Doom_user
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Posts posted by Doom_user
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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.
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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.
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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. -
MajorRawne said:^^ Agreed, I'm still playing with a 2 year old version of the TC because I can't be arsed to spend weeks reading the thread
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 -
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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.
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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.
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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.
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Impboy4 said:Central Processing is fine as is. the areas that were changed/removed are nothing too major.
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. -
Salahmander2 said:Well, E1 is technically fine as it is, I was thinking...Containment Area, Halls Of The Damned, Spawning Vats, House of Pain and Mt Erebus.
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. -
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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. -
Chu said:Shite, well, it's an easy fix but I swear I uploaded a clean copy of this file...no matter. Open up Things.DDF, find the first entry (HEALTH_POTION:2014] and replaces the STATES with the following:
STATES(IDLE)=BON1:A:6:NORMAL:NOTHING,
BON1:B:6:NORMAL:NOTHING,
BON1:C:6:NORMAL:NOTHING,
BON1:D:6:NORMAL:NOTHING,
BON1:C:6:NORMAL:NOTHING,
BON1:B:6:NORMAL:NOTHING;
Should be fixed. I was testing MD5 in a demo wad that I got mixed up with the release copy. I have re-uploaded the 7Z with the proper fix on SF.
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 -
Chu said:Uncapped framerate is available as intended with 3DGE v2.0.0. It also has been available since v1.4a. ;)
When I try to start a new game 3DGE 2.0.0 crashes with this error message
W_GetNumForName: 'TESTMD5' not found!
When I try to exit from the menu 3DGE 2.0.0 crashes with this error message
Unexpected internal failure occured!
I don't experience either of these things with 1.36 Final or 1.4A Test 1 -
In map 33 Administration Center, this secret door has incorrect floor and ceiling heights. This causes HOM and it prevents the player from accessing the secret area.
In map 34 Habitat, the floor of this room lowers (for no apparent reason) the first time you move from from the steps to the the floor. This can cause the player to become permanently trapped and unable to continue the level.
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In map 69 Pharaoh, this switch has no switch texture.
In map 32 Central Processing, this box of bullets is floating in the air.
In map 32 Central Processing, there's a part on the absolute eastern edge of the map where a lift lowers as you approach a skull pile, if you fall off the lift behind the skull pile, you'll become permanently trapped and be unable to continue the level.
In map 34 Habitat, the nukage at the beginning of the level was changed to water, yet it's still damaging.
In map 40 Caughtyard, there's some kind of invisible barrier on the grass in the bottom left corner of the map
In map 71 Cyberden, there's some kind of invisible barrier in this window, but not in the other windows in the room.
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I think the general rule of thumb is that you should only use cf/sli if it's to obtain a level of performance that you can't get with a single card.
Just to give an example with current generation cards, if you have one of the top tier cards
gtx 780
gtx 780 ti
r9 290
r9 290x
gtx 970
gtx 980
getting a second one is reasonable (if you actually need that kind of power) because no single card can match that level of performance.
That being said, if you have one of the second tier cards
gtx 770
r9 280
r9 285
r9 280x
gtx 960
getting a second one is a waste, because you'd be better off selling it and buying a single tier one card. -
In map 34 Habitat, this red skull door will not open if the compatibility mode is set to Doom(Strict).
In map 56 The Temple Of Darkness, the ceiling of this room is 1 dimensional.
In map 60 Odyssey Of Noises, the edge of this building is 1 dimensional.
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In map 37 River Styx, the ceiling flat is bleeding out here because linedef 1560 (between sectors 117 and 231) has no front side upper texture.
In map 54 Tombstone, this door will not open if the compatibility mode is set to Doom(Strict).
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Salahmander2 said:Is this on the most recent version?
Yes, they're from the version you uploaded in this...
Salahmander2 said:PSX Lost Levels Beta 1
*In Farnsworth voice* Good news everyone!
I have playtested all levels and made fixes, it should NOW be 100% complete-able, I have only tested this on HMP, but I believe everything will work. I can proudly say, that I think this may be out of the pre-beta status. :D
...post on August 22.
I actually found about another dozen bugs while playing through the levels. I'll post them later today once I finish uploading the screenshots. -
In map 09 Gotcha!, linedefs 157, 540, 541, and 817 aren't flagged to be repeatable, so you can only use each side of the teleporter (sector 112) once, at which point the level will become impossible to finish.
In map 26 Redemption, this lift will not lower if the compatibility mode is set to Doom(Strict).
In map 30 Mill, the player starts the level in a secret area, while a voodoo doll appears in what should be the player's starting position.
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That's the secret exit to Map 33:Hexsoil. This is a homage to the Xbox version of Doom 2 which added a secret map 33 accessed from map 2.
The problem is, this will only work in ports with mapinfo support.
In ports without mapinfo support, a secret exit in a map other than 15 or 31 will cause the current level to be exited and restarted. -
Katamori said:Also, if I can give a hint: the atmosphere of the third Community Chest was somehow different and better than the others. Maybe it's just an emotional thing but if there's anyone who agrees, then I would suggest to make cc5 something similar.
I agree 100% and I think the use of MBF sky transfers had a lot to do with it.
Many of the CC3 maps have very unique themes created by combing unique textures with a unique sky texture. I got the impression that the mapmakers were doing everything possible to make their map truly creative and one of a kind.
While CC4 was a solid levelset, there weren't many unique or truly creative levels. I got the impression that many of the mapmakers limited their creativity in order to make their level fit with the episode's expected theme and sky texture.
I'm glad that the Green Herring said that MBF sky transfers would be brought back for any possible CC5.
PrBoom-Plus, ver. 2.5.1.4
in Source Ports
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