Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content count

  • Joined

  • Last visited

About gotsu

  • Rank
    Green Marine

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. This tweet seems dismissive of points raised in Doomkid's vid as 'semantics', imo Gman really didn't take this well. It's full of comments by his fans wishing him well against all this "hate" by the "toxic fans".
  2. Thanks a lot for answering my dumb question! Case closed.
  3. Sorry, I may have not made my point clear. Please see this vid here to see what I'm getting at: https://i.imgur.com/QKhQhGS.mp4 It's more or less smooth movement running along other walls, save for a few bumps. But when running along the W11*-textured walls, it's bumpiness all the way. Edit: The port is prboom+ I haven't noticed this in gzdoom.
  4. Apologies if this has been asked and answered before but I couldn't find a topic like this in this forum. I've always been wondering why do walls textured with the "metal lattice" textures (W111_*, W112_*, M1_1) feel "jagged" or uneven when running along/against them (like these walls here in Erkatanne's MAP03). One of my guesses was that this might be a special property of these textures but that doesn't really look plausible to me. Is it solely dependent on the angle then and was it just my own confirmation bias to only notice that effect when wallrunning against walls textured in that manner? Or is there another answer altogether? Edit: see this vid for gameplay footage (prboom+ I'm referring to the jagged/bumpy movement when running along a W11*-textured wall. https://i.imgur.com/QKhQhGS.mp4
  5. gotsu

    Does r/Doom make you cringe as much as it makes me?

    OP is on point. It even seems to me like some of that subreddit leaked here, resulting in an increased amount of low-effort threads especially in Doom General, but maybe that's just me.
  6. gotsu

    PrBoom+/UMAPINFO v

    When the Windows UI is scaled to anything above 100% PrBoom does not ignore the scaling setting (e.g. like Chocolate Doom does) so only a portion of the screen is rendered, starting from the lower leftmost corner. Any way to fix this in PrBoom's settings? Edit: Nevermind, fixed this by changing the custom scaling settings in glboom-plus.exe's properties.
  7. Sandy levels >>>> Romero levels
  8. gotsu

    Extremely Hot Take About Classic Doom

    Hot take: this type of content has a right to exist and people far too often substitute their personalities/identities with the media they enjoy, which leads to perceiving any criticism/opinion, no matter how controversial, as a personal attack.
  9. gotsu

    Chocolate Doom

    Thanks a ton, this worked. For reference, 2 is the setting that you'll need for nearest-neighbor resampling. On a separate note, "graphical_startup 1" does nothing for me and disappears from the config file.
  10. gotsu

    Chocolate Doom

    Thank you, I tried adding "use_libsamplerate 1" to chocolate-doom.cfg, but didn't notice any effects and the line was erased after I closed Chocolate Doom. I use ChocoDoom 3.0.0, do I need to find a newer version?
  11. gotsu

    Chocolate Doom

    Does Chocolate Doom upsample the game audio to 44100 Hz? If so, any way to change the interpolation settings to something like nearest neighbor (for a crispier sound)?
  12. A lot of people seem to love to hate Factory and Downtown, but it's refreshing to see that some people here enjoy them too. Of course, it all comes down to a personal preference. My point of view is that both of these levels are probably one of the best in Doom - gameplay- and level design-wise. But I didn't learn to appreciate them until fairly recently - as a kid I never cared a lot about levels past map10 for some reason. But now I think that both of these nailed non-lineariality and replayability in Doom (without comparing to other games) to a T. The only flaw with Downtown is the lack of hitscan snipers and roamers. A cybie or two (or some hordes) spawning into the main square at different points of the level progression would make the level perfect.
  13. gotsu

    The weird world of Russian J2ME shooters

    Wow, that's nostalgic seeing some of these titles there. I used to play some of these a lot on my old phone. I can help you with Russian sites and/or translation if required.
  14. gotsu

    Recommended Soundfonts?

    You're welcome. Here are some more electronic/synthy-ish soundfonts:
  15. gotsu

    Recommended Soundfonts?

    Not sure if it's 'dark-sounding' enough, but "just t4 fixed.sf2" has the best choirs in Sign of Evil and DOOM. For different-sounding soundfonts, you might want to try these out: 32MbGMStereo.sf2 - synthy GXSCC_gm_033.sf2 - 8bit-sound MegaDrive to MIDI Soundfont (Polyphonic).sf2 - probably best Megadrive/Genesis patches in a soundfont MT-32-32K-v1-r65-Full-Hedsound.sf2 - this is a non-GM MT32 soundfont Oldschool Fairytales.sf2 - very good FM soundfont