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About OpenRift
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The Compatibility Doctor
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While I agree that prfunky's comment was very inappropriate, I think if these sorts of things are getting to you to the point that they're being perceived as personal attacks, then you probably need to take a break from doing community responses regarding Kex if possible. You aren't handling very professionally, and it doesn't put the Kex team in a good light when you act like this. I keep seeing you do this stuff not only on here but on the Kex and Nightdive Discords, and I know one day it's gonna catch up to you if you don't get it under control. My advice going forward would be to be the bigger man and not sink to the level of the more unfair critics.
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Doom 64 for Doom II - v1.4 released, /idgames link is up
OpenRift replied to Mechadon's topic in Map Releases & Development
Did ya see how dark it is? -
Doom 64 for Doom II - v1.4 released, /idgames link is up
OpenRift replied to Mechadon's topic in Map Releases & Development
Uh... Have you played original Doom 64...? -
[RC2] TRICKING & TEARING @ WARPSPEED - 31 Maps, Boom Format
OpenRift replied to BluePineapple72's topic in Map Releases & Development
Basically you just make a lump called COMPLVL in the WAD and then write 'boom' inside it. I don't know what kind of effects it would have in GZDoom exactly, but according to the wiki page, it seems like GZ does support it. -
[RC2] TRICKING & TEARING @ WARPSPEED - 31 Maps, Boom Format
OpenRift replied to BluePineapple72's topic in Map Releases & Development
Don't know if you're done with making revisions or not, but I would like to suggest adding the COMPLVL lump so that it forces ports to use Boom compatibility. -
DoomNew Vanilla - vanillified fork of DOS port with DeHackEd support (uses APODMX)
OpenRift replied to MrFlibble's topic in Source Ports
This is a very interesting refinement of DoomNew, I like what you're trying to do with it. Would be very good as a GPL-compliant version of vanilla DOS Doom. That being said, there are some things that keep it from being as robust as it should be. There are some suggestions I'd like to make in this regard: Implement further version autodetection so the user doesn't have to specify the game version (-doom2, -tnt, -plutonia, etc.), somewhat akin to Chocolate Doom, as well as being able to recognize the difference between non-anthology and id anthology versions of the final doom IWADs Utilize gamesrc-ver-recreation's implementation of DMX where users can use either the original DMX library or APODMX. Add an option to EXTEND.CFG that lets you disable the secret notifications and secret counters on the automap Re-implement the old always-run config trick (setting joyb_speed to 29) Re-implement the sky never changes bug when running in doom2 mode (and similar vanilla cosmetic and gameplay quirks), possibly as an emulation option in EXTEND.CFG if you'd prefer taking that route instead The following are some ideas for possibly a more enhanced but vanilla-faithful source port for running bigger limit-removing WADs. I know this might be outside the scope of what you're aiming for with this port, but I thought I might as well just write these here just in case. Some of these were ideas that were worked on somewhat for Doom128, but were never fully realized: Remove or drastically increase static limits for visplanes, drawsegs, savegamesize, activeplats, vissprites, linespeciallist, and openings Increase lump stack to 512KB (or higher) Increase heapsize to 32MB Fix tutti frutti and medusa effect bugs Support for extended nodes, akin to Crispy Doom -
This uh.... Yeah don't do that. You're gonna take damage in a video game, idk what to tell you. I feel like this and a few other things are kind of just your problems as a player rather than problems with the game. Like this kind of sounds like you're just having a bad day and you need to take a break. Also maybe just, don't play the Master Levels? It's one of those level packs that either you don't mind or just hate.
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The All-Ghosts Forest - A Vanilla Compatible horror map
OpenRift replied to Danlex's topic in Map Releases & Development
Hey there @Danlex, so I finally decided to revisit this WAD for the spooky season, and I finally figured out what was causing all those weird issues in vanilla Doom on DOS! Turns out it has to do with that copy of MAP01 you included labelled "AGF01". It seems like vanilla doesn't recognize that marker as a map so it's trying to pick between the differing lumps from both MAP01 and AGF01. Removing AGF01 and its associated lumps fixed all the issues! I'm not entirely sure what the point of the AGF01 version was, but I'd suggest including it in a separate WAD to avoid compatibility issues. Sorry to necro this thread, but I felt like it was important enough to let you know! -
Tetanus DX | The Definitive Tetanus Experience
OpenRift replied to Egg Boy's topic in Map Releases & Development
Glad to finally see this updated release!! I do have some minor notes that should probably be addressed at some point: menu graphic lumps for M_GENERL and M_STAT are missing, which are used in DSDA and Woof. The title MIDI doesn't play correctly in vanilla Doom on DOS/DOSBox (it plays really slow). This can be fixed by converting D_DM2TTL to MUS format using Midi3Mus. I don't think any of the other tracks (besides D_DOOM on MAP05, see my next point) have the same or similar problems, but it wouldn't hurt to try converting the others as well. MAP05's MIDI doesn't play at all on DOS/DOSBox due to the MIDI exceeding MUS format limitations. Because it goes beyond these limits, converting with Midi3Mus doesn't work. Regardless, a solid release as always! -
Doom + Doom II (2024 Kex Remaster) Bug Report Thread
OpenRift replied to OpenRift's topic in Source Ports
If you go to the browse mods page and hit tab, do you see an option to search mods by name? -
Okay, I just want to make sure I'm clear on this. When it comes to the complevel checks, if the PWAD does not have a GAMECONF or COMPLVL lump present, does it just refer to the corresponding lumps in the IWAD instead, forgoing the other checks? The main reason I ask this is because after today's update, I went to load Eviternity up to test something and got this error: I was talking with my friend and I deduced that this may be authoritatively attempting to set the feature level based on the GAMECONF lump in the IWAD instead of the other features in the PWAD. Am I right on this? Or is something else causing this to happen?
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Doom + Doom II (2024 Kex Remaster) Bug Report Thread
OpenRift replied to OpenRift's topic in Source Ports
Awesome! Could we have like a list of the bugs that still need to be addressed, so we know what's left? -
save scummers should be shot out of a cannon and into the sun
OpenRift replied to roadworx's topic in Doom General Discussion
I'm gonna savescum all over the place and there's nothing you can do about it ;) -
Some thoughts on AI and the Doom Community
OpenRift replied to Captain Toenail's topic in Doom General Discussion
All I will say is that AI will not get far here. And honestly I don't think it will get very far in game development in general. With the way generative AI works, it will strive to be just passable enough at a fleeting glance, never anything particularly original or special. And that's the best-case scenario, too. Most of the time what AI makes will just blow absolute ass. -
Doom + Doom II (2024 Kex Remaster) Bug Report Thread
OpenRift replied to OpenRift's topic in Source Ports
@famicommander, look, I'd prefer you take your grievances elsewhere, I made this thread as a means to report bugs in a single centralized place, not to make feature requests and petty arguments.