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About Bytefyre

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  1. Hi there! I didn't see this in the initial post, but what format is the WAD in? Is it Boom-compatible, UDMF, or something else?
  2. Bytefyre

    PrBoom+ 2.6.2 (Feb 11, 2022)

    Hello! I have a question regarding demo functionality as it relates to -recordfrom. If I start recording a demo from a saved game using that parameter and press Home (which is bound to Restart Level/Demo), it goes back to the beginning of the first map in the WAD rather than where the saved game started. Is this a known issue, and is there any way it can be addressed?
  3. On the subject of Valiant, regarding its arachnorbs specifically, I was wondering if the extended HUD has the capability of tracking specially spawned enemies like them by adding to the total monster count. I know this was implemented in DSDA-Doom at some point, and it would be quite useful for UV Max if that was done here, too.
  4. No, the sound effect doesn't play, either. The glitch happens every time I load up this map and tag that secret.
  5. I've come across something very strange. On Map 25 of Valiant, there's a secret berserk, and while the secret is recorded as being tagged on the extended HUD, the "A Secret is Revealed!" message doesn't appear even though the option is enabled. The secret rocket launcher in the same map displays the message as expected, and if I load the map in DSDA-Doom, the message for the Map 25 berserk secret is displayed with no issue. I'm not sure what would be causing this, but I figured it was worth mentioning.
  6. Thanks for following up! I appreciate all the info, and I'll figure out what to do about recording going forward. :)
  7. I totally get all of that, and I do now understand better that things are currently limited to what vanilla Doom would offer in terms of customization, but the one issue I see is that you can't set your player name - in Chocolate Doom, the only place you can do that is in the setup program, and it gets written to its config. Woof doesn't seem to have any concept of what that "player_name" field is right now; it just auto-generates a name each time. It would also be nice to have more than four players be able to join a session.
  8. Yes, I did, but I don't see how to actually set any options, i.e. game type, respawning items, etc. Chocolate Doom has its own setup program for that. Am I supposed to copy that setup program into my Woof directory?
  9. I apologize if I'm being a bother, but I have another question, this time regarding multiplayer capabilities. I don't see any means of setting up the game configuration, so I'm wondering if I'm missing something or if these capabilities are going to be added in a future release.
  10. Wow...I have no idea how I missed that earlier. Thanks!
  11. I wasn't sure if my previous post got missed, so in case it did, I was wondering if there's any way to -viddump with Woof, and if not, if it's a feature that can be added at some point down the road. Also, I noticed that in a six-key map, the status bar didn't update to show that both a keycard and skull key of the same color had been collected, so I wonder if this, too, could be considered as an enhancement. Lastly, are there any plans to add support for ACS to allow special features like the animal sounds in Ancient Aliens teleporter sequences to be played? Thanks!
  12. This might be a dumb question, but is there any way to use -viddump with Woof?
  13. No worries! I actually figured out how to fix the border myself; just copied in the GRNROCK flat from Sunlust (which is simply all black). I initially tried to do it in an additional WAD, but it seems the autoload wouldn't work properly for this particular aspect, which is odd.
  14. Bytefyre

    Old Still Life .wad

    Hello! Any chance you could make up a widescreen version of the STBAR graphic you have in the base WAD, or perhaps define a custom border flat that better matches the color scheme? The stock DOOM II green bricks are pretty ugly to look at, in my opinion. Also, if you're intending to use that dark status bar for the final product, you should remove the copies of the standard STBAR and STARMS graphics that are in the textures WAD, since they overwrite the base WAD. EDIT: I did eventually find the notes in the text file about those other WADs, but I really had to read things thoroughly to find them. This is just my opinion, but I don't think there needs to be a "classic" option for the status bar and the music, so it might be best to just remove those WADs from the final release.
  15. Hey Nirvana! I have a (hopefully) small request. I just loaded the map in widescreen for the first time (had previously loaded it in 4:3), and I had no idea I was about to see the ugly stock DOOM II green bricks to the left and right of the status bar. Is there any chance you could make up a widescreen version of the status bar or have a replacement flat for the border so it doesn't clash so much? Thanks!