

    I really like this one, more than the other one, just looks so much more "alive" if that makes sense.
  3. -TDRR-

    I have a question about gzdoom and zdoom.

    In ZDoom, the player's viewspace (aka the camera) is shifted up or down, to give the illusion of looking up and down, yet it doesn't have perspective correction so naturally it can get distorted if you look too high or too low. In GZDoom, there's no rendering limitation and the world is rendered more or less like a polygonal 3D game, so no screen shift tricks needed. But the Software renderer also got full up and down looking, in the way of the Softpoly Render, which is like the Quake renderer but in Doom. As for flying, the code is inherited from Heretic/Hexen, it's nothing special at all because it's just setting the player's height to a different value and this is easily possible even by RAM editing Vanilla Doom.
  4. -TDRR-

    Your most epic Doom experience today?

    Getting through the first half of Scythe on HMP. If you didn't notice, i'm not very good at Doom :P
  5. -TDRR-

    When are the servers most active?

    You can also go into the Odamex Discord server and ask if anyone is up for a match, pretty commonly the answer is yes, but you may have to wait a few minutes.
  6. (as in, gameplay mods that run in Vanilla Doom or Boom) What are the Vanilla-compatible gameplay mods you know about? Besides a few built by me, the only one i know of is the "Enhanced Weapons Patch" that even though it says it requires Doom Legacy it works perfectly fine in Vanilla. Pretty cool mod, changes up some of the weapons and makes the Shotgun and SSG eject casings, and even destroyable bodies a whole decade before Brutal Doom did!
  7. -TDRR-

    k8vavoom: no good thing ever dies!

    https://zandronum.com/forum/viewtopic.php?f=58&t=9493 It's just a little weapon mod that i did. Includes stuff like Vehicles, a small filesize and blast jumping with a SSG.
  8. -TDRR-

    k8vavoom: no good thing ever dies!

    Maybe you can try training a neural network to act like you and write code? And call it "Neumar Ketwork" DUBG is starting to shape up in Vavoom, the only thing left now is fixing TEXTURES and we are golden! Thanks for your efforts on continuing Vavoom.
  9. So, what are you waiting for? DOWNLOAD THE MOD! This mod is based on: Skulltag_dt_1_3.pk3 and Skulltag_Data.pk3 (the one that comes with Skulltag) 1.8.6 Compatible! (also works with Zandro but why would you do that) This mod is meant to bring over all Skulltag gamemodes and content into GZDoom And also give modders a clean slate to make their own custom Skulltag-based modes. Nor Brad Carney nor the Zandronum dev team was involved in the development of this mod. (except for the assets of course) The currently ported gamemodes are: CTF, Skulltag, Terminator and Possession. with Invasion and Last Man Standing planned for future versions. The currently ported maps are: all DM, LMS, Duel, CTF and Skulltag maps, with the only maps missing being the Invasion maps. Bots: UNZIP DIRECTLY INTO YOUR (G)ZDOOM DIRECTORY DOWNLOAD BOT CONFIG! Changelog Cool addons n' stuff Skulltag Powerups and Weapons for Doom 2: DOWNLOAD!
  10. -TDRR-

    Skulltag Emulation - Version 2

    I can't absolutely guarantee it will work with zero problems, but you can try and if you notice any problems you can report them to me. (Also, sadly Invasion support is not done yet)
  11. After seeing all these new BD patches and noticing that there wasn't anything that kept gameplay between new and old Brutal Doom, i decided to take matters into my own hands. DOWNLOAD! NOTE: BD_Classic_STGuns.pk3 is a mutator, while using it, Skulltag weapons have a chance of spawning over the classic weapons BD_Classic_NoReload.pk3 is another mutator, which removes reloading Presenting: BRUTAL DOOM: CLASSIC "Old but gold" Currently, it's BDv19 but with fixed bugs, removed recoil, increased performance, Skulltag support and the Skulltag weapons which were for some reason removed in v19. Along with a couple added cool things, most noticeably the knuckle-cracking animation but in true v19 style. Changelog To-do list
  12. -TDRR-

    Brutal Doom: Classic v2

    Not obvious just to me, but i thought everyone. It's stand-alone. I mean, why would a minor patch of BDv19 have the same size as the base mod?
  13. -TDRR-

    Brutal Doom: Classic v2

    The update is live! @Empyre It is now hostable at a good performance, and now includes the no reload mutator.
  14. -TDRR-

    Brutal Doom: Classic v2

    Definitely not worth the trouble, i'm leaving them in. A minor update is coming featuring faster performance and the no reload mutator.
  15. -TDRR-

    Brutal Doom: Classic v2

    The only fatalities without the berserk pack are only in BDv21 i think, not v19. I'm talking the ones with the Berserk pack, but i suppose that i'm not going to remove them yet.
  16. -TDRR-

    Brutal Doom: Classic v2

    Apparently this is impossible to fix without outright stopping the plasma particles from spawning, but i never saw them anywhere in EDAY01 so i guess it's okay? I'm going to include BD and PB on the same .pk3 file but the weapons + monsters only spawn with a separate .pk3 file. I also thought of removing fatalities because i personally don't like them and they take a lot of space, but it's whatever you guys think.
  17. -TDRR-

    Whats your favorite animes

    Dragon Ball. (A.K.A real macho man randy savage-only anime)
  18. -TDRR-

    Brutal Doom: Classic v2

    This appears to be the tracers damaging them even though this shouldn't happen, even while shooting one enemy you get a delayed death at times, i have no idea why this happens. Um, guys, this is extremely stupid but the slow framerate in EDay is caused by... Plasma particles?! The game is losing 42ms just by processing them, that's ridiculous!
  19. -TDRR-

    Brutal Doom: Classic v2

    That doesn't mean GZDoom 3.7.2 is optimized or anything like that, case in point you will need to use ZDoom LE until i get performance issues sorted out. Which isn't easy, Mark probably knew what exactly was wrong with his code because, well, he wrote it. It's quite baffling how slow v19 currently is, the bottleneck appears to be something either player-related or some ACS script. If you can try using "profilethinkers 7" in the console and send me the output of 15 seconds of gameplay i would be very thankful.
  20. -TDRR-

    Brutal Doom: Classic v2

    You should not host this until i get the next update working fast enough, or else people will have a really bad experience in your server. Yes, i will include a No Reload mutator, not really a complete removal of reloading but just make it instant so that reloading just takes one tic and is completely unnoticeable, is that good enough? Also, @ketmar is right, BD weapons are way stronger and having to reload balances them out, but if you want no reloads then this will have to do.
  21. -TDRR-

    Brutal Doom: Classic v2

    It works normally, but because v19 was before EDay it doesn't appear in the menu, just type in the console "map eday01" and you will start at the EDay hangar. Now, unless you are a masochist or have a super good computer i don't recommend playing this at all, because at least in my PC it runs at 1fps (literally).
  22. -TDRR-

    Brutal Doom: Classic v2

    As in, when you donate? Wouldn't it have been better if you sent it by PM? Anyways, thanks, going to see what causes the issues.
  23. -TDRR-

    Brutal Doom: Classic v2

    So EDay absolutely requires BDv21? If you can send me a build of EDay i could fix the problem, hopefully it's just a few actors it depends on and not absolutely everything in BDv21.
  24. -TDRR-

    Odamex 0.8.0 Released

    THE TIME HAS COME! Great job, everyone involved!
  25. -TDRR-

    Brutal Doom: Classic v2

    Really? Well, Mark messed up big time because it should run on the same ports BD itself does, how else do you play multiplayer decently? Also if that's the case then i will NEVER be able to play EDay decently, oh well.
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