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About Anceschi

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  1. And here I was thought I was going crazy about the consecutive sounds thing, I knew the chaingun always sounded a little off to me. Does anyone else have this problem with some source ports? PrBoom+, Crispy and even Choco, seem to have this issue for me.
  2. If you're using a source port then yes, that is a no-no. In my case, the original Doom.exe doesn't have the ability to "merge" original files, so I'm fully aware that I'm making a "different" IWAD. (Not that would change anything, this sprite fix alongside the .deh doesn't seem to desync any demos). Thanks for your instructions, I'm going to try it out. EDIT: Managed to do it, works well enough, thanks.
  3. How would I go in adding this sprite fix to the Plutonia and TNT WADs so I can try them out in DOSBox? I have tried using DeuSF, but it seems to only work on the original Doom WADs. Bit of weird question I know, but I'm just curious.
  4. Anceschi

    [Mod] Doom 3 subtle improvements

    Some feedback, because you increased the range of zombie attacks (and also of the player fists), the chainsaw can get a little awkward to use in general, with me constantly going back and fort while fighting basic zombies. Maybe make the same change to the chainsaw?
  5. Anceschi

    [Mod] Doom 3 subtle improvements

    So I'm trying to play Doom 3 again with these subtle improvements and I'm impressed. Currently playing on Veteran and the ammo re-balance is really good stuff, actually made me use more of my pistol and prioritize ammo for specific enemies. Great work.
  6. Anceschi

    Games You Hated But Played Anyway

    Not hate, but S.T.A.L.K.E.R. Shadow of Chernobyl. Game has an amazing atmosphere and world, but everything else drags it down. Mechanics are bizarre, it's an FPS but not really. Your weapons have chance to "miss" like an RPG, so sometimes you might waste an entire mag in someone head and hit a single bullet. The idea is that you need to find better weapons, but the only weapon I found to have consistent accuracy and damage was the last gun before I finished the game. Every single quest to progress the story is awful, putting your through linear bunkers with a million enemies that can you kill pretty fast, but are dumb as bricks. You can stay in a corner and wait enemies to come and create your own personal body stockpile. The end of the game section may have been the worst I have ever seen in a game. It's not pretty. Jesus Christ. All I see here is untapped potential, the Zone is definitely the best part of it and I would have loved seen expanded to be a bigger part of the game, along side more advanced enemy behavior, a focus on more open ended missions, rework of the weapon mechanics, etc. Seems like the Stalker community has already done that with mods, so I may try them one day.
  7. It's funny, I think that the classics have the best replay value of all. The level design, enemy design / encounter are the reason that I still play Doom to this day. Everything is incredibly synergical and organic, enemies types reinforce each other with multiple possibilities on encounters and level design. Doom 3 and Doom 2016 always felt weird too me. They never really manage to reach what the originals did, but rather focus on few aspects of the classics. Doom 3 focuses on atmosphere and slight horror aspects. And it does it really well with exception that the gameplay feels "shackled". It's trying to be Survival Horror-ish but doesn't do anything to complement that, sure you can't just run like cheetah, but you have ammo to spare and enemies aren't really that powerful or scary. Now Doom 2016, I wen't with big expectations, gameplay is finally unshackled, it's fast and brutal. It started great, but soon I realized that it lacked that synergical and organic design. Enemies never felt complementary to the level and the encounters were dead with the arena gameplay. Halfway through the game, I started to miss the ambushes, the tricks and traps. Everything was so predictible. The moment I saw a big room I was always like "Here we go again" and it didn't help that level design was getting more linear and linear. Welp, I just rambled a lot. I hope that Doom Eternal has a more focus on memorable encounters and surprises.
  8. Anceschi

    PrBoom-Plus, ver.

    Hey folks, I'm using the latest PrBoom+, I'm trying to use SDL as my MIDI Player, as using PortMidi makes some music sound weird. (Like it's using different instruments). The problem here is that music and sound are "linked" to eachother. So if I try to turn off music, there is also no sound. Does anyone know how to fix this?
  9. Anceschi

    Crispy Doom 5.10.3 (Update: Aug 17, 2021)

    I'm not sure if this is a bug or not but i'll ask anyways. Crispy Doom audio seems a little low? For example, Chocolate Doom weapons are loud and punchy, and in Crispy I can't even hear the shotgun most of the time. I have both audio settings maxed out and my Windows Mixer at 100%. Crispy Doom 5.5.2. Thanks in advance. *EDIT: Found the issue. Changed "use_libsamplerate" to "0" in "crispy-doom.cfg". This little option messes with the whole sound balance.
  10. Anceschi

    Lunar Catastrophe - An Ultimate Doom Megawad (RELEASED!)

    I tried playing it in PrBoom+ -complevel 3, the door in E2M6 doesn't open and the logo looks corrupted. Perhaps some ZDoomism coming into play?