Doom_user
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Posts posted by Doom_user
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my thoughts on partial invisibility
it helps when fighting
zombiemen
shotgun guys
chaingunners
spider masterminds
it has no effect when fighting
demons
spectres
lost souls
pain elementals
arch-viles
it hurts when fighting
imps
cacodemons
revenants
hell knights
baron of hells
cyberdemons
undecided if it helps or hurts when fighting
arachnotrons
mancubi -
40oz said:you mean this picture?
A couple decades ago, some public broadcast television networks would go out of service for a few hours and you wouldn't get to watch anything on that channel. I think it is supposed to reference low budget entertainment, but I think today its simply a trick to get out of thinking of a conclusion for a scene that's escalating in recklessness or something.
The local CBS channel where I live actually still does this on the weekends. At 1am they play a video of the US national anthem being sung, then they go off the air and those vertical colored bars are seen for the next 4 hours, then at 5am they resume regular programming. -
Are you using the most up to date version of both?
Did something get changed from the default in one, but not the other?
Looking at the mouse options in the most up to date version of GZDoom (1.8.10 & 2.0.05) and Zandronum (1.3), the only difference I can see is that mouselook is off by default in GZDoom, but on by default in Zandronum. Also, GZDoom has extra settings that deal with using the mouse to navigate the menu, something that Zandronum can't do. Otherwise, the settings and what they're set to by default, are exactly the same.
If you're willing to upload both of your cfgs or copy and paste all of the text from them into a post, I'll try to figure what's causing the difference.
revan1141 said:Is there a way I can somehow transfer my mouse options from GZDoom over to Zandronum?
You can copy and paste zdoom.ini from your GZDoom folder into your Zandronum folder and rename it to zandronum.ini
Be advised, doing this will transfer all of your settings, not just mouse options. -
I'm not sure which hud you want to use so I'll explain how to use all of them.
To use the vanilla Doom status bar hud,
Find
screenblocks=
in your cfg and make sure the value next to it is
10
Find
st_scale=
in your cfg and make sure the value next to it is
true
To use the ZDoom fullscreen hud,
Find
screenblocks=
in your cfg and make sure the value next to it is
11
Find
cl_stfullscreenhud=
in your cfg and make sure the value next to it is
false
Find
hud_althud=
in your cfg and make sure the value next to it is
false
Find
hud_scale=
in your cfg and make sure the value next to it is
true
To use the Skulltag fullscreen hud,
Find
screenblocks=
in your cfg and make sure the value next to it is
11
Find
cl_stfullscreenhud=
in your cfg and make sure the value next to it is
true
Find
hud_althud=
in your cfg and make sure the value next to it is
false
Find
con_virtualheight=
in your cfg and make sure the value next to it is
200
Find
con_virtualwidth=
in your cfg and make sure the value next to it is
320
Find
con_scaletext=
in your cfg and make sure the value next to it is
true
To use the GZDoom fullscreen hud,
Find
screenblocks=
in your cfg and make sure the value next to it is
11
Find
hud_althud=
in your cfg and make sure the value next to it is
true
Find
hud_althudscale=
in your cfg and make sure the value next to it is
1 -
You guys are overcomplicating this. Whether he had aspergers or not is irrelevant. Whether aspergers exists or not is irrelevant.
If he was intentionally publicly humiliated by Target via some official policy, if he was framed by his coworkers, Target and his coworkers are likely liable for damages related to defamation, harassment, fraud, and possibly wrongful death. -
Springy said:I liked the first from what I played of the demo. Unfortunately, I can't play the full one due to newer versions of GZDoom, which needs a computer with at least Open GL version 3.0.
Have you tried gzdoom-bin-1-8-10.zip?
It's from December 27th and it's the final, most up to date version of GZDoom before the Open GL version 3.0 requirement was implemented. -
Very nice. I love completely new textures that radically alter the appearance of levels. It'd be awesome if a community project eventually ends up forming from this.
