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rabidrage

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  1. rabidrage

    Looping sound

    Nevermind. I found it. Right-click on the sector in question and set the sound sequence, and voila. Last element required for it to work.
  2. rabidrage

    Looping sound

    Sorry to be super literal, but when you say add "platform #" at the top, what does that look like in the definition? Is it followed by a number? I could use a visual. I'm slow at this. No background in programming until I started messing with Doom, though I've pulled off a few things...
  3. rabidrage

    Looping sound

    It kinda works the way I set it up. Only plays once, though. Here's the SNDSEQ definition: :JammedDoor playrepeat DSDOROPN end and the script script 1 (void) { SoundSequence ("JammedDoor"); ; Ceiling_Waggle(6,48,50,50,0); } So what's going wrong?
  4. rabidrage

    Looping sound

    Thanks, guys. I'm gonna give it a shot. Who knows? Maybe I'll actually have this level ready to go soon. Then I can continue and make a whole megawad.
  5. rabidrage

    Looping sound

    It's currently just DSDOROPN. I might swap in the PSX/Doom 64 sound effect. It plays once, then the ceiling continues to noiselessly waggle.
  6. rabidrage

    Looping sound

    I've been working on my no ambient light version of E1M1 for a while, and I came up with the idea to have a busted door. It's partway open, but not enough to get through. You hit the switch, it starts doing a ceiling waggle...but there's no sound. I figured out how to make ceiling waggle and a sound both happen in a script, but the sound plays once. I need it to loop. It would be nice, after all, if the busted door makes some kind of noise to further demonstrate that the mechanism is busted. How do I make it loop?
  7. rabidrage

    Playstation Doom on PS2

    Doom 64 was actually made on a modified version of the PSX Doom engine. Not just similar. Like, Midway continued to tweak it for Doom 64 after the tweaks they made for the PSX. So extrapolate further and you can see what's possible. Props for acknowledging where the GBA Doom fits into all this. Then Doom II for GBA was made on the Southpaw engine. They apparently split a level in two on GBA Doom for some reason, probably having to do with processing constraints. But I'd love to see a port/conversion of it to PC. I recommend looking up the Doom 64 tech bible. It makes a fascinating read!
  8. rabidrage

    Playstation Doom on PS2

    If they had stuck with the same engine, they could have preserved the gameplay. It was perfect. Throw in the lighting effects of Doom 64, reverb from Playstation, then like DynamiteKaitorn said, take inspiration from Strife and Hexen as well. After that, source ports show us what could have been next--3d models, 3d floors, hi-res, looking up and down, jumping...and we could have had an official Doom game with all that prior to the year Doom 3 was released.
  9. rabidrage

    Playstation Doom on PS2

    Yeah. Unfortunately, Doom on PS2 would probably have been Doom 3 or an attempt to make a more perfect straight port of 1 and 2. What I wish they had done is continue to build on what they started with the original Playstation version. Upgrade the resolution, maybe add some features to the engine beyond colored lighting and reverb...show us what the Doom engine can be with the right hardware! What if it had evolved forever?
  10. rabidrage

    Playstation Doom on PS2

    I've long been a proponent of the console versions of Doom. I visit infrequently because I'm scatterbrained and busy, but when I do stop by, that's usually what I talk about. I view them as a separate fork of the game that began with Jaguar/32X and evolved over time. After all, it was the JagDoom code, levels and resources that were used to develop most of the other console Dooms, obviously excluding the Nintendo ones (because Nintendo had to be special). But Doom 64 was worked on by Midway, same as the Playstation Doom, and they used their ideas from Playstation Doom when they developed Doom 64. So Doom 64 is, effectively, the end of one branch of console Doom development. So is Saturn Doom. The Playstation has one in Final Doom. But what about if you then pop the Playstation Dooms into a PS2, with smooth texture filtering? I could have sworn I had a copy of Final Doom lying around, but I can't find it. Guess I'll have to get another. So I popped in my Playstation Doom disc after setting the appropriate settings. The results were underwhelming. In my quest to find the definitive console version outside of the XBLA and related versions, I was hoping for more. But I had to remind myself that it looked worse on the original machine. I used Youtube as a refresher instead of switching out the PS1 and PS2 back and forth for comparison. Now don't get me wrong--the colored lighting and all that still looks great--but the resolution doesn't stand up to what we can get with a basic source port. I think it's a good experience with that added bit of polish, and the Playstation Doom has features that vanilla Doom just doesn't. Colored lighting, reverb, cooler sound effects, creepy ambient music and Doom 2 stuff in Doom 1 add up to an excellent experience. And let's not forget the Nightmare Spectre. A sad replacement for the missing Arch-Vile, but cool in its own right. Just...not as cool. It's worth a try if you haven't done it. Just don't expect the graphics to look crystal clear and amazing. It does definitely fix places where you just couldn't see at all before. It just doesn't do much more than that. Has anybody else tried this? Anything similar? I'd love to hear about your results. How about Doom 64 with one of those N64 RAM expansion packs?
  11. rabidrage

    what are you working on? I wanna see your wads.

    Dude, that's just...when they look beautiful even from the map view, I envy the skill of the person who made them. Damn. Definitely not my specialty.
  12. rabidrage

    what are you working on? I wanna see your wads.

    I didn't want to be cheap. I wanted to change some other things too. And the lava rock texture gives the whole sector better visibility because you can assign a glow to it and it makes more sense than assigning a glow to the original floor texture. Also, the bridge doesn't extend to the wall. It doesn't go beyond the nukage pool. It just looks that way because it's so dark.
  13. rabidrage

    what are you working on? I wanna see your wads.

    Pics of Hangar with absolutely zero ambient lighting. Still very much in progress, though...and I'm using it with a few gameplay enhancements, but they don't affect the way it's lit in the standalone wad.
  14. rabidrage

    what are you working on? I wanna see your wads.

    I have no screenies as yet--don't get a lot of time to sit at the computer these days. Just married, working 40 hrs., trying to write more novels on the side, you know how it goes. But I'm sort of rebuilding the resources for a wad I started a while ago (my magnum opus?) so that the code is cleaner and the excess crap is cut out. In the meantime, I'm making heavy edits to Knee-Deep in the Dead. The goal is to add new things, make major sector shifts and set the whole thing up to work without ambient lighting. This will be done through dynamic lights/light sources, glowing flats and brightmaps, and I'll have to use a bit of ingenuity to keep the framerate up. I plan to seriously alter the dynamic and basically make it feel like a whole new episode. If this is of interest to anybody, I'll upload screenshots. E1M1 looks pretty good so far!
  15. rabidrage

    Using official levels as a base?

    The funny thing about creative endeavors is that they're all derivative. Even if you think you've made something original, you've been influenced by something. Sometimes we copy without even consciously knowing. So it's an open and subjective question. When is something original? When are you a creator? That doesn't stop me from giving credit for the new iteration, however. If it's not different enough, yeah, it's lame. If it is, come on, you did something. You were a part of it. Some cover songs barely resemble what they're covers of. Some are a thousand times more listenable than the original. So if the cover artist isn't a good songwriter, what are they good at? They're good at something, obviously. They transformed a song and made something you like.
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