Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Seppe

Members
  • Content count

    15
  • Joined

  • Last visited

1 Follower

About Seppe

  • Rank
    Warming Up

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Thanks for taking your time to write this! I almost finished the game, I'll use your guide to find the Hectic replacement map and then I'll have another go at that difficult to shoot switch using the warp menu.
  2. This is very fun mod. I am truly amazed what you have been able to do with the Doom 64 assets. I think I maybe encountered a bug in my playthrough. I am unable to shoot a switch in Level 09 : Dig Your Own Grave : screenshot1, screenshot2 This impacts the last version of the mod with the current steam version. Is there a secret guide planned? If not, would you consider a guide for only the secret level exits? I was not able to find the Hectic replacement :(
  3. I created a small fix for the music in map05 in GZDoom. I opened the midifile in Sekaju and saved it again and put the updated midi in the wad using Slade. I uploaded the fixed wad to doomshack. https://doomshack.org/uploads/dbp16_distro_v0.99b.wad
  4. Seppe

    Patch The Doom 64 Re-releases

    Signed it Hope this will change something and not make Doom 64 another remaster by Nightdive that is abandoned by the publisher.
  5. What should the secret in Map18, Drowning Pits do/contain? I tried looking at it in Doombuilder, but it just looks like a sector that was set to secret without a reason. I also was not able to tag this secret in GZDoom.
  6. Seppe

    (RE-Release) Doom: Damnation

    Thanks for completing this WAD. I really enjoyed the initial 3 episodes (I discovered it through P41R47's recommendation). I'm putting this as the next wad to play in my playlist.
  7. The singleplayer is superb. Bitesized, fastpaced challenges that are very fun. I really hope it will be accepted as an official addon, would love to play this splitscreen on the console. The maps feel more accessible than Sigil's deathmatch levels, this makes them more suitable for playing with a controller.
  8. Seppe

    How would you buff the pistol?

    I like to use the small dehacked patch by plums It is a small dehacked snipped that makes the pistol fire faster and always accurate. This should be compatible with almost any mod that has a vanilla pistol.
  9. What music tracks from your Anniversary Edition Soundtracks would you personally recommend for the Master Levels which were not a part of PSX Final Doom? GARRISON.WAD ("The Garrison") MANOR.WAD ("Titan Manor") TTRAP.WAD ("Trapped On Titan") BLOODSEA.WAD ("Bloodsea Keep") MEPHISTO.WAD ("Mephisto's Maosoleum") BLACKTWR.WAD ("Black Tower") TEETH.WAD ("The Express Elevator To Hell") TEETH.WAD ("Bad Dream")
  10. Seppe

    DooM SIGIL Midi-OST Remake

    I really like your work on this soundtrack. I found it on youtube, courtesy of their recommendation algorithm. Nice to see that you made a thread here so that more people get to know it.
  11. I wanted this to work with prboom+, this is the reason why I refrained from using PNG files.
  12. Seppe

    [FINAL RELEASE] Eviternity

    It is not an official update. But this post contains a download that contains UMAPINFO for eviternity. https://www.bountysource.com/issues/92317279-feature-request-umapinfo-files-for-popular-wads Please note that PrBoom+um does not yet support a graphic as intermission picture. I recently opened a ticket for this on github. https://github.com/coelckers/prboom-plus/issues/121
  13. Dehacked gameplay mod, compatible with any port with DEHEXTRA support (prboom+um,glboom+um, eternity, doom retro, gzdoom, lzdoom) This mod is inspired by Decino's comments during his playtroughs of Doom 64 and Valiant. Download from here Gameplay Changes : Replaced the chainsaw with the one from Doom 64 This version is actually a usable weapon. The sprite is changed to the one from Doom 64 Retribution. The speed of the original chainsaw is doubled. This makes it possible to even stunlock Cacodemons and Revenants. Replaced the normal pistol with a slightly tweaked pistol from Valiant. The Valiant pistol version has good speed, but it required tapping to remain accurate. I did a small modification to the Valiant dehacked code to keep it always accurate. The sprite and sound are from Valiant as is, the original sprite is by NMN from the wad Stomper, the original sound is by ID from Doom 3. Replaced the normal chaingun with the chaingun from Valiant The chaingun from Valiant is epic. I used the sprite/sound, but i rewrote the dehacked code for the spindown to use DEHEXTRA states. This should ensure that this mod will be playable with almost any Vanilla/Boom/MBF WAD. The original sprite is again by NMN from the wad Stomper. Bullet Capacity is increased to 300/600 Same as in Valiant, but I did not modify the ammo pickup sizes to not flood the player with ammo. Lost Souls have their health reduced to 70 This way a super shotgun blast will now almost always kill a lost soul and make them a little less annoying. I included an extra version of the wad that is compatible with the BTSX pallet.
  14. Seppe

    PrBoom+ 2.6.66 (Jun 20, 2023)

    I encountered some problems while trying to use some umapinfo files that have been created for Ancient Aliens, Eviternity and Valiant. All the issues occur with the interbackdrop keys. I am using glboomplus, 1920x1080, last build I could find this tread by Recca I am comparing against running the mods in GZDoom 4.4.2, 1920x1080 Ancient Aliens : The interbackdrop picture should be screen filling, but it is displayed tiled. Eviternity : The interbackdrop flat is tiled much too small compared to how it is scaled in GZDoom Valiant : The interbackdrop picture should be a screen filling image, but it is displaying a tiled red error message "No Texture" The error does not occur when I changie the picture to a flat (ALLBLAKF)
  15. Really liked the mod, thanks for making it. I did not encounter any bugs (GZDoom 4.4.2) But following secrets were difficult to trigger consistently (they use the same trick which requires you to run over a linedef and return fast enough to prevent it from closing again) - beginning of map05, opening the panel to access the invisibility sphere - in the blue key area of map25, opening the door to the bfg room
×