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E3M2: Manufactorium has a * next to it's name in the text file (indicating there's an older version of it in DTWID-LX.wad), but DTWID-LX.wad contains no E3M2.
There are older, significantly different versions of E1M4: Quarantine Zone, E1M5: Kepler Dorsum, and E2M1: Biosphere that appeared in the beta version of DTWID (Quarantine Zone was called Alienation Zone at the time), it might be worthwhile to add these to DTWID-LX.wad. -
Another thing to consider, nowadays, a lot of games are designed for simultaneous release of the exact same thing on PC, PS4, Xbox One, Xbox 360, PS3, and Wii U. When this happens, it seems likely that the game's graphical quality and design is being "bottlenecked" by the fact that it has to be able to run on PS3 or Wii U.
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I remember reading something many years ago where a guy had went to some kind of Doom 64 launch event and was supposed to get a copy of the game, but they ran out, so they gave him the event's 10 foot tall promotional Doom 64 box instead and he still had it in his garage 10 years later. I'd say that's the holy grail of Doom collectibles, because its probably the only one left in the world.
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VGA said:I have a bug report.
On map20 after using the red key to lower an elevator, there is a teleporter and this happens:Spoiler
On prboom+ 2.5.1.4test, savefile:
http://speedy.sh/Xrsta/prboom-plus-savegame0.dsg
I reported this exact same bug in May. Unfortunately, it seems further updates to episode 1 are still a ways off, so it probably won't be fixed any time soon. -
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Links to all the Eternity releases that I know of.
Ogro Power Facility
De Kerker (The Dungeon)
Waste Vats
Vaporware Demo
Furious heights *Unfinished* -
I have a question/complaint about Chocolate Doom. When running a screen resolution of 1920x1080, why is the game rendered at 1280x1000 instead of 1280x960? 1280x1000 isn't a 4:3 aspect ratio and as a result everything gets vertically stretched and looks wrong.
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entryway said:Where is the bug precisely?
This?
https://dl.dropboxusercontent.com/u/235592644/clip/2014-09-26_10.27.42.png
Yes. Also
the m_doom logo and menu graphics in shot 1
the status bar, status bar face, the player's weapon, and the large health numbers in shots 1, 2, and 4
the key icons in shot 3
the large ammo numbers, large armor numbers, and the small ammo numbers in shots 1, 2, and 3
several of the small numbers above "arms" in all 4 shots
Post link to your cfg.
Here it is.
This happens even if I erase glboom-plus.cfg and let GLBoom+ generate a fresh one.
I also updated to Freedoom Doom 2 iwad (date modified 1/1/2014 4:17pm), this happens with it as well.
This also affects the numbers in the automap.
Just before entering deepwater/colormap sector.
Just after. -
plums said:Not getting that with the latest 2.5.1.4.test version, and commercial doom2.wad. What version are you using? What FreeDoom iwad is that?
I'm using Freedoom Doom 2 iwad (date modified 5/12/2012 11:10am).
I tested this with GLBoom+ 2.5.1.4.test (date modified 9/20/2014 3:31pm) and GLBoom+ 2.5.1.4.test (date modified 9/24/2014 7:26pm). -
There's severe visual corruption in GLBoom+ when the player enters sectors with deep water and/or colormaps. It affects the status bar, the player's weapon, on-screen messages, and menu graphics. It starts when you first go below a deep water surface. After that, some things will be corrupted when you're above the deep water surface and other things will be corrupted when you're below it.
Tested with BOOMEDIT.WAD
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BilboHicks said:Scoredoom & ScoreDoomST is in the process of being ported over to the latest versions of gzdoom and zandoranum
Awesome. The sole complaint I ever had about Scoredoom was that ScoreDoomST used an ancient, ZDoomGL-based, version of Skulltag as it's base. -
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DaniJ said:I repeat that my main concern here is not Doomsday. What worries me is that this sort of thing becomes common practice and that users will end up in a situation where they can't figure out the requirements for the mods they want to play (and by extension, which ports they can play them in).
