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


  • Content count

  • Joined

  • Last visited


About Foxpup

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Foxpup

    Tips for adding co-op settings

    Doesn't work with vanilla gameplay. Weapons remain in place when picked up, so all players can get all weapons. Keys work the same way. Speaking of keys, in vanilla players lose all keys on death, making keyed doors that don't stay open an awful lot of fun as respawned players get to go through the whole level again to fetch all the keys (though this can be mitigated somewhat by having new connections open up to make reaching the keys from the start less tedious). Another problem with keyed doors not staying open is that players can enter such a door without the required key (by following another player who does have the key) and then get trapped when it closes (if it requires a key from both sides, as is usually the case), forcing the other player to go back and let them out. Make sure there's another way to get out or make progress in such cases (or just use doors that stay open).
  2. Foxpup

    How do You Remove the Warning when loading a Wad in DosBOX?

    You're not the first one to be annoyed by this warning: Jeff Rabenhorst, author of EdMap, was sufficiently annoyed by it to write a utility for bypassing it and include it with the editor. It's called STUFFBUF and works by adding simulated keypresses into the input buffer. Download EdMap, extract STUFFBUF.EXE (and the rest of the editor, if these ancient DOS editors are your thing), then run Doom through it with: stuffbuf doom -file filename.wad!! (The double exclamation mark tells STUFFBUF to simulate pressing enter twice after typing the command, once to run Doom and the second time to dismiss the warning.) This utility is naturally more useful in batch files and external launchers (which is its intended use), since running it by hand doesn't really offer any advantage over just pressing enter a second time yourself.
  3. Foxpup

    Is a map builder For Browser possible?

    It's certainly possible; after all, DOSBox for browser exists, and many (probably most) DOS editors work well in DOSBox, so theoretically it's just a matter of putting all the pieces together on a web server somewhere (pieces which include a full version of Doom/Doom II, since most of these editors will refuse to work with the shareware version, which may pose a slight legal challenge).
  4. Foxpup

    Ultimate Doom for Doom: exists?

    That depends largely on exactly what OP's problem is with having multiple executables. If the intention is to actually play episode 4 levels with accurate non-Ultimate Doom behaviour, it simply can't be done: some of those levels depend on the new behaviours introduced in Ultimate Doom, and will completely break without them; have fun beating E4M6 in an engine that thinks bosses only do something special on level 8, for example. @roboticmehdi2, if you could tell us what you're actually hoping to achieve here, we might be able to suggest a more suitable method.
  5. That's "free" as in "free beer", not "free speech". Shareware games are still subject to copyright (see section 2 of shareware Doom's license agreement), and using them as a base for a new work is probably illegal and certainly immoral.
  6. Foxpup

    Ultimate Doom for Doom: exists?

    False. There are (at least) four different releases of the 1.9 executable known to exist, which are all incompatible with respect to mulitplayer and demo recording/playback: Shareware/Registered Doom/Doom II (sha1sum aa0668fae2f743ee5e3e5634ee42d3c8ace7d907): earliest version, no Ulitmate Doom support (no episode 4) Ultimate Doom (sha1sum 64e6df0ee478868b42d5eb7d443430283b0ddc0c): adds episode 4, as well as bouncing lost souls and altered behaviour of boss death triggers to break compatibility with previous version Final Doom (sha1sum 9269fa5c095715d926015cad3381a4218e4f2d7e): adds teleporter height bug id Anthology/GoG Doom Classic (sha1sum 91ee0d260785fdc778a1e7c10812275e5c758776): removes teleporter height bug, various other bug fixes Note also the Final Doom WADs can be loaded as Doom II PWADs (unsurprising considering that's their origin), and can be run this way on all of the above executables, further complicating compatibility. Good luck sorting it all out. In particular, having one executable run all your Doom games is never going to work perfectly (or even at all, if you're interested in recording/playing demos).
  7. Foxpup

    alright let me tell you my new WAD's storyline

    I'm coming out of yet another long hiatus just to point out that your third screenshot is open to... misinterpretation, especially in light of your previous usage of unfortunate imagery. Just in case this is a horrible coincidence and you're genuinely unaware of what your imagery represents, you may want to avoid associating the Star of David with demons and Hell and should probably change it to a pentagram or something if you want to avoid further accusations of antisemitism.
  8. Foxpup

