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Everything posted by Gez

  1. The Quake soundtrack is included on GOG (including the soundtrack for the expansions). But it's in ISO form, so you'll need a tool to turn them into .oggs. https://www.gog.com/forum/quake_series/my_oneclick_audioextractor/page1 Also some cue files are wrong, and need to be fixed first: https://www.gog.com/forum/quake_series/quake_the_offering_incorrect_cue_sheets/post15
  2. Gez

    Changing sv_cheats from the menu

    Restarting? I don't mean quitting the game and relaunching it. I mean menu->new game, without quitting.
  3. Gez

    REKKR - V1.12

    I will concur that the Steelshot Launcher felt weak. I think its problem is that since it's basically the supershotgun, it's really a melee weapon, and the axe and wode are powerful enough that I preferred to use them. I used the steelshot against exploding heads at medium range mostly, and sometimes it took up to three hits to kill them. The soul launcher was my main weapon for any ranged or flying enemy. The runes were used tactically. Rarely for big crowds. Usually, I preferred to try to lure enemies to a cramped corridor where they'd have no room to randomly avoid the explosion. I don't think I ever used the holy relic (plasma rifle) actually. I used the divine blessing (BFG) for a few tough fights (bosses, or crowds of tough projectile monsters).
  4. Gez

    Slade texture import blues

    If the textures use TEXTURE1/TEXTURE2/PNAMES lumps for their definitions, you'll also need to do the copy-paste stuff between the texture editors, not just the data lumps. Also be wary that there may be name conflicts between the texture packs, especially for things where the vanilla engine has hardcoded limitations (that is to say, switches and animated textures). This may explain your differently colored waterfalls if you think you'll get the texture from pack A but you actually get the one from pack B.
  5. In Hexen, the Arcs of Death is probably my favorite. I just love watching that lightning traveling until it "snags" on a monster and fries it. Plus ettins and centaurs make these howl-howl-howl sounds like a hurt puppy and it's really funny, and anything that can hurt centaurs despite their shields is good. Oh, certainly, the ultimate weapons are more powerful, but then again, they're ultimates.
  6. Gez

    Changing sv_cheats from the menu

    Change the option (even if doesn't seem to change), start a new game, and look again in the menu to see if the change took effect or not.
  7. Gez

    Changing sv_cheats from the menu

    sv_cheats is a latched variable, it will not change until you start a new game.
  8. If it wasn't clear enough, the Doom Wiki at DoomWiki.org is the one true Doom wiki. http://www.doomwiki.org/wiki/Entryway Accept no imitation.
  9. The long and short is that it used to be okay and it used to be the home of the real Doom wiki, but as time passed and Wikia tried more and more to monetize the hell out of it with ever-more invasive ads and unwelcome style changes to rebrand the wiki into some sort of social network, we got really fed up, took the plunge, and moved out. Wikia is a shitty host and there is no longer any quality control on its edits. Do not use it. If you know and care enough about Doom to read Doomworld, do not go on the Doom wikia.
  10. It might be caused by vertical offset shenanigans. See this: https://doomwiki.org/wiki/Vertical_offsets_are_ignored_in_texture_patches
  11. The wikia one absolutely doesn't count. Also there are more Doom port wikis than that; Choco has one, Odamex has one, Doomsday has one, Zandronum has one, Vavoom had one but it's been invaded by spambots, Doom Legacy had one but I'm not sure it still exists, SLADE 3 has one, etc.
  12. Have you looked at how they were implemented in Adventures of Square or Golden Souls 2? I thought they worked pretty well in these two mods.
  13. Gez

    B.F.G and U.A.C stand for...

    UAC really exists, but they're Russian. https://en.wikipedia.org/wiki/United_Aircraft_Corporation
  14. Gez

    B.F.G and U.A.C stand for...

