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Theespressoman

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About Theespressoman

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  1. Theespressoman

    [RC5] EVITERNITY II - RC5 Released!

    where do i get the website art?
  2. Looks cool, but please give it to me straight on the performance, cause that's my main worry
  3. The issue is not even quite just reloading or not, but a lot of the issue is also the implementation. Like not being able to switch weapons while reloading, which seems to not really have a clear reason for it and only causes more frustration.
  4. Tried the first level, a lot to like, the difficulty is very descriptive and pretty accurate (chose the second hardest), which is appreciated. the enemies are cool and the puniness is nice. But there is one really big issue with pacing, the reloading. (Though a disclaimer is i am not experienced with the parent mod and tend not to use gameplay mods too often (maybe 30% of the time, mostly a mix of kegan and project babel)) I found the combat feel clunky and unbalanced for the reloading, like it was a quality normal .wad (cause when the .wad worked, it was really good) with dehacked that it was slapped onto, the issue is less the idea of reloading per se, but the pacing that it's doesn't feel like it's balanced with, as well as baffling decisions like being unable to swap while reloading, which feel super punishing and unfun. The pacing seemed to expect normal behavior, but the gameplay punished it. Maybe the fix is just to allow swapping while reloading, so you're not caught with your pants down, but idk, it took a lot of the fun out of a great looking mod.
  5. Theespressoman

    DBP62: Haunting Hollow

    there are almost too many of these, i can't keep up. but it looks sick, so i will be playing it anyways.
  6. Theespressoman

    Helion - C# (0.9.2.9 4/24 - Goodbye BSP tree rendering)

    Amazing work, it seems to work like a charm, though using an ini file feels a little strange (this is not at all an issue of the program, especially a beta, i'm just not used to it anymore). The only thing is that it seems to be capped at 120 fov for some reason, i use 150 cause im an insane person (why do you think i use linux and feel the need to make it everyone elses problem), not a big deal at all and this seems like it will be the premiere port for harder to run .wads in the future.
  7. Theespressoman

    DBP59: Zeppelin Armada

    this one blew me away, it's truly a quality .wad with all the personality of a GZdoom mod, but the gameplay of a classic Doom .wad, all done in a limit removing package.
  8. Theespressoman

    What was your first purist/semi-purist source port?

    i started with DOSbox -> crispyDOOM -> GZdoom -> DSDA (for most wads). though for more purist purposes, i use DOOM retro.
  9. Theespressoman

    Helion - C# (0.9.2.9 4/24 - Goodbye BSP tree rendering)

    Thanks, most ports support fov changing but cause 90 is good enough for most, not many know/do it. And visual studio not warning you sounds like the program working as intended lol.
  10. Theespressoman

    Helion - C# (0.9.2.9 4/24 - Goodbye BSP tree rendering)

    decided to try this port out after haring about it, looks like a really cool project. few things to note -works on linux with proton (feels weird to need to use it, but if all else fails or this port is a dead-end, it won't be too hard to try out) -feels great already, other than a weird and minor jitter when you look all the way up and turn, its nothing but smooth, better feeling than ports like eternity IMO. -options are a bit bare-bones, no fov options feel so strange (ive become spoiled by GZ and prboom) , but needing the console is fine for me, id recommend focusing more on the options themselves than the UI for now. seems like it has some huge potential (none of the first impression issues are too major, even linux support is probably not too far with .net core and not a deal-breaker. which is great for such an early project), if you get the time to really put the work in, this could be a new staple for doom fans, nothing but positive thoughts.
  11. Theespressoman

    Doom 64 is flawed

    that doesn't make the exclusions not a very present thing,the slowdown (and generally low fps) with the controls makes the PSX version play worse than the DOS version. its just an overall worse,cause visuals are always nice,but content and especially playabillity are what really matter, for example take quake console ports,the Saturn version is a much better port,it even has more content (and executive content),but the N64 version plays just so much better that any advantage becomes meaningless. a better way to phrase your stance is "i prefer" rather than "is better".
  12. Theespressoman

    Doom 64 is flawed

    i get that,but the gameplay of DOS DOOM is just alot nicer,not just mouse and keyboard,but the more consistent fps when playing stuff like the ultimate DOOM and DOOM 2,also a fair number of levels are gone(though there are a few decent exclusive levels to soften the blow to be fair),and no archvile (also some stronger enemies are used less and debuffed from what i remember). not to put PSX DOOM on blast (especially in this part of the board),but DOS DOOM is a overall better game.
  13. Theespressoman

    Doom 64 is flawed

    i think DOOM64 is good,but a bit limited due to the limitations of the N64,making its combat a fair bit bland in comparison to normal DOOM. why? its a great port,but doesn't really hold hold up next to the DOS version,but i agree 100% on the dumb name.
  14. Theespressoman

    dsda-doom source port [v0.24.3]

    ok,i'll try to contact him about it,
  15. Theespressoman

    dsda-doom source port [v0.24.3]

    can't find any "porttime.h" in the git repo or in any files i could find on my PC,though maybe im interpreting you wrong,im not very well versed in this stuff.
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