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About Doom_user

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  1. Doom_user

    PrBoom-Plus, ver.

    Thanks. It works perfectly now.
  2. Doom_user

    PrBoom-Plus, ver.

    I'm getting an error message when I try to start today's builds of PrBoom+ and GLBoom+. It says something about pcre3.dll being missing. The February 24th builds work perfectly for me.
  3. Doom_user

    3D floors in Eternity

    Eternity's linked portals can be used to create 3D floors. While they can't do everything that the Legacy 3D floors can, they can also do many things that the Legacy 3D floors can't.
  4. Performance in classic Doom games is almost entirely determined by your processor's single thread performance. Get something with a processor that gets at least a score of 900 on this list. http://www.cpubenchmark.net/singleThread.html If you do, you'll get a perfect framerate in classic Doom games at 1080p 99% of the time.
  5. Here's the link to the post containing the newest version of the PSX Doom TC. http://www.doomworld.com/vb/post/1276074 Here's the link to the post containing the newest version of the PSX Doom Lost Levels. http://www.doomworld.com/vb/post/1355014
  6. Doom_user

    PSX DOOM Hacking

    The first post in this thread should be helpful.
  7. Doom_user

    ScoreDoom 2.9 Full Release (updated to 2.9g)

    Out of curiousity, is there any way to actually use the software renderer in GZScoreDoom? Whenever I try to, it crashes the moment I try to actually start a level.
  8. Doom_user

    PrBoom-Plus, ver.

    I recently noticed that translucency effects for things like BFG attacks and Imp fireballs get disabled if you use one of the vanilla comp levels. Since these effects are visual only and don't affect demo compatibility, perhaps an option could be added to allow them even when using a vanilla comp level.
  9. In the PSX Doom, only the songs played during the actual levels are constructed from the samples, all the other songs used in the game are prerecorded cd audio tracks.
  10. I guess it's subjective. Other than the red key area, the map's basically the same. That being said, the red key area was removed in it's entirety. Whether this is a worthwhile enough difference for inclusion, I can't say. Either way, I'd maintain that Central Processing's cuts are similar to Halls of the Damned's and Mt Erebus's. The only significant cut in Halls of the Damned is that the fake exit area was removed and the only significant cut in Mt Erebus is that the secret exit/water area was removed.
  11. I'd highly recommend adding Central Processing and Command Center to the list. Like the 5 you mentioned, these 2 are also missing huge sections of the map.
  12. Doom_user

    Player drops into floor (bad sector?)

    I wonder if it could be related to this issue.
  13. I have one final batch of bugs to report. If any of these things were fixed in the new version from 2 days ago, disregard them. In map 26 Redemption, one of the 2 switches in this room doesn't fully rise. This is what each side looked like after rising. Edit: I noticed that the linedefs forming sector 217 (the left side switch) all have MARBLE04 set as their backside texture, while the linedefs forming sector 206 (the right side switch) have no backside texture. This is why they behave differently, but I can't remember which switch is the screwed up one. In map 59 The Sewers, linedef 353 (between sectors 151 and 153) incorrectly has METAL03 as it's front side texture. It should be BARS02 Also, when you beat the last level, the Lost Levels victory message will play, then, suddenly, for no apparent reason, the PC Doom 2 map 06 victory message will play, then the Lost Levels cast of characters will play.
  14. Doom_user

    Source Port Advantages/Disadvantages

    Thanks, it works now. That being said, there's something wrong with the player's view height. It's mugh higher than it should be. 1.36F 2.0.0