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Everything posted by MrDowntempo
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Here, I'll uncurse it for you:
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Needless filtering
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Ross Scott's thoughts on this: (Rant starts at 1:48 if timestamped link doesn't work)
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I'm just posting this to say I had a blast last night playing through all of Sigil with the D4V mod in Doom Retro. It was like some alternate history Doom 2. Damn if that Buckethead soundtrack doesn't rock! Hard to shoot barons while headbanging. The 3 projects go so well together though, that I have to recommend others try it. Romero's Sigil levels are both more modern but very true to original doom style. The D4V brings in the production design of 2016 Doom which is (as much as I love original doom) much more consistent and well crafted than the old school stuff. And Doom Retro is the perfect engine to pair these with. Slight upres, but still feeels like I remember Doom in the 90s with its little touches of blood, dithered lighting, shifting water etc. It is without a doubt my favorite engine to play Vanilla compatible maps and mods in. Each one of these projects take Doom I to the next level, but together their effect is increased exponentially. Sorry I can't stop gushing about it, but if y'all owe it to yourselves to play this combo (even if you're just using the midi version of Sigil, which also rocks)
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(Digital Foundry coverage) PrBoom+ RT/Doom Classic: RayTraced - Real Time path tracing in PrBoom+um
MrDowntempo replied to Redneckerz's topic in Source Ports
Yeah, I know. Thanks. -
(Digital Foundry coverage) PrBoom+ RT/Doom Classic: RayTraced - Real Time path tracing in PrBoom+um
MrDowntempo replied to Redneckerz's topic in Source Ports
oh my god, I'm a moron. I thought for sure one-humanity was a DOOM I wad like sigil. *facepalm* Thanks for pointing out my mistake. Working great now! -
(Digital Foundry coverage) PrBoom+ RT/Doom Classic: RayTraced - Real Time path tracing in PrBoom+um
MrDowntempo replied to Redneckerz's topic in Source Ports
I swear that's how I've been attempting it, but it doesn't load the map, it asks which doom.wad episode I want to play and loads upon selection instead. -
(Digital Foundry coverage) PrBoom+ RT/Doom Classic: RayTraced - Real Time path tracing in PrBoom+um
MrDowntempo replied to Redneckerz's topic in Source Ports
Can you tell me HOW to load external maps, because I just keep failing at every attempt. I've specifically be trying to use one-humanity.wad since I believe it's vanilla compatible and shouldn't have any extra features to confuse the game. But I'd also like to give REKKR a try. However, there's no doucmentation for loading wads in this port, and doing things according to prboom+'s documentation has so far failed me. I'll add that I can get this to run on my system pretty well, it's just the loading of external wads that's giving me trouble. -
Found this while doing a bit of cleaning. I think I have the CD in an album somewhere too, but not immediately available. A fun lil' blast from the past though
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It's the Doom trifecta. BTSX + Doom Retro + Doom4Vanilla. I play this a lot, it is a really excellent and complete package.
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Anything particularly spooky, or on theme that deserves a Halloween playthrough? Happy Halloween!
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That looks cool as all heck too!
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Didn't you find it uncomfortable for your hands and eyes playing REKKR on a device that ... big?
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If you like Hex based strategy, Wesnoth is a great open source game that's been around for at least 2 decades. There's tons of old roguelikes that are open source, including Nethack and Angband etc. And if you want to back in time beyond doom, beyond angband and moria.. One of the earliest video games is the terminal super star trek, and it is ported and maintained by one of the key figures of Open Source, Eric S. Raymond, here.
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And it can even run Wolfenstien 3D maps!
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Oh, and I hear they're selling vanilla compatible wads on steam these days. ;) Rekkr Sunken Lands looks good in Doom Retro!
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AH! Okay. I was testing in DoomRetro, so I suppose it just supports the included windescreen assets out of the box. Whereas an even more uh 'primative' engine would need your wad to override the 4:3 assets. Thanks!
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What does this add that REKKRSL doesn't have already? I loaded it after REKKRSL and didn't notice a difference.
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This might not be an issue with the sourceport, but with the wad, but I know you've included some wad fixes internally (or at least it sounds that way to me from reading the changelogs) I'm a big Batman fan, but have never played past the first level of batman.wad. Doom Retro seems like the perfect place for me to fix that. But there are issues with the sprites and weapons when playing. I've made sure to load batman.deh and even tried adding the vbatman.deh vanilla fix, but they don't seem to have any effect. Am I doing something wrong (likely) or is this wad just too old and messed up to work? I had similar issues in gzdoom. I know there's a Batman.wad reloaded for gzdoom, but I'd prefer to play the ancient wad in DoomRetro.
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OH Very cool! Sorry, I must've overlooked them since they're so new.
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Any chance we can get a cvar that, when enabled, colors keyed doors on the map?
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Looking for some balanced Weapon and/or Enemy packs for Doom Retro
MrDowntempo posted a topic in Doom General
I've been on a bit of a Doom Retro playthgough kick lately. Really enjoy playing vanilla and mbr stuff through it. There's a load of classic maps that I will likely run through, but there's so many, I'm going to get a bit bored of default weapons and enemies. I often use DEHACKED and sprite fix, sound bulb etc. But When I want to change things up a bit, D4V is fantastic and compatible with these maps and port. What are some other wads that will give me a little more weapon/enemy variety, but still play nice with older maps and in the Doom Retro engine? -
Looking for some balanced Weapon and/or Enemy packs for Doom Retro
MrDowntempo replied to MrDowntempo's topic in Doom General
Some great recommendations here for me to start with! Thanks! -
Doom Retro!
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Ah, that makes sense. Would it be that heavy of a load for even modern PCs? Oh, didn't expect it to require an overhaul. I thought SDL Mixer 2.0 support more channels, but I've never had to code with it. I thought I remember MipMapping in some early software titles, but that's a long time ago and I could be mistaken. Shame there's not a faster/easier/different way to combat Moire effects.