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SaladBadger

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Status Updates posted by SaladBadger

  1. I occasionally check DW on my phone, usually not logged in since I'm too lazy to put in my credentials, so I get ads. For whatever reason, these ads are now doing this weird thing where they scrape thread titles from here, and then grab complete random images. They got a picture of HDoom sprites for the Doom Slayer is the original doomguy thread, and user avatars in a bunch of other cases.

    1. SaladBadger

      SaladBadger

      Seems a little strange to advertise DW content to DW, but I dunno maybe I'm missing something here. In any case I do like it a bit more than getting those stupid GirlsX Battle ads while I'm in the middle of a public space.

    2. 42PercentHealth

      42PercentHealth

      Wait, what?

       

      Linguica wants to get paid for what he does -- fair enough. So he begins to allow ads on the site -- understandable. The ads are for his own site -- WHAT??

    3. Linguica

      Linguica

      The idea, as I understand it, is that it shows a bunch of internal links alongside a couple of sponsored ad links, to FOOL people into looking at them / maybe clicking them.

    4. Show next comments  6 more
  2. after making that pet pain elemental map, I have came up with the worst idea ever: mister doomguy's pain elemental maid.

     

    which would be the same map but with a new sprite for the pain elementals.

    1. esselfortium

      esselfortium

      Mister Doomguy's Maid Elemental?

    2. Teivman
  3. Age of Empires 2/3 Definitive editions and AoE4 have been announced at gamescom in one of the more painful press events I've seen.

     

    I have some faith they might not be bad.

  4. More stuff from Bobby Prince: Some stuff on the boss sounds of Duke3D and other general details about working on it. At the end he includes a collection of various sounds that were intended for the bosses.

  5. Has anyone made a map themed off of Slough of Despair that isn't as bad as the actual one? Or hell, a map that takes that name and develops it into some actually deliciously hellish swampy map?

    1. Xyzzy01

      Xyzzy01

      "trying to arm up"

       

      I see what you did there...

    2. esselfortium

      esselfortium

      Espi did a remake of Slough of Despair in the first Flashback release: https://www.doomworld.com/idgames/levels/doom/d-f/fbdemo

    3. SaladBadger

      SaladBadger

      Oh, cool, I didn't know that existed. Thank you! I liked Espi's other work, so I'll give it a go soon.

    4. Show next comments  6 more
  6. Anyone around here done proper monitor calibration? My monitor looks like shit, and while a lot of that's because its a crappy acer branded monitor from 2007, I'd like to beat out at least the best images I can get from it. I found this set of images but I don't know if I can actually trust it. The first contrast test mentions a set of boxes with linearly increasing brightness, mentioning the jump in brightness should be equal across all of them. But that doesn't make any sense, the monitor should be displaying in sRGB which by nature is not linear! Other sources mentioned a program "QuickGamma" which seemed to be somewhat useful but I couldn't get any good results out of it. The rest of the guides at the top of googling looked pretty terrible, honestly.

    1. Linguica

      Linguica

      The lagom test images are excellent for a simple calibration. Do the black level and white saturation tests, then do the gamma calibration, and go back and forth until it seems about as good as you can get it. 

    2. SaladBadger

      SaladBadger

      Hmm, I'll give those a try, looking at them and based on what I know they do seem to make sense. The contrast one was throwing me off so much since it goes against almost everything I know about computer monitors, I'm wondering if they're intended for monitors that can actually go to a gamma of 1.0 or something.

  7. I'm in a weird spot where I believe demo compatibility is one of the more vital things for the Doom community since so many demos have been made over the years, and as a result PRBoom+, EE, and Chocolate Doom are all really important ports. But I'm also at the belief that not literally every port needs to play back vanilla demos with 100% accuracy (or at all). But you have to have some that do so, so those old demos don't become inaccessible wastes of bits.

    1. Jayextee

      Jayextee

      Same. It's fine that, say, GZDoom and 3DGE don't have legacy demo playback; even if I wish the latter had its own demo format (it doesn't currently) -- these are feature-led ports and thus it's not as high a priority.

      prBoom+ and its successors though, I believe it is incredibly important to retain legacy demo playback; it's part of why this particular branch has endured for so long and is the de-facto standard for many runners.

    2. fraggle

      fraggle

      Personally, I've never begrudged *ZDoom for not supporting vanilla demo playback. For me, as a source port author, it's an entirely understandable decision to have taken.

