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Grieferus

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About Grieferus

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  1. Grieferus

    SMOOTH DOOM [UPDATE 4/14/20]

    Try to check the appropriate Deco or ZScript file with Slade.
  2. Grieferus

    Doom Pictures Thread 2023

    Just as I thought! Though, I also had a theory that it's a clever use of midtex.
  3. Grieferus

    Doom Pictures Thread 2023

    What did you use for slope imitation?
  4. Grieferus

    RealDOOM: DOOM Ported to 16-bit Real Mode

    And I thought this was about 16-bit color mode, like in Alphas.
  5. Grieferus

    Doom Pictures Thread 2023

    What's that?
  6. Grieferus

    Post your Doom textures!

    The easiest variant would be just sticking to the Doom palette.
  7. Grieferus

    Doom Pictures Thread 2023

    What happened to HUD?
  8. Grieferus

    International Doom 7.1 (September 16, 2023)

    It actually had. Russian Doom.
  9. Grieferus

    How to make my doom 3d ?

    I wonder, why do you still respond to a dead post?
  10. Grieferus

    Favorite MIDI instrument?

    Halo Pad, of course!
  11. Grieferus

    Things about Doom you just found out

    It's more related to GZDoom, rather than Doom, but anyway. I've decided to make some colormaps in Photoshop, then feed them to Slade. Here are some results. Some details about their creation: 1st one was made by mistake, as it contains 2 bright levels. 2nd one was made with the same template, but uses white as max level and black as min level. 3rd one uses 15,15,15 as its min level, and, apparently, this is the colormap generated by GZDoom's palette tonemap. 4th one is the closest one to original Doom colormap and uses 8,8,8 as its min level. After a little bit of experimenting, the closest generated colormap uses 11,11,11 as its min level.
  12. Grieferus

    Decoration thingy

    Okie-dokie!
  13. Grieferus

    Decoration thingy

    I'm using old version of GZDoom, which supports ZScript, but I don't know how different the syntax of its version of ZScript is from newer ones.
  14. Grieferus

    Decoration thingy

    Got it! Now that I'm thinking, I could do this with other decorations. The problem is... Well, they're randomized (Although, it's optional), so it seems that the only viable option is to make a separate actor for each randomized decoration (To prevent, for example, skulls appearing from a stick with only a head).
  15. Grieferus

    Decoration thingy

    Death: TNT1 A 0 A_JumpIf(CallACS("environmenttoggle")==0, "Death_shine") TNT1 A 0 A_JumpIf(CallACS("environmenttoggle")==1, "Death_Normal") //don't really know what goto should be here Death_Normal: LAMP AB 2 A_PlaySound("glassbreak") TNT1 AAAA 0 A_SpawnItemEx("GlassPiece",random(-2,2),random(-2,2),random(47,49),random(4,8),0,random(5,10),random(0,360),0,80) LAMP B 1 LAMP B -1 Stop Death_Shine: Goto Spawn If I got this right.
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