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Posts posted by SaladBadger
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Wrong gamma/resolution or not, it still shows that the lighting is completly off. Take a look at the screenshot from the second level. See how the blue light is coming from the ceiling and not the floor? That isn't true in the actual game
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The oldest thing I got that's in any way gaming releated is a TRS-80 model 1. However, I don't got any games for that, so the oldest I really got is EA's Starflight, but I'm starting to think disk 2 is bad. Thankfully I got it installed on my 386, complete with the master files if I am right.
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I didn't know Linux supported D3D.
A SDL/OpenGL version was in the works. I don't think it has been linux-tested though.
And I was going to check this out last night, but considering my internet was failing, I couldn't. I'm checking it out now.
EDIT:Actually, scratch that. This appears to be the SDL/OpenGL version. Unless the docs are lying to me. -
MikeRS said:* or for Linux as well, but don't expect sound to work, thanks FMOD!
Er, sound kind of works on linux if I am right. I think they use SDL for linux but I could be wrong. -
From what I've played so far this isn't that bad at all! Unlike many boom megawad community projects (some levels of CC3 come to mind), the gameplay isn't overly tedious. What I've played so far is actually really fun.
The only issue I ran into is while playing at 1280X1024 with Zdoom's default fullscreen HUD, I couldn't read the new font, so I just swapped it out with the classic doom one. -
Patrick said:penis joke.
Are those still even intended to be funny? Because by now they seem really stupid. -
heh, I remember an old thread releating to this...
Interestingly, there it is called Doom Jr... I wonder if they actually were thinking doom at the moment, but got lazy and went with a raycaster instead of the BSP rendering model Doom used
EDIT:And I appearantly am a mini-member now. That's kind of odd, considering I'm a 6 foot 5 tall person. I don't consider that very mini :P -
I'm not sure if I would want tom hall determining everything about the game. He went for realism, and he mapped realisticly. John Romero mapped fun weird maps, and some of Sandy's levels also have great gameplay (but not great visuals).
Not having an automap in hell would suck. I use the automap a lot to determine where I haven't been. It would be really frustrating without it. -
...Sometimes, DarkJedi, I think you fail to realize that doom went for FUN over REALISM. And don't forget, your automap only shows what you've seen, so provided these levels don't have computer maps it would still be realistic, unless hell walls are magic and asorb radar waves or such a detection mechanism.
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I sent my map in. My brain would probably start hurting if I raised the crappiness factor even more :P
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Do your maps actually need any gameplay? I kind of have the worst gameplay you could find in any doom mod :P (Think cyberdemon abuse)
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Check your last post date -- This thread is 4 years old
It is considered bad form to post in topics that have been inactive for a while now. -
LogicDeLuxe said:Anyway, by completable, do you mean 100% of all, or just being able to exit the map?
I hope it means you only need to finish the level. I'd have to redo my entire entry's (which I just finished including a mock textfile suggesting it was made by some stupid or emotinally disturbed kid or something) gameplay if it was 100% of everything... :P -
You can learn how to make hyperlinks by clicking the vB code link in the Forum Rules box that appears at the bottom of the posting dialog.
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Can I screw up all of my line's sector references resulting in mad HOM's everywhere? Or is that not what we are going for here? :P
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Although I haven't done actual doom deathmatch, the BFG in theroy doesn't seem too hard to dodge in areas with cover or areas were you could easily get out of the ray range. What probably would suck though are games that allow BFG aiming -- That would probably ruin it since the players now have a super-bfg-shotgun.
Plus, the FAQ states that the BFG traces will only go in the angle the ball went, while still coming from the attacker. It should be easy to get behind your target to get out of the cone if you have enough time to compensate. -
A few changes to the physics code to allow 3d floors, and fragglescript support. Other than that it really doesn't have many changes
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You know, you could always go ahead and kill the cyberdemon if you really want to. Just because the exit is right there doesn't mean you have to use it the instant you can. Besides, all that ammo you waste will basically be restocked on the next level anyways, so just go ahead and kill it!
Although it is kind of stupid, there's nothing stopping you from killing the cyberdemon. Mabye you want to challenge yourself. Mabye you want to get that 100% kills. whatever the reason is you can still kill it like any other cyberdemon.
And if you choose to run, just hope it doesn't get you from behind ;) -
1: Check this article at the Doom wiki. It shows a trick for autorun
2: Unfortauntly, using the above trick means it's always on. Shift does not seem to bypass it
3: You can disable mouse movement by using a TSR called novert. You can find it at the idgames archive -
I've played a few in the past, and so far, I like Doom 64 the most. It takes the original game, and makes a new one with it (Even with all of that technology within it, the doom engine still exists in it). I haven't tried PSXDOOM yet (I'm probably going to be hunting down a copy soon once I have some extra money), but it looks nice, even if the colored lighting seems to be overused a bit.
And I listened to a good amount of the PSX music and in the end I perfer the Doom 64 stuff more (even if it is the same style) -
Dr. Zin said:Phoebus isn't the same guy (Phobus) who has contributed some maps to the Community Chest Projects, is it?
No, he isn't. If he was he would never have had mod position over at Zdoom.org -
I feel like it is a good thing I could never find motivation to go to NewDoom. Phoebus sounds terrible. And usually when someone is mocked this much, they truly are.
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In the second screenshot, the COMPSPAN at the top of the computer texture clashes horribly. That area looks 128 units tall, so you should just be able to let the texture take up the full height.
The Doom Monster Creator Project
in Doom Editing
Posted
Er, does this software even allow for state adjustments? Although there is that Maunal Script editor there is nothing that suggests auto-generation of states under your control, which would sound vital in such a application.
I also hope you don't expect this to do everything. An editor that can do everything DECORATE can do would be a huge headache, and you would be better off doing it yourself. The best you can actually do without making things too annoying is a template generator which sets everything you need to make it work, which could then be modified by the user.