DaniJ said:It would be disingenuous to present this as a limit-removing mod because the BOOM requirement depends on whether or not MAPINFO support is present (not whether or not you play in multiplayer). I guess the exact wording is key.
Forgive me for directing this at BTSX specifically but to my knowledge this is the first time that a mod has used this particular set up.
This kind of thing has already happened. There are non-ZDoom wads with "decorative slopes" (that only show up in ZDoom) in them. There are non-ZDoom wads with ZDoom exclusive levels (that use ZDoom features) added to the roster by the use of mapinfo. There are even wads where the mapinfo prevents ZDoom users from accessing maps that non-ZDoom ports can. -
Why not just put the Boom feature coop fix versions of maps 5 and 16 in a separate wad?
The way it's currently done (mapinfo leading to duplicate level in main wad) prevents coop players in PrBoom, GLBoom, PrBoom+, and GLBoom+ from using the fixed versions of the levels. -
Antroid said:Sure, but there is a difference between an opinion of someone who was heavily involved in the production and someone who has just played it through a time or two. Someone who spent a lot of time with these maps will know them like the back of their hand, and be able to notice and remember lots of details that set the maps apart from each other. While someone who plays the maps for the first time might very well feel like they're all the same.
The megawad club is a good source of info, sure, but I was really hoping someone would've had a straight answer to my question, so I wouldn't have to read a lot of map-specific feedback and figure out if they seem like what I want just out of that. That's probably even more effort than just playing it myself. I think I'll just do that anyway, it seems I was wrong about how easy such a question would be to answer, it really required someone who shared my sentiments about EP1. Sorry for the bother I guess. If I end up not liking it I won't post anything about it either, no real point to. You guys are probably perfectly aware that anything can be not for everyone, even something you personally can't find any faults with. If I like it I'll be sure to let everyone know though so you can celebrate! :D
I mean the gameplay specifically, I don't remember ever trying to play something for gameplay reasons alone apart from deus vult many years ago. It's true that I don't care for many of the new and original things that come out, like pirate doom, but this seems to have this gothic theme that's close to what I would like, unless there's 21 levels of it without enough change... Doom gameplay is usually something I just bear with while enjoying a map's atmosphere, whether it be because it's all classic and nostalgic and shit or because it's something that "speaks to me" like Unloved did for example.
Honestly, I only asked because I remember some of the authors saying something about how the levels in ep2 (or maybe they were talking about ep3?) were going to be so much more diverse that even people who said ep1 was all samey wouldn't be able to say the same about the new ep.
I think it's very likely one could hate episode 1 and love episode 2 (or vice-versa). They have very little in common stylistically.
Episode 1 is overwhelmingly tech bases with frequent journeys into caverns, canyons, fields, and courtyards. Level design tends to be open and straight-forward. Difficulty tends to be easy to medium.
Episode 2 is mainly wooden and stone castles and tombs, as well as hellish cathredals and catacombs flowing with blood. Level design tends to be complex and maze-like. Difficulty tends to be medium to hard.
What episode 2 actually reminds me the most of is Epic 2.
That being said, levels 1 and 2 are stylistically very reminiscient of episode 1, so you really need to play levels 3 and 4 if you want to get a feel for episode 2.
Note: I am not a member of the BTSX development team, I post this soley as the opinion of someone who has played throught the first BTSX episode four times, Epic 2 twice, and the second BTSX episode once.
Making the PSX TC more accurate
in WAD Releases & Development
Posted
The problem you describe is mostly caused by the light levels, not the colour filters. At low light levels, The PSX Doom's renderer is much brighter than the PC Doom's renderer. As a result, any PSX Doom map is going to be virtually pitch black when played in the PC Doom software renderer. The only reason PSX Doom levels are visible in GZDoom, is because GZDoom's "standard" sector light mode behaves vaguely similar to the PSX Doom's renderer.
I'd imagine if one could mass convert the light level of every sector in the PSX Doom levels to 3/4 of it's value +64, the levels would be visible in the software renderer.