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Everything posted by DaAndroid614
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I believe I have created the largest and densest maze possible in Doom
DaAndroid614 replied to jpsplat's topic in WAD Releases & Development
For shits and giggles, I decided to try and see if I couldn't make something even more absurd by generating a maze with this program and feeding that into PNG2WAD, so I did some quick math to figure out how big it would need to be to fill the UDB level grid (around 80x the widht/height, making it 6400x the area), made a maze, added entrance/exits in MSPAINT, and fed it into PNG2WAD... and it generated an empty wad file. So if someone wants to one-up the map that started this thread, try starting somewhere between 200x200 and 4096x4096. -
The sector tagged to be opened as a door isn't the correct sector; you tagged the lit up bit in front of the door rather than the door itself. Edit: Damn, someone beat me to it before I finished posting this
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probably either arachnotron death or the menu navigation sounds
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Why doesn't the military just close the portals in Doom 1?
DaAndroid614 replied to Shikamaze's topic in Doom General
because one of the scientists remembered this cool game he played back in the 90's and thought it would be neat if he could make it happen in real life -
I've been mapping as a hobby for around two and a half years now, but I've never actually finished and released anything. (unless you count the shrunken E1M9 I put into the "Doom from memory" community project) So, here, I threw this together in my spare time over the past few days just to be able to say I've actually released something. Screenshots: Doom 2 format, tested with Crispy Doom and Chocolate Doom, so it should be vanilla compatible. Map difficulties are implemented but not given too much thought, deathmatch is implemented but untested. Includes a demo with 100% completion because why not Download (google drive) Feedback would be appreciated!
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Do you modify any of the wads you download? And for what reason?
DaAndroid614 replied to Ar_e_en's topic in WAD Discussion
For most things, no, but I did remove the custom intermission/title music, title screen, and demos from sigil so I could put it in my autoload without interfering with vanilla doom 1 -
Quake-like key sounds without editing a ton of files
DaAndroid614 posted a question in Editing Questions
Pertaining to GZDOOM editing specifically If I wanted to change the sounds the keys make based on what type of key was picked up, as it is in Quake, I wouldn't be able to do it entirely through SNDINFO since only one specific key pickup sound is defined, so the other way I would think to do it would be to use DECORATE (I'm not that experienced with ZScript so there might be a simpler solution through that) to make new versions of each key which have their sound changed to a unique one, but if I did that, I would also need to edit SBARINFO to show the new keys instead of the old ones so they actually show up on the HUD and LOCKDEFS so you would be able to open doors with the new keys. Changing this many files seems like overkill just to accomplish a sound change, is there a way of going about this that wouldn't require fiddling with as many (mostly) unrelated files? -
Quake-like key sounds without editing a ton of files
DaAndroid614 replied to DaAndroid614's question in Editing Questions
I had already tried this before posting in the thread, and unfortunately it either doesn't work or I had done something wrong The ACS solution did end up working, though. #library "KEYSOUND" #include "zcommon.acs" bool REDCARD = false; bool BLUECARD = false; bool YELLOWCARD = false; bool REDSKULL = false; bool BLUESKULL = false; bool YELLOWSKULL = false; script "SOUNDMIX_KEYSOUND" ENTER { while (true) { if (REDCARD != CheckInventory("RedCard")) { PlaySound(0,"Q_CARD",3); REDCARD = true; } if (BLUECARD != CheckInventory("BlueCard")) { PlaySound(0,"Q_CARD",3); BLUECARD = true; } if (YELLOWCARD != CheckInventory("YellowCard")) { PlaySound(0,"Q_CARD",3); YELLOWCARD = true; } if (REDSKULL != CheckInventory("RedSkull")) { PlaySound(0,"Q_SKULL",3); REDSKULL = true; } if (BLUESKULL != CheckInventory("BlueSkull")) { PlaySound(0,"Q_SKULL",3); BLUESKULL = true; } if (YELLOWSKULL != CheckInventory("YellowSkull")) { PlaySound(0,"Q_SKULL",3); YELLOWSKULL = true; } delay(1); } } -
Quake-like key sounds without editing a ton of files
DaAndroid614 replied to DaAndroid614's question in Editing Questions
I think you might have misunderstood what I was asking, A_PlaySound can only be used inside a state, which means once the key is picked up I won't be able to use it to do anything. Besides, even if I could use it to play a sound when they key is picked up, it wouldn't let me overwrite the original keys and I'd be back at the same issue of needing to change SBARINFO and LOCKDEFS in order to keep the keys working. Although muting the pickup sound and playing a sound from a different source isn't a bad idea, I'll look into using ACS to detect the keys in the player's inventory and playing them through there -
DOOM, DOOM II & DOOM 3 Limited Run PS4/Switch
DaAndroid614 replied to Eurisko's topic in Console Doom
my collector's edition came in the mail today image: from left to right and top to bottom, and anything i think is notable about each thing: outer box, holds everything else in the package, it has a window which lets you see into the light-up display and holes in the side to let you use its controls light up display, has a power switch that lights up and lets you use the button below the switch to play At Doom's Gate, below the button is a micro USB plug (cable not included), which is presumably to power it since it uses 3 AA batteries (included) outer sleeve and two-part box, holds everything else pictured doom 1/2/3 posters doom comic reprint game case, features reversible cover art with doom 1's cover instead, strangely says it's a strictly 1-player game on the back even though doom 1 and 2 support up to 4 player multiplayer steelbook case, features that face graphic all the way around besides the title on the spine and 3 logos on the back game cartridge red keycard (mine did not have the paint chipping issue the above post mentioned) doomguy keychain, seems to be modeled after DE's iteration of the classic doomguy design manual floppy disc USB drive card -
Should I get Doom 2016 or Doom Eternal?