    Sandy Petersen giving a Doom 2 level 16 house tour

    Actually that one's purely due to vertical autoaim affecting monsters' hitscan attacks the same as the players': shots are autoaimed towards the nearest shootable object, even if it's not the intended target. Hitscan attacks are otherwise fully three-dimensional: in that example, the demons do not intercept all the bullets, it just seems that way because missed shots will (due to their downward trajectory) impact the canyon wall instead of passing over it to potentially hit the player; and the demons also will not be autoaimed at in the first place if their altitude places them out of sight of the shooter, in which case bullets (and projectiles) will pass harmlessly above them.
  9. Foxpup

    Sandy Petersen giving a Doom 2 level 16 house tour

    The idea that Doom is 2.5D is a common misconception, stemming from the idea that bugs and inconsistencies in the implementation of the Z-axis imply that Doom is fundamentally a 2D game, with the Z-axis tacked on as an afterthought. But by this logic, Doom is in fact a mere 1D game, as only the X-axis is fully implemented; the code to handle the additional Y-axis was just poorly copied from the X-axis code, leading to this bug which often goes unnoticed, but when you do notice it, it shatters the illusion of Doom's second dimension.
  10. The background image for the Episode 1 end text screen is the flat FLOOR4_8, and there are two ways to change it (at least in vanilla; advanced ports may provide other methods): Create a custom flat named "FLOOR4_8". All the usual caveats regarding custom flats in PWADs apply. Note that this will also affect any floor/ceiling using FLOOR4_8 as a texture; or Create a Dehacked patch replacing the text string "FLOOR4_8" with the name of another flat (which can be either an existing one in DOOM.WAD or new one in your PWAD). Note that in both cases, the graphic you want to use must be a true flat; other image formats cannot be used.
  11. Foxpup

    Doom 2 under Win10

    Yes, it is almost certain that someone, somewhere, at some point in time, has experienced a slowdown running Doom 2 on a Windows 10 rig. If you are one of them, additional information on your setup could be helpful in determining the cause of the problem. Useful information may include (but is not limited to): Are you using a modern source port such as GZDoom or PrBoom+? Or are you using DOSBox or Doom95? What are your hardware specs? Do you have up-to-date drivers for said hardware? Are you using gameplay mods such as Brutal Doom? Does the game run consistently slow or does it vary? Does it seem random or are slowdowns caused by specific triggers? Are there any error messages, either produced by the game or Windows itself? Do your log files (if present) contain warnings/errors or other information that seems relevant? What attempted solutions (if any) have you already tried? Did they make the problem better or worse? Until at least some of the above information is provided, I'm afraid there is probably very little anyone can do to assist you.
  12. The reason is that due to an off-by-one error in the texture lookups, the first entry in TEXTURE1 (AASTINK/AASHITTY) is treated the same as a missing texture, and vice versa, with the result that the RaiseToTexture action will raise no higher than the height of AASHITTY (64 units) if any two-sided line has a missing lower texture (even on the non-visible side).
  13. Foxpup

    Is there an ideal FOV?

    If anything, the ideal FOV equals the physical portion of your visual field subtended by your monitor: 2 arctan(W/2L) where W is the monitor's horizontal width and L is the viewing distance. Note that this applies to the actual FOV, so for widescreen monitors divide W by the ratio of your monitor's aspect ratio to 4:3 (eg (16:9)/(4:3)=1.333). Or you can just adjust your FOV and viewing distance until it "looks right", which will probably work out to the same thing in the end.
  14. Foxpup

    The "Ask a Simple DOOM Question" Thread

    Punching (unrealistically) alerts monsters the same as firing a weapon, and so can be used to lure previously dormant monsters out of hiding. If it's a TAS (tool-assisted speedrun), punching can also be used for luck manipulation. (Both of these can be done with other weapons, but punching has the advantage that it consumes no ammo.)
  15. Foxpup

    DosBox Issue

    Dunno about uncapped framerate, but I can confirm that arbitrarily high resolutions were always supported in the vanilla Build engine using VESA 2.0 video modes, though only a select few were presented in the setup menu (oddly, a different set are available for the editor and the game itself). If you edit your DUKE3D.CFG file, you can set ScreenWidth and ScreenHeight to anything supported by your video driver (or emulated by DOSBox) and it will work. (I find 1280x1024 works best in DOSBox with machine=vesa_nolfb, but YMMV.)