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wildweasel

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Posts posted by wildweasel


  1. With Dehacked, the sound a weapon makes is tied to the code pointer that is used for the weapon's attack. Unfortunately, the Pistol attack and the Chaingun attack are both hardwired to DSPISTOL, and there is no easy way to change the sound of one without affecting the other. I can certainly think of a couple of Seriously Hacky ways to do it, but they come with very noticeable side effects; the safest would be to simply replace DSPISTOL with a copy of DSSHOTGN, though this would also affect zombies.


  2. On 2/5/2019 at 1:05 PM, BrutalDoomisAwesome said:

    Yeah I've got FMOD_studio installed.

    That'd be the problem; the versions of GZDoom that used FMOD aren't compatible with FMOD Studio and need a specific older version of FMOD Ex. For whatever reason, the FMOD people didn't make Studio backwards-compatible.

     

    I don't know which specific version of FMOD Ex you need to successfully compile, but this might be a decent place to start: https://zdoom.org/wiki/FMOD_Ex

     

    Or try compiling a newer version of GZDoom that supports OpenAL.


  3. On 10/30/2018 at 5:07 PM, Wadmodder RiderPùdu said:

    Then, i think you might want to create GZDOOM specific definition files to fix these problems. At least 

     

    6 hours ago, beanz said:

    What about forking the Master Level "smoosher" and just make it a general purpose .wad compiler? I haven't used it in a long time so I forget how it's implemented.

    The question remains, who is going to put in the time to do that to literal thousands of files? They can't "just" be automatically generated as-is; someone would have to write the code to do that, too, and account for edge-cases that will undoubtedly come up when your data set is that large.


  4. On 10/25/2018 at 6:30 PM, Wadmodder RiderPùdu said:

    Yeah, removing every single duplicate of the same levels that appear over and over again from disk to disk, wad to wad, etc.

    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.


  5. 5 hours ago, DoctorObviously said:

    I want to play Doom: The Golden Souls with the ridiculous gore of Brutal Doom. Is this possible? And how would I go about this? Thank you!

    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.


  6. 3 hours ago, wildweasel said:

    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... 😖

    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).


  7. 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!" 

    Spoiler

    Not to mention his two daughters aren't even his, making him even less relevant to the proceedings.

     

    (edit: weasel lives up to his member title yet again)


  8. 13 hours ago, Linguica said:

    I hope somebody with the appropriate hardware could run this on https://doomwiki.org/wiki/64Doom, resulting in the port ouroboros of Doom for Nintendo 64 for Doom 2 for PC for Nintendo 64.

     

    Then replace the ROM chip inside a real Doom 64 cart and give it to someone to utterly confuse them.

    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...


  9. On 7/11/2018 at 10:44 PM, YukiRaven said:

    I'm 99.9% sure it has to do with how patches were handled in the original exe files.  We used to have to use a tool like deusf to merge a pwad with the iwad.

    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.


  10. On 3/21/2018 at 2:42 AM, cortlong50 said:

    this is the weirdest idea ever...and like any other god damn thing you make im gonna download it.

    not busting your balls...but have you ever considered a super serious weapon pack?

    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.

    16 hours ago, Ajora said:

    Makes me think of this: 

     

     

    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.

    15 hours ago, The Mysterious Moustachio said:

    I can't help but think of Gambit from X-Men when I see that card weapon.

    I was pretty much morally required to give the playing cards Mutant Powers once someone mentioned him during early development. (grin)


  11. 1 hour ago, xvertigox said:

    I played through some of Chex Quest 3 and the only potential issue I saw was cola bubbles getting crushed by doors.

    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...


  12. From what I recall, Brutal's headshots are handled by having all enemies spawn separate actors that represent their "head," while making the "main" actor slightly shorter than normal. If the "head" is damaged/killed, it kills its "master." This has some side-effects - it doubles the amount of CPU load per actor (possibly more than doubles, I haven't tested), but also has (had?) a tendency where enemies were accidentally head-shotting themselves if they were trying to aim up too steeply.


  13. Given I haven't had anybody tell me that there's any outstanding bugs or balance problems with the mod in a while, I guess I'm going to go ahead and consider what's uploaded to be a Release Candidate. I'll see about putting it on /idgames and declaring it "done" if I don't hear anything for the next week or so.

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