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Everything posted by Mithral_Demon
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Doom Builder Visual Mode Mouse Lock
Mithral_Demon replied to Mithral_Demon's question in Editing Questions
That was the first thing rid of on after Reset 1. Then the other 2 was Windows Update screwing it up. -
So, I'm having an issue of keeping my mouse locked in Visual Mode, I run multiple monitors (3), but it escapes DB's visual mode. Currently using Ultimate Doom Builder. This effects all versions of DB I have. But unlike some previous asked of this question, it seems that it's a Windows issue, as I ran an optimizer that helped reduce unnecessary usage, but with in the optimization screwed with the Screen Locking for Doom Builder. I use Kingsoft PC Doctor, and it's optimizer is what did it, and I undid the optimizations, but doesn't fix the grab. But it only happens on left and right, not upwards (where 3rd is), like some other games in fullscreen borderless window. I have deleted the cfg file for it and did not work. So instead of downloading a screen locking program, maybe someone knows so Windows magic that I've completely missed?
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Doom Builder Visual Mode Mouse Lock
Mithral_Demon replied to Mithral_Demon's question in Editing Questions
Aight. So I have figured out the issue. Windows Update. One of the Quality updates in 21H2 will break it. I have reset my computer 3 times to figure this out, which sucks, but honestly no work was lost. So if someone ends up having this issue later down the line, this maybe for you. Reset in the Control Panel, keep files, it kept the 21H2 main update, but not the optional stuff, safe to download .net Framework for other stuff. Pause for however long, then go into Services and disable Windows Update. -
Doom Builder Visual Mode Mouse Lock
Mithral_Demon replied to Mithral_Demon's question in Editing Questions
And now its returned and had done nothing to optimizations and such. I really don't understand how mouse lock breaks. :x -
Doom Builder Visual Mode Mouse Lock
Mithral_Demon replied to Mithral_Demon's question in Editing Questions
One method I know works but kind of drastic, is reinstalling windows from Reset, but keeping -most- of my files. But it's not exactly a "good" answer... :x -
To go along with the Pain Elemental: Unlike the Doom 2 variety, standing near them when they spawn souls and on Death is a no no. For secret hunting, roughly the same concept .The slight misaligned texture/offset texture trick is harder to notice. Unlike og doom where only certain maps and linedefs would work (Dead Simple), this games system allows for more complex things like scripts to do more. So some Secrets could be hidden behind killing a horde (subtly lowers a wall) for you to find again, or a special script that after all barrels on the map are destroyed unlocks a secret exit.
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How would you rate Doom 64 mapset against vanilla ones?
Mithral_Demon replied to Orchid87's topic in Console Doom
I agree that 64's aged real well. The Tech levels were great, although a little lacking in UD's department, but much better then Doom 2's. Doom 2's only great because of its versatility via monsters, but original maps don't "look" great compared to the fanmade. But 64 really shines with the Castle and Hell levels. Both beautiful to look at, to play through. They imo out do Ultimate Doom's hell levels, which yes a bit controversial, but it just has the shine, the flow, chaos and design. Where it takes a map or 3 to really feel what the episode is about where 64 just punches you straight in. -
Is there a mod that will make the rocket launcher always hit the target for doom 2?
Mithral_Demon replied to Dr.Ferret's topic in WAD Discussion
Problem with heat seeking or homing rockets; They only work if you can physically see the target or some pathing. The hole from that the rocket enters is above said target, not able to register a hitbox strike. Thats the whole gimmick of Icon is to just let the splash damage do its thing. -
Here I'll post my maps I create, updating as I go. My second level created, but under means of more to play, Infiltration. Infiltration.zip By no means perfect, but I like the feel of "Classic" but with extra hints of detail, nothing too crazy. I attempted to balance it out with pistol start and without using Secret #1, it's alittle rough on harder difficulties, with Secret 1 it's much easier. Can be played on lower difficulties (slight difference in monster count). PrBoom 2.5.0.5 and Zdoom 2.5.0.2508 was used to test. Doom 64 EX level Void Station Blue.zip
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The words in the Center are from Multiplayer. If you are moused over a player (while alive) it will say PlayerXName with Ally or Enemy below. Or in this case Player Cam (because you died) it goes to your Allies camera view.
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Looks like ZDoom's. ZDoom, GZDoom, SkullTag and Zandronum would have this natively/as a choice in the settings.
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Glad it was enjoyable for the most part. ^_^ Yeah, still learning the ropes of the using the colors. And yeah, I should have made the upper area alittle darker. Balancing features (ammo monster ratio) not exactly my strongest but learning that too, atleast the ambush worked as intended. It's like a 25% chance of monster clumping on each other but it's not guaranteed for all. But atleast I made sure in some way that ammo was not an issue. For map making in general. I like 64's aesthetically. Although I hope the guy working on the missing 64 monsters can make them possible for EX atleast when he gets to that point.
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Added in a new map for Doom 64 EX. Replaces Map01. https://imgur.com/oduos2M , https://imgur.com/tuvxaCg , https://imgur.com/OkSTdXE , https://imgur.com/k0WUtdC
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Should Doom 64 get its own category in the forums?
