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OkDoomer174

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Everything posted by OkDoomer174

  1. We've all played base Doom and Doom II plenty of times. Let's face it, they're great, timeless fun, and every time a new gameplay mod drops, those and their expansions are go-to mapsets. But listening to the same base music for almost 30 years can be boring. Sometimes it's just boring to listen to MAP01's theme over and over again when making a new gameplay mod yourself! Well, have I got news for you: there's a solution. MegaMus Randomizer - a new song every time! Now you can listen to something new every time you play. Don't like the song? Hit M (rebindable in controls) and listen to something else. The music will smoothly transition between the songs. Can't find your favorite MIDI? Drop a reply! There are 218 songs right now, and that library will be expanded with updates! As of now, it includes: Doom Doom II John Romero's SI6IL No Rest for the Living MIDI Pack Master Levels MIDI Pack (expect some funky sounds in songs named like "Arse" or "Wank City") TNT: Evilution Plutonia MIDI Pack The Ultimate MIDI .MID the Way id Did Even if you're in multiplayer, you can enjoy the music! Just expect some angry chat messages akin to, "whyd you change it off my favorite songs >:(((((((". DOWNLOAD ON /IDGAMES: /idgames/music/megamus
  2. EDIT: I figured it out, actually. Vsync was causing enough lag to cause the lag spikes. I turned it off and now it works fine. I've been trying to get back into using DOSBox-X and one of the first things I tried to set up was The Ultimate Doom since it was how I originally got into Doom. However, when I try to play, I get >10-second lag spikes when I first load the game, pick something up, or wait too long. Anybody else have a similar experience? Specs: Ryzen 7 5800X3D 32GB RAM at 4000 MT/s Radeon RX 6750XT dosbox-x.conf: Any help would be much appreciated.
  3. I've been stuck on this for quite a while now. What I'm looking for is either: A way to create a super fast-moving projectile that won't skip collision checks A way to fire a single BFG tracer-type thing A way to fire a hitscan shot and create a thing on the target Any help would be much appreciated.
  4. OkDoomer174

    The MegaMus Randomizer; random MIDIs for Doom!

    I'll be honest, I kind of forgot about it, but now that you mention it, I might update it soon. I'll take your recommendations into account. Thanks!
  5. OkDoomer174

    Mod soundtrack compilations?

    Are there any good compilations of MIDIs from various mods on YouTube (or possibly somewhere else)? I was about to start mapping and realized just how fitting listening to some midis would be, but I couldn't be arsed to rip MIDIs out of a bunch of megawads.
  6. OkDoomer174

    OSHA-certified E1M1

    Inspired by this Reddit post, this is an edit of E1M1 that removes all OSHA violations. List of changes: Please enjoy this safe work environment as you embark on your demon-killing, hell-clearing adventure. e1m1osha.zip
  7. OkDoomer174

    OSHA-certified E1M1

    Honestly, this is one of the areas where I have to go by my Golden Rule of Modifying Existing Content: if the modification is not necessary to your primary goal, do not make the modification (looking at you, Terraria Calamity Mod). If this was a "make E1 more realistic" project, sure, there would be airlocks everywhere, but alas, it is not, so for now, I'll just continue putting guardrails everywhere. Speaking of things I won't implement, as much as I would love to make every map wheelchair accessible, for a lot of them, it simply isn't practical. For example, in the green armor room of E1M1, you would need to make significant changes to add a ramp, or at least big ones to add an elevator. Could it be done? Probably. Do I have the motivation to? Probably not.
  8. OkDoomer174

    OSHA-certified E1M1

    You're my hero.
  9. OkDoomer174

    OSHA-certified E1M1

    Well, I'm happy to announce that a full episode of Doom: OSHA Unleashed is currently in the works. E1M1 now has railings in the secret hallway railings, but wheelchair ramps are still in the works. E1M8 is also done already since it's a small map. What texture pack is that? It looks really good.
  10. OkDoomer174

    OSHA-certified E1M1

    Absolutely!
  11. OkDoomer174

    OSHA-certified E1M1

    Please, do nitpick. The more nitpicks, the more accurate it can be for the full version of Doom: OSHA Unleashed.
  12. OkDoomer174

    OSHA-certified E1M1

    Don't get too immersed; there's still nowhere to park an aircraft.
  13. OkDoomer174

    OSHA-certified E1M1

    Updated. The bullet and clip boxes in that room are now in the ammo closet and all medikits and stimpacks have been wall-mounted.
  14. OkDoomer174

    OSHA-certified E1M1

    Crap, I knew I forgot ammo somewhere... Update coming very soon. Like, within 15 minutes soon.
  15. OkDoomer174

    OSHA-certified E1M1

    I might do the rest of E1 sometime. I originally toyed with the idea of doing E2 as well, but there's so much demonic corruption in E2 that workplace safety is completely out the window.
  16. OkDoomer174

    Doom Community Iceberg (Entry Suggestions Needed)

    Source port drama and other such happenings would be a good thing to add maybe on level 4. Some from the 10 Years of Doom genealogy recap: Bernd Kreimeier's involvement with the source release TeamTNT's internal Boom drama DosDOOM vs. Doom Legacy ZDoom's heavily-borrowed codebase ZDoom vs. SMMU swirling flats issue MBF only getting one release csDoom's security issues I'm sure there are more that I just haven't found out about. Also consider the lilith.pk3 debacle.
  17. OkDoomer174

    The MegaMus Randomizer; random MIDIs for Doom!

