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Pokemanic33

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About Pokemanic33

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  1. Pokemanic33

    Question about music in custom levels

    I would probably avoid it. I don't think it would get immediately rejected from idgames but it would be fairly likely to get taken down later. MIDIs are pretty common and should be fine so I would go that route.
  2. Pokemanic33

    What are you currently reading?

    I read very slowly (on a pace of about one chapter a week at church to distract me from the fact that I'm at church) but I'm currently working my way through Catch-22. I have mixed thoughts on it so far - it can be pretty funny and as cynical as its reputation suggests, but I seriously struggle with the writing style. It's a master class in setting a casual, stream-of-consciousness tone, but by the same token it makes it very hard to "get." There's a similar thing with the plot - I'm only a few chapters in, but nothing particularly substantial has happened. Again, it's part of setting the tone and building characters, but when the story doesn't move anywhere it makes me feel like I'm missing something. All this is to say I'm not as good a reader as I thought I was, and I may have to come back to it after I have more books under my belt.
  3. Pokemanic33

    What keeps Doom modding alive?

    Everyone has already brought up ease of use and versatility and that's obviously a major part of it and has been since people were emailing demo lmps in 93, but I think another part of it is that online communities can eventually reach a point where they become self-sustaining and self-replicating, and Doom has reached that point. In other words, the Doom community is popular because, well, the Doom community is popular. A lot of the old guard are still around and kicking which adds a sense of life and togetherness that brings new people in, especially with Youtube content breaking into the mainstream and making people go "huh, you can do that?" and getting wrapped up in it themselves.
  4. Pokemanic33

    I struck gold!

    Man, I would kill for some classic shovelware levels. I have a shareware CD but it doesn't have any levels, just a million editors (seriously, who needs that many palette editors?).
  5. Pokemanic33

    Fav gameplay mod+wad Combo?

    I like the combo of Roguelike Arsenal (and its monster pack) with Obsidian-generated maps. Obsidian can make some pretty good maps but they still have that Oblige-ish feel, which I think goes well with the roguelike concept.
  6. Pokemanic33

    Post your Doom textures!

    Does a wad need a TITLEPIC if it's three maps long? Probably not, but I wanted to anyway. In the true Doom fashion, it was made by finding a photograph I liked, crunching the fuck out of it, and then doing some sloppy edits. This is truecolor and it doesn't look as good paletted, so I may try to touch it up a bit more but I'm happy for now.
  7. Pokemanic33

    The Dean of Doom series (companion thread)

    When he first gave its grade my initial reaction was "wow, that's really low, but combat has always been his focus so that's to be expected." But I thought about it for a second and realized that basically the only comment he consistently heaped praise on the atmosphere and scripted sequences, so I find it hard to say he was being unfair. He just has different preferences and priorities. That said, I think it would have been wise to say as much outright in the review. Were it me, I would give the final grade and then follow it up with something to the effect of "it's really good at what it's trying to do, but it's just not for me and my grading system isn't built for this style of wad."
  8. Pokemanic33

    "Copper" / Quake style HUD messages

    Changing health pickup text to tell you how much you got would be very trivial with DeHackEd - you can change any string to say whatever you want. So you would just change the string that says "picked up a stimpack" to "got 10 health" and so forth. As for powerup ending warnings, I'm not sure. I'm sure there would be a way to script it in ZDoom, but that's out of my wheelhouse. And at any rate, if you were moving up to ZDoom requirements you would probably not want to use DeHackEd like I previously explained. I'm sure ZDoom has similar functionality, but again I'm not sure.
  9. Pokemanic33

    Testing WAD with custom textures in PrBoom+

    I know of the differences, but would those still happen in a WAD is in Boom format to begin with? Monsters may behave differently and such, but since the WAD is Boom-formatted in the editor I can't do anything beyond that, such as mixing flats and walls like you said. Given the right load order of resources, I can test essential functionality in a Boom port. Several textures will be HoM because other WADs don't seem to load so it's not an ideal setup for extensive testing, but it's an option.
  10. Pokemanic33

    Testing WAD with custom textures in PrBoom+

    I moved lostres up in priority and it did load fine, so that confirms that. Although it did launch, it had another problem: textures from the other WADs turned into HoM. All of this is a bit pedantic because I can just playtest in GZDoom and then run it through Prboom+ once it's done and the textures are properly added to the WAD itself I admit, but it has me curious.
  11. Pokemanic33

    Testing WAD with custom textures in PrBoom+

    That makes sense and is probably the cause now that you explain it more, sorry. I'll fiddle with loading order when I get a chance and see how that affects things. The strangest part of it to me though is still that the big doesn't affect Chocolate Doom but does affect the more advanced Prboom+.
  12. Pokemanic33

    Testing WAD with custom textures in PrBoom+

    I don't think that's the issue. For reference, the texture sets I'm using are entirely new assets, not just replacements. They all seem to play together just fine, and the issue also still presents itself in an empty WAD with no assets besides the base IWAD and the problem WAD (lostres.wad). In addition to that it only crashes when a lostres texture is used in the map; like I said, I'm fairly sure lostres.wad is the problem here, I just didn't want to necro its thread to ask about it there.
  13. Sorry in advance for what I assume is a basic question; this is my first time working with vanilla/Boom format and I'm still learning their "quirks." I'm working on a Doom 2 WAD in Boom format. Vanilla was the original target, but I very quickly jumped up when I learned that vanilla (for all intents and purposes) didn't support custom animated textures and switches. But in Boom, PrBoom+ seems to have issues with loading custom textures; I've narrowed it down to lostres.wad and PBoom+. It works fine in Crispy and Chocolate Doom (in a vanilla format WAD), and GZDoom, but crashes with exit signal 11 in PrBoom+. Does anyone have any experience with lostres and/or PrBoom+ that would have any idea what could cause this? I'm hesitant to ask such a specific and possibly dumb question, but I'm even more hesitant to do and and necro a two-year-old thread in the process. I'm not sure why Chocolate and Crispy Doom would be able handle it but not PrBoom+.
  14. Pokemanic33

    Do you believe in ghosts?

    Definitely on some level, but I don't quite know to what extent. I find it all endlessly fascinating, and I think it genuinely enriches my life to think about, hearing and reading the stories and testimonies. I just don't know how much of it is suspending my disbelief and how much of it I genuinely think is "real."
  15. I haven't modified WADs really, but I have done a bit of tinkering with PK3 mods from time to time. I use a custom version of Smooth Doom with brightmaps (made by someone else) and some animations that were removed at some point, for example. I also had to edit a "deep water" mod to remove a slowing effect when walking through slime that the creator said they would remove and didn't. Little things like that. When it comes to traditional WADs, I like to leave things as they are.
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