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About RonnieColeman

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  1. RonnieColeman

    Which Way Do You Circle Strafe?

    I am right handed and I strafe clockwise. I think there is something to it, because right-footed skateboarders or snowboarders have their dominant foot behind, so you are facing where your left foot is going. Right-handed boxers also have their right foot in the back, though this has more to do with generating power perhaps?
  2. RonnieColeman

    dsda-doom source port [v0.18.0]

    Crispy has colored blood and ppl still use it for recording
  3. RonnieColeman

    Let's talk about mbf+ / a new complevel

    The compatibility flag "Monsters don't give up pursuit of targets" is set to no by default in MBF. Pls make it yes to use the original Doom infighting in complevel 2021!
  4. RonnieColeman

    Brightmaps-like lighting for Vanilla Doom!

    Can you make the lava fullbright like in D4V?
  5. RonnieColeman

    Best wads with OG textures

    I liked Base Ganymede Scythe also has good maps like 27
  6. RonnieColeman

    How would you fix the Doom 1 boss fights?

    That's quite an assumption. I disagree. They were scary as hell at the time. First person shooters as we know them today didn't exist, so what seems easy now was not easy at the time. You're not "fixing" anything.
  7. RonnieColeman

    Let's talk about mbf+ / a new complevel

    What setting can I toggle in MBF to revert to the original infighting? The only thing that looks related is "Monsters don't give up pursuit of target.'
  8. RonnieColeman

    Heartland - final version available on idgames

    Thank you, this helped me a lot, too. I thought it was a sensitivity issue. Now it feels perfect with the default Doom sensitivity
  9. RonnieColeman

    Heartland - final version available on idgames

    I love you
  10. RonnieColeman

    PrBoom+/UMAPINFO v

    Sorry! I was basing that on the DEHEXTRA page on the DoomWiki:
  11. RonnieColeman

    PrBoom+/UMAPINFO v

    When was the last time PrBoom's default complevel was changed? Has anyone made a -complevel 17 pwad (default compatibility AFAIK)? Where can I read up on what was changed with default compatibilty compared to say cl9 or cl11?
  12. RonnieColeman

    PrBoom+/UMAPINFO v

    And you want to run it in cl9, right? That's kind of my issue; I don't want cl11 and the monster infighting change, and I feel more strongly about that than about losing the ability to play in Crispy
  13. RonnieColeman

    PrBoom+/UMAPINFO v

    Nah I want the freedom of extended dehacked (which Woof can't into). Re-purposing states is an organizational nightmare resulting in state 66 going to 707 going to 600 and back etc. I'll just do me and PrBoom users be damned! I'm not convinced of demo desyncs being a problem, as that would only occur if a cl2 or cl9 map had those MBF codepointers. IMO the strongest argument against adding extended dehacked codepointers to all complevels is that it would render MBF-compatibilty completely obsolete, which I am fine with BTW as I dislike the monster infighting change.
  14. RonnieColeman

    PrBoom+/UMAPINFO v

    Can you think of one single example in which this would break demo compatibility of any existing demos?
  15. RonnieColeman

    PrBoom+/UMAPINFO v

    Regarding Extended Dehacked: I noticed that Crispy Doom will always read extended dehacked files completely, but PrBoom will omit all the extra codepointers that MBF created, such as RandomJump, Spawn, PlaySound, etc., unless using c11 or default cl. PrBoom already allows sky transfers on complevel 9, and that was an MBF feature. Can we get extended dehacked working in the other complevels as well? I would like to make an extended dehacked map set for Crispy Doom, but this would render it unplayable in PrBoom cl2 and thus prevent people from using viddump