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About Siggi
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Realising that the new new-fangled doom isn't for me was a bizarre experienced. I played Doom Eternal for free on a game pass or something and it just didn't appeal to me. Stopped playing after an hour or so, ended up not bothering. I know the game is great, and it's awesome to see Doom's legacy continue. But just not for me... I stick with classic Doom and shouting at youths on my proverbial lawn.
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Yeah for sure, getting the code up and running was trivial. Worked right out of the box.
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Haha, no. Not randomly generated levels, although I'd love that. It's just randomizing the level order. edit: but this does give me an idea
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@Sinshu This is really impressive work. As someone who is most comfortable with C# it's really awesome to have a Doom source port I can just play around with. I'm genuinely really grateful. I had often thought about doing something like this myself over the years, but for one reason or another could never commit to it. I provide the following dumb thing I cooked up while messing around with the managed doom source https://github.com/scfinniss/managed-doom/releases This will pick a random level when you start a new game (episode selection is skipped for Ultimate Doom), when you die or when you complete a level. Now to think about what other cursed things I can do...
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Knee-Deep in KDiZD: Released! It's KDiZD for doom2.exe - 1.7.1 is now on /idgames
Siggi replied to esselfortium's topic in Map Releases & Development
Wow... this is not the nostalgia I was expecting. I remember playing an early build of this way back when. Awesome to see it's actually a thing now. -
Palette translation
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Naturally I had to try these on my Sound Blaster 16, and it sounds pretty awesome.
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Am I in a Heretic or Doom mood today?
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As far as DEH/BEX goes I meant all the extensions EE added, not specifically music. The motivation is that apparently those extensions are used and it's not obvious Woof/MBF doesn't support them. I didn't even know they existed until I tried Oblige wads with Woof. I'm not opposed to UMAPINFO though.
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I tried this with wads generated with Oblige and noticed the shuffle music options does not work. Turns out Oblige does this by using the Music Block which is an Eternity Extension to DeHackEd/BEX. Would adding these extensions be within scope for this project?
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I considered doing this. I've done a few related things. I ported the original Boom 2.02 source from DJGPP to Open Watcom. I used input code from Heretic and audio from RoTT. I managed to get the Heretic and Hexen sources to compile verbatim using the leaked DMX files and the original Watcom compiler. I also contributed some changes to Chocolate Doom that allows it to compile with Open Watcom. I should probably check to see if this works with SDL 2. At the end of the day the only thing I can say is that these things all worked, but are otherwise uninteresting.
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How would you describe the whole Doom/Doom 2 in just 4 words?
Siggi replied to TheNoob_Gamer's topic in Doom General Discussion
Berserk punch demon butts. -
This was unexpectedly nostalgic. Go 2 It and PUNISHER are what got me hooked on making stupid maps full of monsters.
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I think Kate was one of the first people in the Doom community to talk to me. It's weird, not too long ago I'd been wondering where she was now. This is truly sad.