Mithral_Demon replied to AtticTelephone's topic in Console Doom
Console Doom is the best spot for talks about it. As Fraggle said, not enough threads being made/spoken to designate a content separation. Wads and Mods is open for EX levels, not just for Doom 1 and 2. While you could put them here in Console Doom, the attention would quickly dissipate. -
How do I create buttons in DoomBuilder2?
Mithral_Demon replied to DOOMTIME's topic in WAD Discussion
http://www.doombuilder.com/index.php?p=tutorials But as Egg said. Linedef defined with "S1" or "SR" refers to Switch. 1 is once and R is Repeatable. Linedef once enacted, like "SR Door Open Wait Close", it (while textured with a Switch Texture) will now need a LineDef Tag, Tag refers to the Sector it affects. Leaving it as 0 will either do nothing or move the entire level, dont want that. Follow through the tutorials there and switch to either Ultimate Doom Builder or Doom Builder X as most other variants of DB is discontinued/not supported. -
Anything being a copy paste of an already made map is a no no. Practically piracy or copy infringement. If you followed the map as a guide but remade everything by scratch and no copy paste, you should be good. The iwad maps are a guide, means of inspiration, not to be carbon copied and said it is your own.
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Doom 64 coming to PC and modern consoles?
Mithral_Demon replied to DustFalcon85's topic in Console Doom
@valkiriforce From what I have tested, a mouse running 800 dpi turning and turning with the Arrow keys (as preset stuff), is roughly the same. It is more then manageable to play like this. M&K setup is slightly faster only for exact movement. Controller setup has toggleable turn speed via the joysticks, so it and Mouse are 1 to 1. Just adjust the keybindings to what makes you work on the game, you should be good, outside of your computer complaining of sticky keys and such. Don't forget to bind Auto Run to something else, most likely a press once and done. For some reason Caps lock does NOT want to make it a functional binding (in my case, it kept turning off as I pressed once for on.) -
How did you guys learn the ropes of Doom Builder 2?
Mithral_Demon replied to MassiveEdgelord's topic in Doom Editing Help
Just constant working on it, even if it didn't mean of releasing something, it was the act of practicing it. And majority of practice was on DB1 for the first 6 years since I had made an account here. DBX and DB64 are the ones I use for mapping, as they are where my released levels are for. And here's my tips on doors why they tend to "fail" 1. Sectors near it (ceiling) may be too low, as doors rely on nearest sectors Ceiling level. Use the floor to ceiling height to what the doors height should be instead of lowering ceiling. 2. Not tagged properly. If Tagged 0, often will cause the entire level to act like the door. If you tag sector 5 in Sector mode, then in Identification for Linedef with "Door x option" has to be 5. -
So I noticed the pc port of D64 runs on a .wad , would that mean any existing editor (EX's for example) could be used? Or we have to wait for an updated variant with the scripts the game uses? Cause the games engine was made by @Kaiser (ie the Doom64 EX and Kex Engine), and pressing tilda brings up the Command prompt like EX does. Just brings up the question of being able to make levels or not yet.
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So if the game does receive any updates, would there be a possibility of Doom builder getting some fixing? And if there is a way so I can change the name of "Artifact Switch 1 -3 " to Artifact Switch Purple or whatever color co-relates to the definition? Got it to work, but after guessing what artifact related to what number. Like Switch 3 is for Blue (The Void). One of the issues is also pertaining to the keys: Artifact Blue is actually Purple and Artifact Purple is actually Blue, Red is as intended. I know as of the moment of getting customs to work is a bit janky, but it doesn't hurt to experiment for the future.
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Doom 64 (2020 rerelease) with Source Ports?
Mithral_Demon replied to Joe Capricorn's topic in Console Doom
The official release only runs on what it comes with. In the EX Port (same engine, different build), it has those counts. If the devs who frequent the forums know how to add it in, they could possibly chime in. If they did it, it'd be one of the few things that doesn't break the game since it's just for 100% sake. But if they don't, it's for pure nostalgic reasoning. -
Doom 64 coming to PC and modern consoles?
Mithral_Demon replied to DustFalcon85's topic in Console Doom
Honestly, Watch Me Die is the only way to go. It's not like Nightmare with Fast Monsters and Respawning Monsters, but a lot of the traps are actually traps, dangerous, fun. Makes the last few levels of the first campaign interesting. Played the 2nd campaign on WMD, so I don't know how horribly toned the monsters and traps are on that. -
Kaiser on KEX Engine just released this on the changes between EX and Official Port. Ie what we kind of said that it was to being as close to the original as possible. https://wordpress.com/read/blogs/25961097/posts/498
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Well, it does work for me with it in Admin rights. Dunno why it works, but it does. I just wanted to remove the step of having to launch Doombuilder or a .bat like string argument to run custom levels since Drag N Drop doesn't work that way. I understand it's existence. But they should have gotten the hint to whitelist a game if it's something you frequently open, but only you could do so malicious software doesn't.
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Bu I guess a work around is setting both ZDL and 64's exe as Run as Adminstrator... Stupid message. Others agree that it shouldn't require admin rights. *shrug*