       

      There's a fundamental decision you have to take when developing a source port, because Doom has a big pile of subtle bugs (see Doom Wiki's list or the Doom Movement Bible), and either you fix them or leave them in place. But demo playback depends on the old buggy behavior, so really the options are:

      • Leave the old, buggy behavior in place
      • Fix the bugs and break demo compatibility
      • Fix the bugs and maintain demo compatibility by keeping both the buggy and fixed versions of the code in place (turns the codebase into a mess)

      So: compatibility; correctness; maintainability. Pick two. Chocolate Doom, *ZDoom and PrBoom+ represent the three different outcomes.

       

      Given *ZDoom's overall design direction, fixing the bugs and abandoning demo compatibility seems like the most reasonable decision to have made. There's a lot to be said for having a source port that's easy for beginners to pick up and that just fixes all this stuff. But really it highlights that we're better off overall having multiple source ports with different objectives rather than a single uber-port that tries to do absolutely everything.

  8. I unironically like d_stalks which may just be yet another piece of evidence that i have the worst taste in the world.

    1. Da Werecat

      Da Werecat

      D_STALKS > D_RUNNIN

    2. Bashe

      Bashe

      D_STALKS makes me pretty nostalgic for some reason. You're fine.

    3. Teivman

      Teivman

      I really like all the music in doom 2. 

  9. To reject or not to reject? How many people build their REJECT tables for vanilla/boom maps these days?

    1. BigDickBzzrak

      BigDickBzzrak

      Is there a good reason for not having a REJECT? It takes maybe 2 secs to build on my toaster.

  10. I'm getting somewhat okay at Doom and Quake, but somehow I just cannot do well in FPS games like Wolfenstein: The New Order and Half-Life 2. These games that focus heavily on hitscan weapons and enemies.

    1. KVELLER

      KVELLER

      Games like HL2 actually tend to be easier for me overall. You just have to try to stay away from the enemy line of sight as much as possible. I mean, you obviously have to get out from cover to shoot them, but you get the point.

    2. FragrantGingerCalamari

      FragrantGingerCalamari

      if doom aint for you try garrys mod

  11. I like sticking tiny story elements into my maps it seems. Usually a area you're in for five seconds with no monsters where you visibly see something is wrong, such as the first view of the earth in Moonfall. I was also toying around with a E2 inspired level that got nowhere where you start in front of a switch, which opens a shutter revealing the hell sky outside.

    1. TwinBeast

      TwinBeast

      It's a good idea to have some story for what is/has been going on in a level/area.

  12. I dug the colormaps out of GBA Doom II's rom file. Conveniently it has just enough levels to work in the original game, so have an eyesore:

    eCVh9zm.png

     

    I'm still trying to dig out the map data but I'm not having any luck. I have a few potential leads and I'm trying to map out what I can to make it easier to find without falling into unrelated data, but its elusive. I have no idea what format it could be stored in.

    1. Maisth

      Maisth

      Looks really cool! but it hurts my eyes 

    2. Voros

      Voros

      What format was the colormap lump in?

      Other than that, it certainly looks way too bright. Although if playing with a resolution similar to a GBA, it wouldn't be that noticeable, would it?

    3. SaladBadger

      SaladBadger

      the colormap format was the exact same format as the classic doom colormap. Mostly. The invuln and unused entries weren't there, and there's a bunch of extra levels I haven't found the use for, but its just a standard 256x32 byte table.

       

      I have found some leads to the maps. I think. I've found a table with 34 128-bit entries, which appears to contain three pointers (three 32-bit variables that increase as you get further in the table) and one size variable (it doesn't get larger as you go through the table. It gets larger when its in the index of a larger Doom II map). 34 is the amount of maps in GBA Doom II (since chasm and industrial zone are split), and the table is shorter in Duke Nukem Advance, a game using the same engine with less maps than Doom II. I have found what block of data the size corresponds to, but I can't make any sense of it. I have found what might be vertex positions: This is only a hunch, I'm assuming so because there's a pretty consistent pattern of a (generally increasing, so its stored in a really odd manner...) first byte and then a second byte that remains fairly low (since most Doom maps don't extend too far), but they definitely aren't vertex pairs. Instead it seemed to be just a bunch of potential coordinates. At least, that's what I thought, but overwriting this data did absolutely nothing visible to the map, no matter how much I corrupted. I don't know if I'm hitting the wrong map data or something, or have just misread it entirely, but I'm stumped.

