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rabidrage

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  1. I guess the question, then, is how powerful the Virtual Boy is compared to that SNES/coprocessor combo? After all, Virtual Boy is of a later console generation. Granted, it was designed for a different way to play, just like handhelds were always traditionally weaker than standard consoles of their generation.
  2. rabidrage

    Doom 32X Resurrection

    So wait--is this legit? https://crebbatech.com/product/doom-resurrection-32x-sega-genesis-32x-reproduction-video-game-cartridge-with-case-v-1-5/
  3. Not that I don't see your point, but look at what was done on the SNES. And they included translucency for the weapons when you got the Invisibility Artifact, as well as better music and the ability to change weapons while paused. Not to mention strafing via the shoulder buttons. Some of those things might not be to your preference or a huge deal at all, but it ran, and they did fuss with it. What you said about viability and the other ports, however, is absolutely relevant and can't be ignored.
  4. If you all are still going, here's a great repository of WADs I just started checking out. http://www.retroarchive.org/cdrom/index.html
  5. rabidrage

    Noclip Powerup?

    Just wondering about an idea I conjured that maybe isn't as original as I thought. Has anyone ever seen/made a custom powerup that offers the temporary ability to walk through walls? I'd be curious to know, whether it's been done or not, how it would be done. Or perhaps it's too hardcoded to mess with. Anybody?
  6. rabidrage

    The Official 'Trying to Find a Specific WAD' Thread

    Of two I've been seeking for ages now, only one is left. I had it on my computer in the 2000s, might be from the 90s? It has an area with wide steps that looks just like the first part of The Big Open, but with Imps on them. Then you get to the top and find yourself in an open outdoor area so big that it takes like 10 seconds or more for fireballs to reach you. At one point far, far back in this open area you come to a white marble structure with steps going up the sides. At the top of these steps are doors that Arch-Viles come out of. And there's a lot more to the level, but that's the part I remember in detail. I believe it replaced a later level--anywhere from like Map 7 to Map 17. And I think it was part of a WAD with other levels, but I'm not 100% certain. I think before the steps you come out of a cave and across some water?
  7. Well. Yes. But what else would developers have randomly done to compensate? A custom level? A new monster?
  8. rabidrage

    Found WAD

    And it's not half bad, is it? I originally said it's not the best, but now that I've had a chance to play it...I'm rethinking that statement. The architecture is decent, the ceiling light textures don't cut off halfway through what's supposed to be a light and the challenge is there. I guess I'd have to say it's actually...good? Ish? Especially for its time.
  9. rabidrage

    Found WAD

    This is one of two I've been desperately searching for for years. I posted this one in the "trying to find a specific WAD" thread and nobody could help. I'm sharing mostly because it's a curiosity...not really the best WAD out there by any stretch of the imagination. And, frankly, I think it was a later version that I had stumbled upon? But it's one of the first ones I downloaded after I got a computer and started using Doom Legacy (before that, I relied on a friend's computer or my many consoles to play Doom). What I ended up doing was using just the Dehacked file along with other mods and WADs to customize the crap out of the game. Pairing it with the Dehacked file that turns the Arch-Vile into the Archmage made him one dangerous fucker. The only thing that really balanced out such powerful Arch-Viles, though, was the BFG 3500. Oh, and the Quad Shotgun. Anyway, I guess I'm just sharing for posterity. I'm just ecstatic that I found a piece of my history. Enjoy? http://annex.retroarchive.org/cdrom/cotc-9/DOOM/FINALV1/index.html
  10. If anyone makes this, I feel that the right thing to do would be to make it the way all Doom ports were done in the 90s. Developers changed the game to make up for the limitations of the consoles they were working on. They worked to make their version special and come up with things the others didn't have. Obviously Doom 64 did this the most by a wide margin. But think of the 3DO with a real band doing the music, PSX reverb, or even the exclusive levels and monsters like Club Doom and the Nightmare Spectre. It would be kind of a "what if" experiment. Not just making a port, but anticipating who would have worked on it, where they might screw up and what they would do to make their port distinct. Every 90s port had a different HUD, for crying out loud! The Saturn port was a direct copy of PSX Doom, minus the features that were more than it could handle, and they still went to the trouble to give it a cooler HUD. If anyone is inclined to do this with Virtual Boy or even Dreamcast, that would be awesome!
  11. Count me in! But I probably won't get more than one map done.
  12. rabidrage

    Self-damage punching walls?

