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wildweasel

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About wildweasel

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    Resident Castlevania Super-Fanboy

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  1. wildweasel

    Anyone want to create a fork of Wadsmoosh for Wad Shovelware disks?

    But...how is the player to decide which to play? Even GZDoom's episode menu can only take a certain number of entries before it starts going off screen, and that number is well below the "thousands" of maps on these discs.
  2. wildweasel

    No experience playing mods - little help needed

    Unfortunately, The Golden Souls and its sequel make non-trivial changes to Doom actors and behaviors, making Brutal Doom incompatible with it. You could certainly still try, but it would have unpredictable results and may potentially make the game unplayable.
  3. wildweasel

    Doom 64 for Doom II - /idgames link is up

    Update for those that care: I got the toolchain installed, along with what I assume are all its dependencies, but upon trying to Make in the 64doom/src folder, I'm running into problems where it's failing to #include libdragon.h and I don't understand how to tell it where to look for it. I even copied the libdragon files into (a copy of) the /src folder, no effect. I'll take a break from this for the time being - if I pick it up again, I'll probably go start a thread in Source Ports to avoid cluttering this one too much. (unless someone else feels like trying).
  4. Favorite: Julius. A true "veteran" who never got a (canonical) game of his own, the best part of Julius is that he factors so heavily into the "bad" endings of the Sorrow games - and in Dawn, the bad ending is effectively its own remixed game. Sure, we know next to nothing about him as a person (besides him being a Belmont, and being irritatingly protective)...and we never did get that "war of 1999" game...but one can't deny, a Belmont with facial hair (and a kickin' trench coat) is pretty awesome. Least Favorite: Brauner. He's a cool boss fight, but he's totally wasted potential, because no sooner do you meet him, than he's unceremoniously booted out of the storyline in favor of Dracula, as if to say, "Fie to this pretender, there is room for only one Lord of the Night in this series!" (edit: weasel lives up to his member title yet again)
  5. wildweasel

    Doom 64 for Doom II - /idgames link is up

    Well, given 64doom's maintainer never wrote compiling instructions (only instructions to build the ROM), this is gonna be an adventure...and it starts with installing the N64 toolchain. Here we go... 😖
  6. wildweasel

    Doom 64 for Doom II - /idgames link is up

    I was going to say "Challenge accepted!", since I have an Everdrive 64 and all, but then I realized 64doom doesn't have a way to accept DEH patches or embed external files, unless I've missed something. I could merge D64D2.WAD into DOOM2.WAD, but that DEH does more than just rename maps, and I get the feeling the game would be pretty significantly broken without it...
  7. wildweasel

    Chocolate Doom Scripts?

    The difference between them is that -file works exactly as -file did in vanilla Doom, where loading PWADs with changed sprites (or flats?) would throw out all sprites/flats present in the IWAD and use the ones in the PWAD instead - many older mods needed to include every single unchanged sprite/flat from DOOM.WAD for that to work correctly, which was illegal (you may see a lot of 1994/1995 WADs on /idgames that are noted as "cleaned" versions, as a result). Tools like DEUSF and DMADDS were used later, to splice the unchanged sprites into a PWAD in order to then use it with -file; -merge mimics this behavior so that these tools are unnecessary. Disclaimer: I have not read the Doom Specs and may be referencing certain facts incorrectly or just plain getting things wrong.
  8. wildweasel

    Doom Wiki Month in Review (Issue #3)

    I can't be the only one a bit disappointed that these are just trading cards and not an actual deck-of-52. (Has that ever existed in a Doom form?)
  9. wildweasel

    TotalBiscuit's Funeral by JMAA removed?

    Why the interest?
  10. wildweasel

    Rename recycle bin?

    It seemed appropriate, given the wallpaper. [edit] I keep forgetting I have this user title. Guess I've lived up to it again.
  11. wildweasel

    The most advanced ZDoom mod?

    Meanwhile I'm left wondering why a HUD mod is 200 megs.
  12. wildweasel

    My Doomworld and Zdoom forums accounts disabled

    Well, I've looked into it, and it seems only the LuciferSam86 account is deactivated (due to inactivity). Merlin86 is still active; you probably just had the wrong password.
  13. wildweasel

    The most advanced ZDoom mod?

    The most advanced ZDoom mod is, by definition, the most advanced GZDoom mod. Remember the two are basically one and the same nowadays.
  14. wildweasel

    Cola 3: The Soda of Style

    That's sort of what I was shooting for (pun intended) with the ww-skillguns proof of concept some years back - though I'd want to really retool it internally if I were to make it any more fully-featured. Serious mods are nice and all but there are just too many things I'd have to make compromises on to make them work with the average Doom level, which sort of encourages the odd bit of silliness. It's nice to be able to let loose once in a while and not have to worry about "is this gun firing the right caliber ammo? are the penetration characteristics correct?" etc. Man, if I'd remembered this existed while I was working on the mod, I'd totally have figured out some way to sneak in a reference to it somewhere. I was pretty much morally required to give the playing cards Mutant Powers once someone mentioned him during early development. (grin)
  15. wildweasel

    Cola 3: The Soda of Style

    It's probably better that I leave it that way, since this is how Doom engine has always handled dropped items. Considering they're not strictly essential items like keycards...
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