       

      I can't make any sense of the rest of the data either, and I fear it might be compressed, which would go beyond what little I know how to do. Fuck. I'll keep on poking at this until I can get something to happen.

    4. Show next comments  6 more
  13. My surgery yesterday was to replace a faulty bone in my ear. My hearing's been crap the past few years, one of the causes being that one of the hearing bones wasn't flexing right. The surgery was to replace it and it seems to be working a little now. It'll take time to fully take effect according to the surgeon.

    1. SaladBadger

      SaladBadger

      side effect: the way they were mucking around with my nerves while doing this has a ~5% chance of causing one half of your tongue to taste like metal for a bit. I was one of those lucky folk. I hope it goes away quickly.

    2. Phade102

      Phade102

      Ah, so from your previous post, I take it they replaced that bone with a piece of metal? I have hearing problems myself, though I doubt from the same issue as yours. Glad it worked out though!

    3. DeathevokatioN

      DeathevokatioN

      I'm glad it worked out, and goodluck with your recovery! :)

  14. 09-07-17: Number of bones in IB's body: 206. Number of pieces of metal in IB's body: 0

    10-07-17: Number of bones in IB's body: 205. Number of pieces of metal in IB's body: 1

    1. Fonze

      Fonze

      :(

       

      On the bright side: keep it up and eventually you'll be the 6-million dollar (wo)man!

  15. I am so awful at working with the stock Doom II textureset but I get this feeling that if I start working with a textureset its not going to actually improve my texturing all that much, so I'm just going to continuing grinding through with the stock resources at the moment.

     

    I need to dig up some maps that use it really well, at some point.

    1. leodoom85

      leodoom85

      You can do it man. Having stock textures shouldn't be a problem, it's all creativity...

  16. well, now the dw forums is notifying me of new responses if I have a thread loaded. Given that I don't remember this being here when I last made a comment about it, I presume Ling has just turned it on. Thanks, Ling, this will be helpful.

    1. Nine Inch Heels

      Nine Inch Heels

      Just wait until it ch-ch-ch-ch-ch-chainguns you ;-)

    2. SaladBadger

      SaladBadger

      The chaingun cha-cha is not a very pleasant dance, but sometimes you just can't avoid it.

       

       

    3. leodoom85

      leodoom85

      That notification feature comes in handy and it helps greatly when you're gone or something. 

  17. its kind of hard to accept the SSG as unbalanced when the game has offered since the release of registered doom 3 options that do more damage.

     

    I guess its unbalanced with the regular shotgun maybe since it uses ammo more efficiently? but overall it fits in just fine.

    1. galileo31dos01

      galileo31dos01

      Oh ok, no problem, but I still don't understand what you mean by unbalanced... Ever since people told me that calling HMP "the most balanced skill" is not very appropriate, I lost its definition :(

    2. Phade102

      Phade102

      IMO, if the super shotgun was ported into doom 1, it'd be unbalanced due to the limited monster pool. However, the new monsters added in doom 2 were built to be balanced around the SSG. Otherwise it'd take what, 12 shots to kill a baron, 4 to kill a revenant, who knows how many to kill a mancubus, all with the normal shotgun!

    3. Nine Inch Heels

      Nine Inch Heels

      @Phade102 The baron is a doom staple, it has not been introduced in Doom II, it was always there. Also, the normal shotgun fires 7 "pellets" per shell, whereas the SSG fires 10 pellets per shell for a total of 20 per shot, which means the SSG is a lot more ammo efficient on anything that takes 2 SSG shots or more. This also means you can't simply multiply the shots you'd need to score with the SSG by 2 in order to determine how many shotgun rounds you need single barreled, because the math doesn't work that way.

       

      Cacos for instance take like 5-6 shotgun hits for the most part, whereas the SSG will deflate most of them with 2 well placed bursts.

    4. Show next comments  6 more
  18. Oh fuck BTSX E1 MAP19 is actually a nightmare for me. After a bunch of failed runs I had to probe the map out with -nomonsters just to get a feel for where things are. not my most elegant moment with this mapset.

    1. SaladBadger

      SaladBadger

      Oh jesus then, if MAP19 is on the lite end of the spectrum, I honestly have no clue what to expect with real slaughtermaps.

       

      This is going to be a fun adventure.

    2. Fonze

      Fonze

      The lost soul cap is something that should stay in the 90's with concerns about Doom's performance on old DOS machines. Nowadays that cap does nothing but break large maps. Always keep it off.

