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John Gaughan

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About John Gaughan

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    Warming Up
  1. John Gaughan

    Community Chest 2 demos

    I agree with Anima Zero, your MAP23 demo is well done. You probably should have saved a few more cells and a rocket or two for the last Arch-Vile, otherwise, I think you planned and executed it well. While I suck at speed running, I love to see what other (better) people can accomplish. Keep up the good work y'all.
  2. John Gaughan

    Community Chest 2 demos

    I see a few people asking about MAP15. Having problems finding all the secret switches? Try looking for very thin staircases, switches far away that are gun-activated, out of the way lifts that lower, textures that are the wrong color compared to the surrounding ones, etc. There are some devious secrets in that level, it took me over an hour to complete it with 100% secrets. The sporadic monster teleport traps did not help, either. Not only did monsters teleport in, they teleported in *everywhere*. Yes, that would be annoying level for making demos.
  3. John Gaughan

    Boom [launcher] for Windows

    I am not sure about version numbers, being a mathematics major does not mean I am good with numbers, but I know I run PrBoom 2.something...
  4. John Gaughan

    Boom [launcher] for Windows

    Clearer? Hardly. I run PrBoom under Linux on a regular basis. How would calling it WinBoom be better?
  5. John Gaughan

    Linux Editing

    Cross-platform is possible, but not easy. The core code is standard C++, written to be compileable on any standards-compliant platform (g++ 3.x, Visual C++ .NET, MinGW, that I know of). The OS code is Qt on Linux, but I cannot use Qt in Windows. I despise MFC, so I am stuck with the Win32 API. That is not fun to program (MFC is more powerful and even less fun). Either way, it will be called "Winwad", no "Lin" or "Linux" in there. After all, it runs in "X-Window" ;-) My goal is to have something released this weekend, even if it doesn't do much. I have an uphill battle ahead of me to overcome some design issues. Designing and testing is long and tedious, but when it is done, I think there will be a few pleasant surprises in store... :-)
  6. John Gaughan

    Linux Editing

    How many of you edit in Linux? I'm working on a graphical wad editor similar to WinTex but for Linux (and it won't have any bugs... I swear). Anyway, if there is interest I'll let you guys know when it's ready. It will be GPL'd software, of course, so everyone will be free to look through the source code.
  7. John Gaughan

    Help with compiling Wintex 4.3 source

    I have a bunch of utilities and files on my FTP server, here: ftp://ftp.johngaughan.net/pub/doom/ I have WinTex 4.3 and 5.0, with source code for 4.3. I have a few other things too, like several versions of DETH and DEU.
  8. Has anyone tried a cooperative UV run? Not necessarily with more than one player. I added a ton of extra monsters in cooperative mode. It should be a bit more challenging to get 100% runs.
  9. You will find that there are almost no major architectural changes as far as moving doors around, deleting rooms, etc. There were a few shortcuts in the original maps where you could bypass certain traps or hallways, especially by jumping. I "fixed" those which should make speedrunning a little bit slower. MAP01: I added a few extra areas, but nothing that adds extra time (well, except for 100% runs). You might have to strafe around a tree or two in the outdoor area. MAP02: More monsters. Pure speedruns should be just as fast but 100% runs will be a bit slower. MAP03: More hoops to jump through to get the blue key. MAP04: All new level. MAP05: Purely cosmetic changes. MAP06: Mainly cosmetic changes, except the crusher is a little different. For 100% runs this may be easier due to the ledge blocking all monsters (such as the pesky lost souls). MAP07: Cosmetic changes. You can still jump to get the last key. The rest are all new.
  10. John Gaughan

    Generalized Boom Types

    I have a zip file from the official Boom page, but it doesn't have the utilities in it. I'll go look again, hopefully they have source code too. My ultimate goal is to write a GUI calculator for Boom features, and somehow integrate extended Doom features from all ports into my editor, Winwad. It's a lot of work -- right now its main feature is crashing :-)
  11. John Gaughan

    Generalized Boom Types

    Thank you, Fredrik, for your informative post. I do not use Doom Builder since I do all of my editing in Linux.
  12. John Gaughan

    Generalized Boom Types

    I'm talking about the action types. For example, how to make a door that requires more than one key. That link doesn't give information on how to do this.
  13. John Gaughan

    Generalized Boom Types

    Where can I find specific details on Boom's generalized linedef and sector types? I looked through boomref.txt and it basically says "these are the options, put them together." But it doesn't say what values/bits to set.
  14. Yeah, I know there are a few sore spots but I had to release it or I never would have. So, how's the demo recording coming along?
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