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Everything posted by Doom-X-Machina
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Mick Gordon unlikely to work on another Doom game after Eternal’s OST release
Doom-X-Machina replied to Man of Doom's topic in Doom Eternal
Facepalm of all facepalms... damage control much? They've literally made themselves look even worse by responding like this. The hypocrisy... Bethesda aren't making another cent from me until they show some decency because right now this dumpster fire is turning into an inferno and they're literally pouring petrol on themselves. -
Yes this just started happening to me also. Radeon RX570 however I don't recall doing any recent updates. I usually do them manually. Will investigate this because not having access to UDB is like cutting one of my arms off.
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Hey all, been a while. How you all doing? Got a UDB question. Is there a way to hotkey a selection? Say I have a bunch of sectors that I may need to come back to a bunch of times, is there there a way to assign them a hotkey? or a group? Like in an RTS where you have a bunch of tanks on hotkey 1... just select them all when needed? Is this a thing? Cheers peeps :)
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Preferred Megawad implementation... map count/map size
Doom-X-Machina posted a topic in Doom General
Hey all, So I'm curious to know what the general consensus is among the community as to map count/map sizing in Megawads. What do you prefer as a player - 32 maps that begin small and easy and progress to larger and harder maps or fewer maps that are larger in size? The reason I ask is I'm currently replaying Scythe for the 5474th time and I feel that a few of the early maps are very short and could have been combined into larger maps, which would obviously reduce the overall map count but would probably make those maps more engaging and more "epic" per se. (not knocking them, I love the Scythe series). The megawad I'm currently working on is 15 maps but they're all very large, even MAP01 dwarfs the largest maps found in the official Doom and Doom II wads. Basically... bigger maps and less of them? smaller maps and more of them? or you don't care as long as you're engaged the whole way? Cheers :) -
It's a start, it is impressive and with more refinement it could look absolutely amazing but I'm gonna pass on this for now. It's still too early in development.
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What’s the last thing you have done (DOOM RELATED) that has made you feel a bit cheap?
Doom-X-Machina replied to ImproversGaming's topic in Doom General
Skipping E2M2: Containment Area everytime I play because I just... hate... that... fucking... map... -
Would you say Doom (1993) is much more advanced game than Wolf 3D (1992)?
Doom-X-Machina replied to Technicolor's topic in Doom General
I think it goes without saying... -
What's your generally preferred monster count for a map?
Doom-X-Machina replied to NaturalTvventy's topic in Doom General
666 -
Most "Inflexible" Monster in Vanilla Mapping?
Doom-X-Machina replied to Rykz's topic in WAD Discussion
They're replaced in the ports because of lack of memory, not inflexibility. -
A few questions... looking for a resource/advice (horizontal electrical arcs)
Doom-X-Machina posted a question in Editing Questions
Hey friends, Looking for a resource that may or may not exist(?) but also seeking advice on how to make it myself if I need to, or if it's even possible at all... Is there a resource out there in internet land (like a spawner) that can create electrical arcs that run across the floor/ceiling/horizontal axis? I'm thinking of damaging floors that can electrocute you and have little electrical arcs running across them. I'm very familiar with the lightning spawner from Realm667 which works on the vertical axis, but is there something that does a similar thing on a horizontal? 1) Any WAD's with something like this that anyone can direct me to for ideas and inspiration? 2) If I manipulated the vertical lightning spawner by realigning the sprites horizontally would it spawn horizontally instead? 3) If I animated a sequence of textures with a transparency would it work as a thin 3D floor (UDMF) stacked on a sector floor? Any knowledge or advice would be massively appreciated :) Cheers. -
This UDB bug is a pain; does it happen to you too?
Doom-X-Machina replied to Jakub Majewski's topic in Doom Editing
Is this like... you're just working away and somehow the empty dead space between major map sections becomes a sector of it's own but without textures and you don't realise it until you run it and the whole thing is a fucking mess? If yes, then I have also encountered this oddity in UDB. Thankfully I've caught onto it quickly and was able to CTRL+Z and undo a bunch of steps until before it randomly just nerfed everything. Edit: watched the video, not the same error you've encountered. I'm not sure what's causing that. Perhaps an issue with external resources not loading??? Not sure. -
It's not. You're just not taking advantage of the amazing possibilities it offers with ACS.
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Hey guys, really silly question but.
Doom-X-Machina replied to Frontier's question in Editing Questions
Use dual monitors. Once you do, you'll NEVER go back to a single monitor. -
Why make things more difficult for yourself than they need to be?
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How does sector raise/lower timing/speed work?
Doom-X-Machina posted a question in Editing Questions
Hey all... So, basically I have some ideas for some big hydraulic/piston-like machines in a map I'm working on. Big circular concentric sectors moving up and down to simulate a massive piston kinda thing. I'm trying to work out how to sync the different parts of the piston to a repeating script where they stay in a perfect harmonic ratio. My question(s) is/are... how are sector raise/lower speeds calculated? I know there's 35 tics in a second of "Doom time"... how does a sector raising at a speed of say, 16 calculate against the 35 tic second? Or does it at all? Does a sector raising 64mpu at a speed of 8 match in sync with a sector raising twice the height (128mpu) at twice the speed (16)? How would you calculate 2 moving sectors into perfect 1:2 or 1:3 ratio? Any insight would be much appreciated. Cheers. EDIT: Any WAD's out there with a similar kind of thing to what I'm thinking of that I can have a look at? -
How does sector raise/lower timing/speed work?
Doom-X-Machina replied to Doom-X-Machina's question in Editing Questions
I think this is exactly what I was after. Thankyou so much dude :) -
H3LL REVEALED
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Room full of shotgunners going nuts... music to my ears... Always loved the "brrrrrrrrrrrrr" the Cacodemons make when fall to a heap on the floor.
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How do I stop my texture file overwriting my wad file?
Doom-X-Machina replied to Foodles's question in Editing Questions
Just import the entire OTEX into your WAD and create a new patch table and texture definition file that includes everything. Worked fine for me. -
Marauder's are awesome. Their dogs are total dogshit and make no sense whatsoever.
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How to make enemies instantly appear?
Doom-X-Machina replied to Shaqodemon's question in Editing Questions
Well, the way I would do it... I use UDB and UDMF format so, I would build a sector outside the main map area with a tagged monster and then place a tagged teleport location where I wanted the monster to appear. Then I would set a linedef to activate when crossed to teleport that monster to the teleport location using action 71-Teleport (silent) so there's no teleport fog. Monster set to ambush mode so won't activate unless on sight or sound. -
I can blast through Knee Deep In The Dead in about 20-30 mins... Shores Of Hell is where things slow down a bit... All up, all 4 episodes I can clear in about 6 hours and that's 100% kills on UV.
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I got a similar box telling me to update my AMD Radeon drivers which I did. Haven't experienced any issues. Could be an Nvidia thing?
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COD:MW3's survival mode was wicked fun also. Another great take on a horde/wave/survival approach which has sadly been covered by the sands of time.
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+1 Gears Of War did Horde mode right.