    3. Marcaek

      Marcaek

      Lost soul cap can potentially render some situations unwinnable due to low ammo, keep that in mind.

    4. Show next comments  6 more
  19. I think I'm extra weak to fanservice. In Doom 4, the classic maps have the textures fucked up scale wise, the lighting's mostly gone, and there are physics bugs abound, and yet I'm really enjoying finding all of them and playing through them with the new game mechanics. I've found them up to slough of despair, I wonder what the largest one is.

  20. getting back into playing Doom, I'm realizing quick that I find Doom to be pretty much perfect mechanically for its time. About the only thing I would like to see in an alternate reality version of doom would be some bugfixes (shooting through monsters, etc)

  21. I used to think archviles took a while to kill making them even more dangerous, then I got into the habit of actually using RL, PR, and BFG in a sane manner.

     

    now they're still dangerous to me but they die much faster than I'm used to

    1. Phade102

      Phade102

      The main reason arch viles can take a while to kill is due to what they can do. If they're dropped into a room of dead enemies and are given time to revive them, you have to plow through those enemies again to get to the arch vile. Killing them quickly is definitely the best choice.

    2. leodoom85

      leodoom85

      Now it's a routine to kill archies. Before, anyone had been scared the first time that saw the archvile and his attacks and insane speed. Now, you know that's the first priority to kill before any monster.

  22. ah crap, EE defaults the skill to ITYTD if you simply go into the console after starting EE and using the map command. Was wondering why BTSX MAP12 was remarkably easy...

    1. galileo31dos01

      galileo31dos01

      What is EE? Eternity something?

    2. SaladBadger

      SaladBadger

      EE is the Eternity Engine

  23. hmm, one minor issue I'm having with the DW software update is that it does seem to use a lot of bandwidth compared to other sites I visit. Its no problem on PC, but my cellphone is on a shared plan so I'm fairly limited in how much data I can use. Though to be fair I can't fully determine if DW is the culprit or if its these damn "GirlsX Battle" ads, I swear the bandwidth use increases more when one is loaded

  24. how much easier is BTSX E1 on HMP? I've been playing through it on HMP pistol starts since it sounds like it gets difficult and I'm not great at doom, but overall the first crop of maps hasn't been too bad. And yet so many of the DWIronman deaths were within this first crop. hmm

    1. galileo31dos01

      galileo31dos01

      When I tested the first two (or three maybe) maps, same skill as you but continuous, at some point in the second map I run out of rockets, shells and bullets, and to be honest I wasn't wasting my ammo with unnecessary minorities, but yeah I'm sure that's part of the idea of the wad, to think of strategies to make the most of your limited available arsenal. No idea how much harder would be on UV. 

    2. GarrettChan

      GarrettChan

      I tried to use IDDQD to get through first 6 maps to see the difference. Honestly, except for the SSG trap on Map01, most changes are kind of subtle. Sometimes they remove like 1~2 monsters, or sometimes they change Chaingunner into a Shotgunner. Then, on the supplies side, there's 1 extra Plasma gun (none in UV) and 1 extra Soulsphere (1 in UV inside a secret) on Map04. There's a Megasphere (none in UV, but there are a Megaarmor and a Soulsphere in 2 different secrets) on Map06. Judging only from this, I guess they just think what if you don't want to look for a secret.

       

      Besides this, whether doing single segment may have heavy influence to this. The difficulty level doesn't reach the point you can't even solve the problem by scumbag saving/loading. By the way, sometimes doing pistol start may be easier because players like me has some "must save ammo for next level / must have 100 health to exit" BS OCD to deal with. If you make good use of the supplies in the level, it should be fine. Can't say for the later long levels though.

    3. GarrettChan

      GarrettChan

      Well... the wrong propositions of "in UV" bug me a lot... but I can't fix it. Sorry for this stupid post.

  25. I noticed poking at the user information there's a way to link a steam account and a few others to your DW account. What does this actually do? I don't notice a place for links to these kind of profiles like the old forum software had.

    1. SaladBadger

      SaladBadger

      Ah, simple enough, but it makes sense. Cool. I guess for actually linking profiles then the about me information is sufficient enough.

    2. Linguica

      Linguica

      Maybe one day I will add linked accounts to people's profile pages, but I figured the fact that the "about" page has a rich-text field was good enough for now

    3. Linguica

      Linguica

      Plus I didn't want to just add them since people might want to use a social media account to log in here but not have that account be public knowledge.

    4. Show next comments  6 more
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