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Neil

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Everything posted by Neil

  1. Neil

    Doom on an Intel based Mac

    Yes, the brand-new SDL and SDL_mixer are built universally, so that allows us to build PrBoom univerally.
  2. Neil

    Doom on an Intel based Mac

    PrBoom should run in Rosetta, but thanks to the new SDL, in the next version we have a universal build going.
  3. Neil

    Editing Utilities

    You also missed yadex.
  4. Neil

    new sounds, and a shotty

    Screenshot looks nice to me. What might be good, though, is if you could do an SSG that somewhat matched this one.
  5. Neil

    Icon of Sin = 200 shots

    I'd think having more mancubi reduces difficulty by creating infighting.
  6. Neil

    Icon of Sin = 200 shots

    The code attempts this: 50/255 chance of a imp 40/255 chance of a demon 30/255 chance of a spectre 30/255 chance of a mancubus 30/255 chance of a cacodemon 24/255 chance of a hell knight 20/255 chance of an arachnotron 10/255 chance of a revenant 10/255 chance of a pain elemental 9/255 chance of a baron of hell 2/255 chance of an arch-vile If the game acts any differently, it's because of quirks of the RNG.
  7. Neil

    jdoom - how faithful to vanilla doom?

    Compared to DOOM.EXE? I'll investigate this also Today I tried to play on Nightmare instead of Ultra Violence and came across a perfect example of this difference in action: On MAP01, try to kill the three imps up by the switch behind the secret door using the chainsaw. When I try, I actually end up getting pulled *through* one of the imps, and die because it gets in a few free hits from behind me.
  8. Neil

    The secret level not work

    Make sure you're putting the secret level exit on the same level that the secret level exit was in, in the original game. For example if you're replacing Doom II levels, you have to put the secret exit to MAP31 on MAP15, and the secret exit to MAP32 on MAP31.
  9. Neil

    Favorite game style and pwad/level

    I haven't played a Doom deathmatch in almost 10 years, so I'd have to say my favorite game is just playing through Doom 2. And Dead Simple is just one of many fun levels, because it's a wonderful level for the SSG.
  10. Neil

    Sound quality

    I'll tell you what is to me the scariest sound I've ever heard in any game: the high hiss/whine of a Revenant waking up, followed by the sound of one of its fireballs being launched. Hearing that out of nowhere makes me jump a mile out of my seat.. It's funny.. they're not even the Doom monsters I most hate to fight -- they're no higher than fifth on that list -- but that sound startles me like crazy. Who needs quality?
  11. Neil

    Howto Download ZDOOM Wiki?

    I'd ask the wiki admins for permission to do that, especially if it doesn't wait at least a few seconds between downloading each page.
  12. Neil

    Alone [furry stuff]

    Well that whole post was a fine bit of pointless namecalling.
  13. Neil

    Flat "Bleeding"

    Yes, but with a most unhelpful subject line. That's not really RoneKyakone's fault.
  14. Neil

    jdoom - how faithful to vanilla doom?

    The chainsaw pulls you way further forward after a kill than it should. This is troublesome when you're hiding in a niche and plucking off pinkies one by one, because you can get pulled out and surrounded. At least, that's my experience with jDoom 1.15.6, DoomsDay 1.8.6-beta2 on a Mac.
  15. Shotgun: Zombie, Sergeant, when alone Imp Chainsaw: when a choke point exists Demon/Spectre Plasma Rifle: Pain Elemental, Lost Soul, Arch Vile Rocket Launcher: Cyberdemon, Spider Mastermind SSG: Everything else, and even some of the above when conditions are favorable
  16. Neil

    Who is your favorite mapper?

    Considering how many times I've played through Doom 2, and how many times I will play through it in the future, I have to with American McGee, Sandy Petersen, and John Romero.
  17. Neil

    Map Editor for OSX?

    Progress continues nicely... http://mancubus.net/forums/index.php?topic=652.0
  18. Neil

    Map Editor for OSX?

    Yadex works here, but it does have some quirks that really make things it slow to use (firstly, the fact that the linedef and sidedef windows close after changing one property is really aggravating). So I took a browse down the utilities page, looking for something else promising. Doom Builder may or may not be nice, but it looks rather unportable, since it appears to use Visual Basic of all things. But then I saw Slade (http://slade.mancubus.net/). I'm right now trying to port it since it uses wxWidgets. We'll see how it goes.
  19. Neil

    Prboom fails to open on MacOS X

    Heh, you knew what I meant, thanks!
  20. Neil

    Prboom fails to open on MacOS X

    As for music: SDL_mixer seems to be broken. It's possible something else is at fault, though, I'm not sure. Help getting it working is welcome since I gave up on it. Yes, I tried using QTKit, but that doesn't work because we apparently need to call into the Cocoa main loop, which of course would lock up the rest of PrBoom, so that option's out. As for the command line: Sure, if you really want to take the trouble to open up a Terminal and fish out the executible from the bundle, it is accessible, but most Mac users don't want to have to bother, and I'm not supporting that mode of operation. I think the only long-term effective plan for the Mac version would be either to merge command-line features into the in-game menus or options, or to hook into the main() to add a little Cocoa dialog giving the user a chance to specify options that would be on the command line. As for OpenGL: I disabled it while working on the PrBoom 2.3 experimental branch because it wasn't working. And, when I pulled the changes back into the 2.4 code, the lack of OpenGL stayed in. I haven't tested the OpenGL rendering in 2.4, so I have no idea whether it's working on the Mac, but you can do so by compiling the sources yourself, enabling the GL_DOOM define in src/MAC/config.h first. As for the presence of a Mac binary: It was easy to do it when I couldn't find ANY other Doom for the Mac, heh. I can only go so long without my Doom 2. Though, to tell a secret, since starting on PrBoom I've found out about DoomsDay and have been playing that instead since I gave up on getting music working in PrBoom. I'd rather have the original graphics, but it's more important to me that I have the music.
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