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About Warden
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That's perfect, thank you!
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Warden changed their profile photo
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Could you give an example of how to mod the Chaingun and work around hardcoded states? I've just been crashing nonstop trying to figure this out. With deh9000, the decorate looks like this: what is the DecoHack equivalent?
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MTrop's Doom Tools Update (DMXConv, DImgConv, DECOHack, DoomMake)
Warden replied to MTrop's topic in Doom General
nvm -
The 1.3.0 beta gives me a "missing api-ms-win-core-path-l1-1-0.dll" error on launch, which according to this link might mean Whacked4 no longer supports win7? https://github.com/microsoft/CNTK/issues/224
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DBK01: Dungeon Synths (final version released)
Warden replied to Big Ol Billy's topic in WAD Releases & Development
Also, if you want to define a bunch of settings that apply to all maps, like nojump, instead of copy pasting these lines to every map you can just place a defaultmap {} block at the start of your mapinfo. Saves you some headache if you want to go back and make changes later. -
DBK01: Dungeon Synths (final version released)
Warden replied to Big Ol Billy's topic in WAD Releases & Development
I recommend adding compat_nopassover = 0 to the mapinfo, so players who happen to have infinitely tall actors on don't get stuck on the bridge and have to go into their settings to turn it off. -
This is cool, now you can make proper Doom 64 style Lost Souls that A_Explode when spawn blocked without damaging the Pain Elemental or other Lost Souls.
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PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
Warden replied to intacowetrust's topic in Source Ports
The good news is that unlike Doom 64 EX I can actually get this thing to compile, so I don't mind too much if you want to lean in a conservative direction. It's been a lot of fun to tinker with the past couple of days and most of the things I wanted to mod in are fairly simple. I'm curious about the software renderer. I know you've said upscaling would look ugly but is there any possibility of extending the viewport for "widescreen 240p" (I'm not sure what the right term for this would actually be)? -
PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
Warden replied to intacowetrust's topic in Source Ports
This is a great port, and I love being able to play the game in its native res with proper M+KB support. It's beautiful. I have two suggestions/requests, though I'm not sure if they're outside your project's scope: A -pistolstart command line option ala Crispy Doom. Simple but much appreciated QoL feature. DEHACKED-esque cheat to unnerf the revenant's A_Chase speed and restore his random tracers—it just feels a bit sad to fight this guy with a keyboard now. Let us return him to glory. -
No Rest For The Living - Community MIDI Pack (RELEASED)
Warden replied to Peter's topic in Mods & Resources
This and the Master Levels project are great stuff, thanks so much for all your efforts. I like having NRFTL and Sigil autoloaded with their respective iwads, so I edited the MAPINFO and gave the overlapping lumps unique names so NRFTL's intermission music and texture lumps don't conflict with Hell on Earth's, and I made the NRFTL titlepic a credit page. Maybe useful to someone else: nerve_midipack_autoload.zip