DaAndroid614 replied to Lizardcommando's topic in Console Doom
i got doom eternal on switch, and in my opinion, it's a bit like SNES doom; it's very impressive that it runs on the hardware at all, but it's a pretty lackluster way to play the game i didn't get the switch version of 2016, but its gameplay is much less relentless then eternal, so i'd imagine it's hurt less from the 30fps cap -
i decided to buy masters of doom a while ago, and it describes imps as "a red-eyed Bigfoot-like beast with brown fur covering his muscles and metal spikes protruding from his shoulders and arms", so i guess even if we didn't get fuzzy shamblers, we do at least get fuzzy imps
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Source Ports Doomworld Uses [adding up later this month]
DaAndroid614 replied to baja blast rd.'s topic in Doom General
crispy doom - 4 prboom+ - 2 gzdoom - 3 -
kind of obligatory
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not sure if you're asking for help, but if you are, this seems to have been caused by selecting the wrong palette in SLADE specifically, this uses "adrenix" instead of "doom"
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Valve announces handheld system: Steam Deck
DaAndroid614 replied to NoahRules's topic in Everything Else
i hope it's decently competitive with the switch, it feels like there have been a few of these portable gaming PCs that have popped up but not really gone anywhere -
Try to recreate Doom 1 from memory! (Community Project) (Closed)
DaAndroid614 replied to Engired's topic in WAD Releases & Development
yeah, i also noticed i somehow forgot to make all of the nukage floors damaging, so here's a revision of e1m9 E1M9 (2).zip -
What was your all time favorite ID software games of all time
DaAndroid614 replied to AnthonyTankHD's topic in Doom General
probably a hot take but i guess doom is pretty good -
there should be music and sfx volume settings inside the options menu, and if those are too quiet, on windows you can right-click the volume icon in the bottom right and select "open volume mixer" to increase the volume of Crispy Doom or decrease the volume of everything else
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actually, now that i remember, a while ago i got bored and actually wrote a text file containing everything that popped up as "issues" in doom builder besides misaligned textures and hidden textures since they're everywhere, so here's all of the random items that don't show up in doom: e1m4 - a few shells that don't spawn e1m7 - 4 barrels, 3 of which are stacked on top of another barrel that does e2m2 - a barrel and 4 hanging legs e2m4 - 2 hanging legs e2m7 - 2 hanging legs e2m9 - 1 cell pickup e3m1 - 2 hanging legs e3m2 - 2 hanging legs and a pile of gibs e3m3 - 2 cell pickups, 1 of which is out of bounds e3m4 - 1 hanging leg e3m5 - 6 hanging legs (???) e3m6 - 5 floating skull rocks and a gray tree e3m7 - 1 cell pickup and 1 shell pickup e3m8 - 19 rockets (!!!) e3m9 - 2 hanging legs e4m3 - a plasma gun
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doom 1's maps is filled with a ton of hanging leg decorations with no skill settings, i have no idea why it's always hanging legs specifically but it is
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What Keyboard Do You Use? Post Your Keyboards!
DaAndroid614 replied to Arrowhead's topic in Everything Else
been using a hyperx alloy fps for over a year now, the cherry mx blues are annoying as hell to other people but the sound/feel is very satisfying i used to have one of those, but had to buy a different mouse after a few months the right mouse button starting acting up a lot it made mapping and playing DE a massive pain in the ass, hope you have better luck with it than i did -
which are better? Doom 64 or Classic Doom sounds?
DaAndroid614 replied to SLOTH MARINE (CB)'s topic in Doom General
probably should have clarified, this actually has both sets of sounds randomly mixed together using SNDINFO -
which are better? Doom 64 or Classic Doom sounds?
DaAndroid614 replied to SLOTH MARINE (CB)'s topic in Doom General
funny, i actually threw together a wad a while ago that does exactly this (with a few exceptions such as pain sounds/arachnotron walking sounds since i think they're weird if it's random while being played repeatedly) but i never bothered releasing it because it seemed like an inferior version of the "sound caulking" mod if you'd be interested in downloading my mod, i just slapped it on my google drive here edit: probably should've read the whole thread before posting this edit 2: probably should've watched the video before editing this, boy do i feel intelligent -
i'm not that familar with decorate, but after throwing together a test wad, from what i can tell the only issue is that your sprites are labeled TCRD* instead of TCRD*0 making that change fixed it for me