    I was one of these weirdoes who read the text files before launching the game, and shareware Doom had this in its text file: ------------------------------------------------------------ THE STORY SO FAR ------------------------------------------------------------ You're a marine, one of Earth's toughest, hardened in combat and trained for action. Three years ago you assaulted a superior officer for ordering his soldiers to fire upon civilians. He and his body cast were shipped to Pearl Harbor, while you were transferred to Mars, home of the Union Aerospace Corporation. The UAC is a multi-planetary conglomerate with radioactive waste facilities on Mars and its two moons, Phobos and Deimos. With no action for fifty million miles, your day consisted of suckin' dust and watchin' restricted flicks in the rec room. Likewise for the BFG, in the Official FAQ that appeared in the Doom folder after installing some patches: [3-10-1]: What does BFG9000 stand for? -------------------------------------- Being the most powerful weapon, the only thing BFG9000 could stand for would be "Big Fraggin' Gun." :) This was read long before I got a full version of the game.
  15. Gez

    Post Your Doom Picture (Part 2)

    A platforming maze with little cover is exactly where a mastermind is dangerous, because you can't rush toward it for point-blank attacks then hide and repeat. On the other hand, a cyberdemon is most threatening in a walled maze, so that there's lot of opportunities for its rockets to splash on a wall next to you. Whereas in a platforming maze, you dodge the rocket and the continue on their merry way, eventually disappearing harmlessly in a sky wall. In short, you need to make a tall, two-level maze, with a cybie patrolling the ground and a spidey ruling the roof. Plus a few caged archviles that are there to knock the player back down to the cybie's den.
  16. Gez

    REKKR - V1.12

    There are 36 armor shards that are in a hidden tunnel (not marked as secret, though) that leads back to the starting room. Look at the map and figure out where it could be.
  17. Gez

    The proper way to create 3D floors?

    The cost of 3D floors isn't that high, though. https://forum.zdoom.org/viewtopic.php?p=1056460#p1056460
  18. Gez

    Post Your Doom Picture (Part 2)

    why aren't there switches on the shotgun shells and the medikit and the zombie?
  19. Gez

    [GZDoom] Diabolus Ex v1.1

    Don't forget you're allowed to jump. Get on the container with the revenant and the ammox box, and from there a running jump will get you to the yellow skull.
  20. Gez

    The Music of REKKR

    Do you have actual titles for the songs? Based on your Youtube videos they're just identified as "track XY". Some nice titles would look better in the eventual wiki articles than "ExMy is the yth map of the xth episode of REKKR and it uses the music track "track zz". ;)
  21. Gez

    Doom 64 for Doom II - v1.1 out now!

    I still have to get through REKKR first!
  22. Look at the eyes of the dragon.
  23. Mentions Dark Universe Part 1 The Golden Souls 2 Umbra of Fate Spatial Anomaly The Quirky Domain REKKR The Adventures of Square Episode 2 Freaky Panties Team Rocket Diabolus Ex Dimension of the Boomed Mothership Doom64 for Doom II I know I forgot some others that also deserve a mention. You guys just make too many good maps.
  24. As always with dll, make sure you're not mixing a 32-bit and a 64-bit install.
  25. Gez

    [GZDoom] Can't get sector portals to work

    The different portal types (and I guess we can even include teleportation effects here) are on a spectrum going from "very little restriction, but very noticeable seam" to "very restricted, but seamless". Linked portals, the most restricted (and most powerful) type, results in the two connected areas to be completely superposed -- audio is attenuated accordingly, monsters AI is aware of the portals and monsters may attempt to cross it to reach you, etc. The downside is that to allow this fully seamless interconnection, then the connected sectors have to have always the same offset between them when you travel to and fro through linked portals. This also means they can't be connected directly. Because then the sectors would layer over themselves recursively. Let me illustrate: On the top, two areas connected by a tunnel portal. On the bottom, the result in-game -- notice the minor overlap between both areas, with the prongs of the right sector. This works. Now, we have pretty much the same idea of a tunnel portal, however, the two sides are also connected by longer, "nomal" paths. This doesn't work with linked portals. As you can see, if the engine attempted to layer the two sides of the portal on each other, then it'd end layering the same area recursively over and over again, in an infinite loop. Programs react poorly when they have to make an infinite amount of iterations in a finite amount of time, so GZDoom will simply not allow a portal to be linked in such a situation. You can still have portals, but they'll be simpler portals that do not translate sounds and object positions to make them fit fully seamlessly. In other words, anything that depends on distance or direction will use the real coordinates instead of the coordinates offseted by the portal. In addition, all portals are 2D. Graf abandoned pretty quickly the idea of having a vertical component to the offsets, so you can't make things like an infinite stairway. This was briefly implemented but it caused problems and was removed. Too bad. Because of that, sector portals can't loop upon themselves, either.