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DILDOMASTER666

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About DILDOMASTER666

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  1. DILDOMASTER666

    What are you listening to?

  2. DILDOMASTER666

    Favorite RPG/JRPG?

    Tie between Ultima Underworld and Daggerfall By the way, Final Fantasy 7 is garbage
  3. DILDOMASTER666

    I plan on making the worst Doom WAD in existence? Any tips?

    I'll give you a comprehensive guide 1. Don't
  4. DILDOMASTER666

    Doom 64 for Doom II - /idgames link is up

    They use the Caco attack pointer IIRC, so that is correct - it is a DeHackEd limitation
  5. Props for having my favorite avatar on Doomworld

  6. DILDOMASTER666

    No experience playing mods - little help needed

    If the WAD or PK3/PK7/whatever is in the same directory as zdoom.exe: just drag-and-drop the mod file(s) on top of zdoom.exe, simple as that You can also use the -file parameter at the command line for controlling the order in which multiple mods are loaded, like so: zdoom -file mod1.wad mod2.pk3
  7. DILDOMASTER666

    Doom 64 for Doom II - /idgames link is up

    That is the nature of vanilla hack-effects; "I didn't do anything really, it just kind of worked out that way"
  8. DILDOMASTER666

    Doom 64 for Doom II - /idgames link is up

    Same changes but made to the wad Werecat posted since it seems to be the most "stable" as far as the special effects go I must admit I'm at a loss for some of the changes that were made before I got a hold of it again, not in a begrudging way, but I assume there were issues with the effects I used that I just wasn't aware of since I've been away from this thread for a while @Mechadon DeathEgg&DILDOMASTER666&DaWerecat-TheLair-v9.zip
  9. DILDOMASTER666

    Doom 64 for Doom II - /idgames link is up

    "Fixed". Visuals were compromised slightly, and the drawseg overflow actually didn't go away, but it is now functionally impossible to detect in regular gameplay unless you stand in an extremely specific spot and know exactly what to look for within a 3x4 pixel region of the screen fisk+deathegg_thelair_versionnumbergoeshere.zip EDIT: Tagging @Mechadon so he is specifically aware of this post
  10. DILDOMASTER666

    Doom 64 for Doom II - /idgames link is up

    Check back on this thread a little later, hopefully I'll have solved the problem. I tested carefully to be as certain as I could that the drawsegs overflow wouldn't impact anything visually, but it is clearly a more significant concern than I expected so I'll get on it
  11. DILDOMASTER666

    WindowCaster: The Shadowcaster Source Port

    New version. This version includes some fixes for various bugs in the map editor and adds door editing mode, but be aware that while maps will save properly, doors do not always get saved or loaded properly. This will require several changes in the way doors are handled by the engine and those changes should be ready for the next pre-release, whenever that is. Go here if you want to talk about WindowCaster or give me bug reports or whatever. EDIT: Source code updated.
  12. DILDOMASTER666

    WindowCaster: The Shadowcaster Source Port

    Patched version of 0.25-PRE-6. The version I posted above has some nasty flaws. Please use this version instead, and please feel free to post any maps you make with the editor here. I would love to see them, especially if they expose any bugs in the editor. Example map.
  13. DILDOMASTER666

    WindowCaster: The Shadowcaster Source Port

    Possibly buggy update that allows you to save/load custom maps. No pk3 update needed. Press F5 to save to filename or F6 to load from filename while the editor is running (M key). Maps are saved to %appdata%/WindowCaster/Maps. The files it generates are text files, with a format loosely similar to UWMF/UDMF.
  14. DILDOMASTER666

    WindowCaster: The Shadowcaster Source Port

    I use GitHub, but not for WindowCaster - I doubted anyone was that interested in the source code.
  15. DILDOMASTER666

    WindowCaster: The Shadowcaster Source Port

    New pre-0.25 release. This version contains a map editor. Check the readme for details. This release was not planned, but I figured since I had basically finished the backbone of the editor it would be smart to test it out publicly. Please inform me of any bugs you find, show me your creations, or just give me your opinions on how the interface should expand or change. I would also like to ask the community for your opinions regarding a text-based map format for WindowCaster, similar in concept to UDMF. Binary maps will continue to be supported and I will do my best to enable writing your own .lib files, with the objective of being compatible with the original DOS executable. If there is interest, I would also like to consider creating a Discord server to discuss future developments of this "source port" since I am sure one Discord server in particular is tired of hearing about it. ver. 0.25-PRE-5 ver. 0.25-PRE-5 source code
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