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About Kaiser

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    Doom64 Guru

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  1. Kaiser

    Early and unused DOOM 64 Level Designs

    Greetings Tim! Awesome to see you around the community. In case you're wondering, I am the one responsible for that Doom64 'Total Conversion' back in the day (and was also the one that provided a bunch of technical questions for that 2003 interview). I am kinda curious to know, if you remember at all, what was the story behind this unused weapon seen in this issue of Gamepro? I am assuming it was suppose to be some sort of lightning gun (like Quake)?
  2. Its obvious that its a custom algorithm that Carmack wrote like with his custom LZSS one for JagDoom. This is something that I've been trying to figure out for years but couldn't really pinpoint what its based on (I am still convinced that it COULD BE based off of some form of Huffman). Do keep me in the loop if you plan to continue deciphering it.
  3. I've always referred it to the Laser Weapon. Also the sprite for the weapon is also called LASR and the pickup sprite is called LSGR which sounds a lot like 'Laser Gun' to me.
  4. Kaiser

    Brutal Doom wins mod of the year on Mod DB

    There's plenty of good reasons why, but lets not go there.
  5. Kaiser

    [Resolved] Doom 3: Sikkmod issues

    Pretty much what they said. OpenGL support on AMD drivers has always been bad and will remain that way unless they start giving two shits about it again. What sucks is that OpenGL is definitely faster than Direct X but it doesn't help that the shader compiler is absolute crap.
  6. Kaiser

    PowerslaveEX Source Code Released

    It's complicated, but part of it was because people didn't seem to get the hint that this was a unofficial hobby/community project and instead believed it was something official. Word got around, toes got stepped on, etc, etc
  7. Decided to make the source code to PowerslaveEX public since I barely have the time for it anymore. You can find the link here: https://github.com/svkaiser/PowerslaveEX So yeah... go nuts.
  8. Kaiser

    PSX Final Doom music rip

    Fortunately I still have natt's original extraction tool. Its still very primitive but it should still serve as a good starting point for others to get into psxdoom music conversion. I also suggest looking at Doom64EX's setup for reference https://dl.dropboxusercontent.com/u/18609/psxdoom_sndTools.7z
  9. You're in luck. Rename the .n64 extension to .z64 and you should be good to go. Though I could of sworn that wadgen would of recognized that format.
  10. This might sound silly, but the only thing I can suggest is if you can PM me the rom and I'll try to verify if its the correct format or not. I have a feeling that this could be a unique format dumped only by Retrode as I am seeing no mention of this in the Project 64 source code.
  11. Kaiser

    Dissecting Sega Saturn Doom

    Special thanks to Quasar for uploading it. Here's the video demonstrating PSXDoom's rendering of wall segs and subsector leafs: That's A LOT of quads to draw, but seeing how poorly the PSX handles texture mapping, drawing the game via columns was probably the right thing to do.
  12. Kaiser

    2016 Goals

    Actually make an update to Doom64EX.