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Everything posted by iori
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The cracks in the rock texture for the trunk look like vines growing up the side. It works in an abstract kind of way.
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I think the default brightness/gamma is 0. On a nice monitor in a dark room it looks like Doom64 on the N64, unless you guys meant something else. And I agree, some very nice screenshots here.
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Awesome title screen but the subtitle is a little silly IMO. Why not just Doom64 EX Community Project? Let's not make a 'cool edgy' name for something which may very well end up being all over the map in terms of style, theme, quality, etc. It's a collection of maps with no cohesive theme, is it not? I think the overall goal of the project should be to bring awareness to Doom64 EX as a sourceport and its capabilities, and there's nothing better than a community project to whip up enthusiasm for the subject.
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Map08 please! Edit: I ripped Cage's textures into a wad and included some texture fixes that I've been using. The stock textures in this wad have transparent pixels fixed. https://www.dropbox.com/s/4k1nru96j48cro0/customtex.zip?dl=0
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I think we need a new thread, again. This is for Doom64EX. Others can start a GZJZDoom Retribution Outcast TC project if they want. No hard feelings. @hardcore_gamer I don't see why not, I have already ripped those textures into a wad and used some of them in a map. However Doom64 textures were intended to be bland so you can apply the skillful use of colour... So if you think Doom64 is bland you may be barking up the wrong tree, no?
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I'll contribute! I think there should be a quality/difficulty standard, similar to Doom64 itself. Nothing too far-fetched, silly, etc. Tech themed unless we get enough maps to do more, ya?
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Doom64 EX it is! Maybe Kaiser can pull himself out of Blood EX or Custer's Revenge EX or whatever he's doing for Nightdive for a single map :P
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@StevenC21 do you have experience building with Doom Builder 64? Anything to look at?
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The only proper way to do this would be using Doom64 EX. Using any other port makes for a poor replication of the experience. How is Doom Builder 64 buggy? Works great here. Certain quirks present themselves over time but can be compensated for. There is a pretty good mapset by a guy named Antnee here: https://www.tapatalk.com/groups/doom64ex/beta64-level-23-released-t66.html Also, the previously mentioned Complexe maps are quite decent and inventive. A community project is a little ambitious at this point, but I hope Doom64 EX eventually becomes popular enough to warrant one. It's a fantastic port, bugs aside, and deserves more attention. Having its own forum here would be awesome!
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R9 290 here and no issues, wouldn't blame AMD at this point. Check the power options on your laptop and see that when it's plugged in all options are set to maximum performance - make sure its not throttling your PCIe bus or something.
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DEU 5.21's tutor.doc, I still remember the epiphany I had when I figured out how to swap sidedefs to fix unclosed sectors - like I finally understood what a sector was ;) Moved to Wadauthor when working with Doom Legacy in the early 2000s. Doom Builder is so easy by comparison! Almost too easy... I think was more imaginative when I couldn't iterate so quickly.
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No problem, I love this port and I'd like to complete a mapset myself, so it's handy to figure these things out. Looking forward to what you can do with it.
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Figured it out... The BLAM compiler is reacting badly to any definition in common.txt which has a number in its name:#define Door_CloseWait30Open(tag) 16:tag #define Floor_Raise24(tag) 58:tag #define Floor_Raise24Change(tag) 59:tag #define Floor_RaiseToNearest2(tag) 119:tag #define Stairs_Build16Fast(tag) 100:tag #define Ceiling_RaiseCrush2(tag) 44:tag #define Plat_DownWaitUp24(tag) 66:tag #define Plat_DownWaitUp32(tag) 67:tag As a workaround, use the corresponding number of the action. In your case, simply putting 16 will work instead of Door_CloseWait30Open. #include "common.txt" macro 1 { 16:2; Thing_Spawn(3); } I'll post a bug report for Kaiser/DotFloat...
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Sounds to me like it's not including common.txt, does it actually exist at your #setdir path?
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Here's mine:#setdir "D:\Games\Doom\Doom64\Builder64\Compilers\Doom64" #include "common.txt" macro 1 { Floor_LowerToLowest(4); Floor_LowerToLowest(6); Sector_CopyLightsAndInterpolate(4, 3); Sector_CopyLightsAndInterpolate(7, 3); } Not that your error points to this, but try specifying your compiler directory.
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Doom 64 EX: Skyboxes stopped working for no reason :/
iori replied to hardcore_gamer's topic in Doom Editing
Weird, I didn't know you could use two skies in one map - I tried once and got the same effect you mentioned. Maybe the ability to use two skies is the bug and further mapping caused it to correct itself? I dunno. -
Rushed home from work on my lunch break to play... great level.
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Marnetmar: Great E4 vibes there!
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I *hope* this support SnapMap so players can create and share their own user-generated content!
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That looks great!
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The Warlock's Hearth - Released - /idgames Download
iori replied to Khorus's topic in WAD Releases & Development
Looks great! ZIMMER8 is a sorely underused texture. -
It's not what you think: https://en.wikipedia.org/wiki/Stronghold_2 IMO Stronghold 1/Crusader was the best. And the voxel-based terrain was awesome for mapping - not that I ever took it anywhere.
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Yes... a cunnilinguortalist.
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That looks great! I would create a custom metal strip for the crossbars rather than use that ugly brown step texture though. Imgur will let you link to individual pictures, play around with it and you'll see how.