    I've been hard at work since I posted that. So...MeleePuff does the damage to the Player, and it was 64Fist that damaged monsters, but now it's back to being PunchAttack (added back from BD64 to make some of the things work). The only thing that's not working now is the sounds. I mean, they work, but I want a different sound for punching walls vs. punching monsters. With the code I'm about to share, it plays both sounds when I punch the wall. If I can fix that, I will have this mod complete! So please share your thoughts. ACTOR GBADoomPlayer : DoomPlayer Replaces DoomPlayer { Player.StartItem "Clip", 50 Player.StartItem "Pistol" Player.StartItem "64Fist" } Actor 64Fist : Fist Replaces Fist { -PUFFONACTORS States { Ready: PUN1 A 1 A_WeaponReady Loop Select: TNT1 AAAAA 1 A_Raise TNT1 AAAAAAAAAA 0 A_Raise Goto SelectAnimation SelectAnimation: PUN1 A 3 Goto Ready Deselect: PUN1 A 3 TNT1 AAAAAAAAAA 0 A_Lower TNT1 A 1 A_Lower Wait Fire: TNT1 A 0 A_Jump(127, "Punch2") PUN1 A 1 TNT1 A 0 A_JumpIfInventory("powerstrength", 1, "BerserkPunch1") PUN1 BCD 1 A_Custompunch(0,0,1,"MeleePuff") PUN1 E 3 A_FireCustomMissile ("PunchAttack", 0, 0, 0, -7) PUN1 FGHI 1 PUN1 JKA 1 A_WeaponReady(1) PUN1 A 4 A_WeaponReady(1) goto Ready Punch2: PUN1 A 1 TNT1 A 0 A_JumpIfInventory("powerstrength", 1, "BerserkPunch2") PUN2 BCD 1 A_Custompunch(0,0,1,"MeleePuff") PUN2 E 3 A_FireCustomMissile ("PunchAttack", 0, 0, 0, -7) PUN2 FGHI 1 PUN2 JKA 1 A_WeaponReady(1) PUN1 A 4 A_WeaponReady(1) goto Ready BerserkPunch1: PUN4 BD 1 PUN1 E 6 A_FireCustomMissile("SuperPunchAttack", 0, 0, 0, -7) PUN1 FGHI 1 A_Custompunch(0,0,1,"MeleePuff") PUN1 JKA 1 A_WeaponReady(1) PUN1 A 4 A_WeaponReady(1) TNT1 A 0 A_ReFire goto Ready BerserkPunch2: PUN5 BD 1 A_Custompunch(0,0,1,"MeleePuff") PUN2 E 6 A_FireCustomMissile("SuperPunchAttack", 0, 0, 0, -7) PUN2 FGHI 1 PUN2 JKA 1 A_WeaponReady(1) PUN1 A 4 A_WeaponReady(1) TNT1 A 0 A_ReFire goto Ready } } ACTOR PunchAttack: FastProjectile { Radius 18 Height 6 DamageType Melee Projectile +FORCEXYBILLBOARD +NOEXTREMEDEATH RenderStyle Add Damage (random(5,10)) Alpha 0.6 Speed 30 //HitObituary "$OB_IMPHIT" DeathSound "Player/Cyborg/Fist" Decal "none" States { Spawn: TNT1 A 1 TNT1 A 1 A_PlaySound("VUP") Stop Death: PUFF A 0 TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid) TNT1 A 10 Stop } } ACTOR SuperPunchAttack: PunchAttack { DamageType SuperFists Damage (random(60,80)) States { Spawn: TNT1 A 1 Stop Death: TNT1 A 0 PUFF A 0 A_PlaySound("FOOTWALL", 3) TNT1 A 0 Radius_Quake (4, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid) TNT1 A 15 Stop XDeath: PUFF A 0 A_PlaySound("FOOTWALL", 4) PUFF A 0 A_PlaySound("SUPERFIST", 3) TNT1 A 0 Radius_Quake (4, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid) TNT1 A 15 Stop } } ACTOR MeleePuff { Speed 1 Alpha 0.15 Scale 0.2 +NOBLOCKMAP +NOTELEPORT +NOINTERACTION +DONTSPLASH +FORCEXYBILLBOARD +NOGRAVITY +DOOMBOUNCE +THRUACTORS -PUFFONACTORS Health 99999 BounceFactor 0.5 Radius 5 Height 5 RenderStyle Translucent States { Spawn: TNT1 A 0 SMK3 B 4 A_Explode(random(1,2), XF_NOSPLASH, XF_HURTSOURCE, 32, 1) SMK3 CDEFGHIJKLM 1 Stop Crash: TNT1 A 0 A_Playsound ("player/wall/fist") SMK3 B 4 A_Explode(random(1,2), XF_NOSPLASH, XF_HURTSOURCE, 32, 1) } }
  13. rabidrage

    The Official 'Trying to Find a Specific WAD' Thread

    Got a new way to describe the one I'm looking for that might help here. In my search, I came across one called Thebigopen.wad. I'm sure a few of you have played it, so you might be able to use this information. The first part of Thebigopen.wad looks so much like the wad I'm looking for that the wad author might be the same person, or else they used it as inspiration. The only thing is that those huge steps had more Imps and I think they were a white stone texture. And the wad I'm looking for also has a structure way across the open area that was made with a white marble texture that I believe is custom. I can't say with full confidence whether this level was part of a set of levels or not, it's been too long. But it was a replacement for like the 7th or 9th level or perhaps a later one. Any thoughts on what wad this might be?
  14. rabidrage

    Self-damage punching walls?