    First question: Not automatically. There is a keybind to skip the current song, however, so you can skip the songs of the mod you're currently playing. Second question: Same answer. Do note that Doom 1 and 2's MIDIs have the default names, so if you use a WAD that replaces the songs for one of those games, it should automatically replace them.
  18. OkDoomer174

    How to create a railgun with MBF21?

    No, essentially what I want is a projectile that fires a BFG spray, but only one tracer instead of a whole bunch. Essentially, it should fire a hitscan shot and spawn an actor on top of the thing it hits, similarly to a blood splat. Say, this got me thinking, I could probably make the radius bigger to make skipping collisions not a problem. Then again, projectiles seem to have problems with autoaim at especially high speeds...
  19. Mouse: Glorious Model D. Got it as a gift from a friend. Super ergonomic, doesn't go over the top with unnecessary side buttons. Mouse pad: I don't know. Some 8x7 plain black mousepad that gets marks on it really easily (most of the time it looks gray). I've had it for three years, since I got my own computer. Keyboard: Royal Kludge RK920 with blue switches. A full-size keyboard that I only got because I use the numpad for texture offsets and occasionally scale in UDB. It's my first mechanical keyboard and I must say it's really nice. I might go for linear switches next time, though. Monitor: Acer R241Y Bbix. A 23.8", 1080p, 75hz monitor. It used to be used with my family computer, but we eventually got rid of it (and by that I mean handed it down to me) and replaced it with my old laptop. It works, and that's about it. It's not like my PC can push anything more, though. Headphones/speakers: Steelseries Arctis Prime. Easily my favorite part of my whole setup. Such a great headset; high quality without all the flashiness at only $100 (got it for $75 on sale). PC: Asus Vivobook 15 F512. My first AMD machine and my second laptop. It's not much, but it was way better than a first-gen i5. Specs are below: CPU: AMD Ryzen 3 3250U. 2C/4T at 2.6GHz base, 3.5GHz boost. Seriously could use some overclocking, but alas, Ryzen U is locked. GPU: Integrated Vega 3. So sad. RAM: DDR4, 4G soldered, 4G socketed, 2666MHz iirc. Once again, not the best. I've been on the fence about putting an 8G or 16G stick for a while (12G total is max supported, however I have read that it can take 20G). Storage: 128G internal M.2, 3TB external hard drive. Enough for what I need.
  20. OkDoomer174

    The Legality Of Ripping Off Other WADS?

    Yoinking a texture or an enemy? Check the sources and distribution rights. Yoinking a whole map? Probably not unless you're making a compilation.
  21. OkDoomer174

    What Should I Make My WADS Map02?

    As Scavenger said, it's mostly reliant on the theme(s) of your mod, but here's a general idea: in Sonic 3, each act and zone nearly seamlessly connects with the last. Maybe you could try something like that!
  22. OkDoomer174

    Monsters don't attack

    You could try connecting more sectors to your imp room; it's very likely that the REJECT file is causing the imp to not bother looking for you, and connecting more sectors to the room could fix the problem. If you only want one room, you can set your nodebuilder to build zero reject, which just fills the file with 0s but leaves it intact so that levels won't complain.
  23. OkDoomer174

    What's your generally preferred monster count for a map?

    251-500. It's above average but not quite slaughter territory.
  24. OkDoomer174

    The MegaMus Randomizer; random MIDIs for Doom!

    Well, I had no idea that existed... Jimmy's Jukebox is also more than 10 years old; plenty of community MIDI projects have come out since then. MegaMus already has a huge selection not available in the Jukebox. They also work very differently; Jimmy's Jukebox randomly assigns music to levels, MegaMus's music can be changed any time. Although I do like the Jukebox's feature of adding or removing collections of music; I might add something similar. Thanks for the heads-up though. That's much easier said than done; I'd need another array with song lengths in tics, and even then, if you open the menu, it'll throw the timing all off. So unless some genius out there can find out a way to automatically detect when a song loops in ACS, no, not for now.
  25. OkDoomer174

    The MegaMus Randomizer; random MIDIs for Doom!

    Indeed you can, and much more! I'll probably add the TNT MIDI Pack (no idea that existed lol), the Alien Vendetta MIDI Pack, maybe Plutonia 2's OST, and maybe a few more MIDI packs soon.
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