Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

deathz0r

Members
  • Content count

    3727
  • Joined

  • Last visited

Everything posted by deathz0r

  1. deathz0r

    POOGERS.wad [Final release]

    Hey look it's on /idgames now, the final final final release! MediaFire mirror Changelog:
  2. deathz0r

    POOGERS.wad [Final release]

    Remember when I said final release in that last post? Yeah. POOGERS v1.1 (link removed as of 11/06/2022) There was a few issues brought up and since there was a delay in a response from the /idgames upload, this is effectively a hotfix release which would only cause a desync if anyone had made a max demo of MAP29 that involved player movement input on two scrollers in secret/easter egg areas, and I don't see any demos of MAP29 existing :) I've checked all existing demos and confirmed there is no desync for those. This version has also been uploaded to /idgames since there is currently no existing download link. Changelog:
  3. deathz0r

    POOGERS.wad [Final release]

    POOGERS final release! (link removed as of 03/06/2022) Now with a credits map (MAP36, after MAP30 on UMAPINFO ports), an ENDOOM lump and a ton of other changes under the hood! This version has also been uploaded to /idgames, so get hyped and check out the good shit brother today!
  4. deathz0r

    Doom Streams

    working on the credits map for POOGERS (MAP36) and making cool shit ™️ with voodoo dolls again, let's finish this today and get POOGERS uploaded to /idgames! https://twitch.tv/deatsaw
  5. deathz0r

    dsda-doom source port [v0.24.3]

    Is there a technical reason for this being removed from 0.25? EDIT: helps to put in a link to the source
  6. deathz0r

    Squenched Avacausage [Boom / WIP v0.3a]

    The limit I found for scroll floor linedefs is 21 units, anything lower and the speed will drop dramatically on complevel 9/boom on PrBoom+/DSDA/Woof. EDIT 27/05/2022: Double checked and it's 22 units that is the minimum for Boom, not 21.
  7. deathz0r

    Tell me some mapping sins

    Yes, but talking in a strict sense As for textureless walls, it all makes sense in context :)
  8. deathz0r

    Tell me some mapping sins

    It's a puzzle map. Why should I not punish the player for doing the wrong actions?
  9. deathz0r

    Tell me some mapping sins

    @Xaser and @Ex Inferis are both utterly correct in that you shouldn't let creativity be stifled for the sake of accessibility. If you want to make MAP2356 of setpiececombat.wad, then nothing is ultimately stopping you. There's a surprising amount of untapped potential of voodoo doll manipulation with Boom format mapping and it's a sin to do little more beyond "monsters teleport in at set time periods". Send me to the lowest circle of mapping hell for intentionally doing all four of those in a single map in the current year (though the fight in question is only applicable for speedrunning)
  10. deathz0r

    Pagodia | Now on Idgames!

    A quick cursory glance through TEXTURE1 shows that the width of EB_014 is not at a power of 2, but that doesn't explain why that texture (EB_012) is glitching in the screenshot.
  11. deathz0r

    What are your mapping rules?

    SP_FACE1 must be scrolling yeah that's literally it
  12. Thanks for merging those changes, I appreciate it! I need to look into how to set up a debugger with Open Watcom so I can further diagnose issues #52 and #66.
  13. deathz0r

    POOGERS.wad [Final release]

    POOGERS RC3.11 FOR WORKGROUPS (link removed as of 02/06/2022) Changelog! OP to be updated when @Meowgi sorts it out This is likely to be the last RC before /idgames, and with that my current to-do list is as follows:
  14. deathz0r

    [April Fools]TNT: THREEVILUTION [32 Map Megawad]

    I'm honored to be the sixteenth person to reply to this legendary thread, because it means I don't get stuck looking for a non-existant key.
  15. deathz0r

    POOGERS.wad [Final release]

    POOGERS RC3.1 (link removed as of 02/06/2022) Changelog! OP to be updated when @Meowgi is available
  16. deathz0r

    Known lost WADs of our history?

    I imagine that essel would still have the resources for this. I have the resource WAD, the DEH and Z1M1, Z1M4, Z1M7 and Z1M9 all from February 6th, 2008. That said, it's not my decision to release anything.
  17. deathz0r

    POOGERS.wad [Final release]

    MAP29 is here. Sunder MAP20, move over. The literal best Boom complevel 9 map (on basis of linedef count) has arrived. POOGERS_rc2.zip (EDIT: removed link) Check the OP for the rest of the changelog!
  18. deathz0r

    POOGERS.wad [Final release]

    Might want to wait until when MAP29 is actually in the WAD, though you might need a separate "universe brain Doom Wads" folder :^)
  19. deathz0r

    D5DA Final release/Pending IDGAMES

    I make no apologies for anyone attempting to d2all the WAD with the wrong complevel
  20. deathz0r

    PrBoom+ 2.6.2 (Feb 11, 2022)

    I'm using the default Windows build from the GitHub releases, which includes libdumb and SDL2_mixer. If there is no configuration option, then I am assuming that the build is preferring DUMB and discarding SDL2_mixer for MOD/S3M/XM/IT files. EDIT: cursory glance at MUSIC/dumbplayer.c lines 255-257 looks odd to me, as if it's forcing a restart when it's not necessary. I don't have a Windows build environment, but I'll try doing some tweaks soon in my Gentoo environment.
  21. deathz0r

    PrBoom+ 2.6.2 (Feb 11, 2022)

    I do not see the DUMB backend with the Windows build, how do I enable that?
  22. deathz0r

    what are you working on? I wanna see your wads.

    (see below post, I can't figure out how the hell embedding Youtube videos work anymore)
  23. deathz0r

    PrBoom+ 2.6.2 (Feb 11, 2022)

    Reposting from the DSDA-doom thread, re-tested with PrBoom+ 2.6.1um Windows build - it has issues with looping on tracker music. I've only tested M.K.-header MOD files specifically so I don't know if this affects MODs with other headers or S3M/XM/IT, but it forces a restart of the song rather than respecting the looping that the files use. Both WADs replace D_RUNNIN. In patternbreak_bug, the intended behaviour is to jump to the fourth line of the first pattern (as indicated by the D03 in the last pattern) while in positionjump_bug, the intended behaviour is to jump to the fourth pattern (as indicated by the B03 in the last pattern). These WADs work fine in GZDoom for reference. patternbreak_bug.zip positionjump_bug.zip
  24. deathz0r

    dsda-doom source port [v0.24.3]

    Both the Windows stable build and experimental build have issues with looping on tracker music. I've only tested M.K.-header MOD files specifically so I don't know if this affects MODs with other headers or S3M/XM/IT, but they force a restart of the song rather than respecting the looping that the files use. Both WADs replace D_RUNNIN. In patternbreak_bug, the intended behaviour is to jump to the fourth line of the first pattern (as indicated by the D03 in the last pattern) while in positionjump_bug, the intended behaviour is to jump to the fourth pattern (as indicated by the B03 in the last pattern). patternbreak_bug.zip positionjump_bug.zip
×