    I've done a ton to make this work. It's a modification of the BD64 Fist. Heavy modification, but that's the template I chose to work with. So the following code looks ridiculous, but I have to show it to get help. See, I've gotten it to damage me when I strike the wall (except that's randomly broken again and the meleepuff isn't puffing right). But now I seem to be punching multiple times in one swing when I hit monsters (if the sounds are any indication). Is there any chance anyone can find the reason for this? And yes, I'm still using Decorate even though it's apparently deprecated. Decorate is what I know. ACTOR GBADoomPlayer : DoomPlayer Replaces DoomPlayer { Player.StartItem "Clip", 50 Player.StartItem "Pistol" Player.StartItem "64Fist" DamageFactor "Playtastic", 1.0 } Actor 64Fist : Fist Replaces Fist { AttackSound "Player/Cyborg/Fist" -PUFFONACTORS States { Ready: PUN1 A 1 A_WeaponReady Loop Select: TNT1 AAAAA 1 A_Raise TNT1 AAAAAAAAAA 0 A_Raise Goto SelectAnimation SelectAnimation: PUN1 A 3 Goto Ready Deselect: PUN1 A 3 TNT1 AAAAAAAAAA 0 A_Lower TNT1 A 1 A_Lower Wait Fire: PUN1 A 1 TNT1 A 0 A_Jump(255, "Punch1", "Punch2") Punch1: PUN1 A 1 TNT1 A 0 A_JumpIfInventory("powerstrength", 1, "BerserkPunch1") PUN1 BCD 1 A_CustomPunch(1*Random(5,10),TRUE,"MeleePuff",64) PUN1 E 3 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid) PUN1 FGHI 1 PUN1 JKA 1 A_WeaponReady(1) PUN1 A 4 A_WeaponReady(1) TNT1 A 0 A_ReFire goto Ready Punch2: PUN1 A 1 TNT1 A 0 A_JumpIfInventory("powerstrength", 1, "BerserkPunch2") PUN2 BCD 1 A_CustomPunch(1*Random(5,10),TRUE,"MeleePuff",64) PUN2 E 3 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid) PUN2 FGHI 1 PUN2 JKA 1 A_WeaponReady(1) PUN1 A 4 A_WeaponReady(1) TNT1 A 0 A_ReFire goto Ready BerserkPunch1: PUN4 BD 1 PUN1 E 6 A_CustomPunch(1*Random(60,80),TRUE,0,"MeleePuff",64)//("SuperPunchAttack", 0, 0, 0, -7) PUN1 FGHI 1 PUN1 JKA 1 A_WeaponReady(1) PUN1 A 4 A_WeaponReady(1) TNT1 A 0 A_ReFire goto Ready BerserkPunch2: PUN5 BD 1 PUN2 E 6 A_CustomPunch(1*Random(60,80),TRUE,0,"MeleePuff",64)//("SuperPunchAttack", 0, 0, 0, -7) PUN2 FGHI 1 PUN2 JKA 1 A_WeaponReady(1) PUN1 A 4 A_WeaponReady(1) TNT1 A 0 A_ReFire goto Ready Death: PUFF A 0 A_PlaySound("Player/Cyborg/Fist", 3) XDeath: PUFF A 0 A_PlaySound("SUPERFIST", 3) Stop } } ACTOR ExplosionSmoke { +NOBLOCKMAP +NOTELEPORT +NOINTERACTION +DONTSPLASH +FORCEXYBILLBOARD +CLIENTSIDEONLY +NOGRAVITY +DOOMBOUNCE +THRUACTORS -PUFFONACTORS Health 99999 BounceFactor 0.5 Radius 5 Height 5 Alpha 0.1 RenderStyle Translucent Scale 1.1 Speed 1 States { Spawn: TNT1 A 0 TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap") SMK3 BBB 2 A_FadeIn(0.1) SMK3 B 20 TNT1 A 0 A_JumpIf(waterlevel > 1, "Stap") SMK3 CDEFGHIJKLM 3 Goto Death Death: TNT1 A 0 Stop Stap: TNT1 A 0 Stop } } ACTOR MeleePuff: ExplosionSmoke { Speed 1 Alpha 0.15 Scale 0.2 -PUFFONACTORS damagetype Playtastic States { Spawn: TNT1 A 0 SMK3 B 4 A_Explode(random(1,2), XF_NOSPLASH, XF_HURTSOURCE, 32, 1) SMK3 CDEFGHIJKLM 2 Stop } }
  15. rabidrage

    Self-damage punching walls?

    Supposing I want Doomguy to get hurt if he punches the wall. How would I implement that in good old Decorate? I haven't had a ton of time to figure it out, but I want this for my Rabid Fist mod.
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