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Everything posted by pickle965
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This is awesome. My life will finally be complete.
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I think I came off a little to harsh, I apologize. My point is you are one of the very few lucky people that is able to attain flawless game play and can enjoy the original game as it was intended to be played. The rest of us have tried everything (yes, vdmsound, dosbox and everything else) with disappointing and mostly barely playable results.
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Flawlessly?! I think your about the only person who can claim that. I think a port for NT/2000/XP systems is as much "needed" as it was for DooM or Duke3D and theres really no reason for Atari not to release the source code. Where would the Doom or Duke3d community be without the source code releases? Probably long dead. Duke3D was pretty much extinct until the source came out, and walla, instant community + opengl, tcp/ip, better controls, and a whole crap load of other stuff not to mention new maps. Why should the Blood fans be left out?
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With ZDooMGL v0.75a everything appears pitch black. Does anyone know a solution?
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Thanks alot man. Works fine now.
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I'm running Legacy version 1.32 Beta 1 on two Apple iMacs using MacOS 9.2 in the computer lab at school.They are physically connected through ethernet cables and a router. I enabled AppleTalk and File Sharing and we are able to share files between both computers fine. When I host a game in legacy the other comp can't find my server and it still won't connect when you manually type connect and the ip address in the console. I'm hoping some one can help me out here, I really don't know shit about Macs. Hopefully I can get some in-school fragging going...
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I was wondering if along with the new dynamic light engine being coded into ZDooMGL, if there is going to be light things that can be placed with a map editor and set with a certain brightness and type of light, much like Quake's light entities? I think this would be an awesome advancement for DooM maps and improve the visuals a lot, so I'm hoping this will be available.
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Parts of d_runnin are very similar to the intro of Megadeth - Hanger 18. Just thought I'd mention because I don't see it on the DooM Covers list.
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This may be a bit off topic, but here goes. I am trying to get this program called FRAPS ( http://www.fraps.com ) to capture in-game video of DooM, but it doesn't seem to work with anything besides ZDooMGL. I'm guessing this is because all other ports such as ZDooM, ZDaemon, Skulltag use software video rendering (although I thought they use some form of DirectX)? Any ideas on how to get this to work, particularly in ZDaemon since I would like to capture some demos I have, or perhaps another capturing program I could use... Thanks in advance.
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Hmmm, but then why on the FRAPS website does it say that it captures both OpenGL and DirectX games?
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My worst nightmares are the ones where I do something terrible, and it's just past the point where I can't reverse it. One was where my friend had turned into some sort of demon and was trying to kill me. I put an arrow through his heart, and he reverted back to his normal self as he was dying. I remember emerging from some sort of underground area where I had slain my friend, and looking up at the sunny skies and feeling an infinite loss because my friend couldn't see the sun anymore. There's been a lot like that. Maybe I'm just psycologically weird?
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Hmm, I got this error: Error 424 in LoadMapConfiguration: Object Required Game configuration C:\Program Files\DooM Builder\Hexen.cfg ANy ideas?
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Uh, I'm just mentioning this incase no one else has... Whenever you open a ZDooM Hexen map, DoomBuilder simply recognizes the format as simply Hexen. This forces the user to go through the .5 second process of chooseing 'ZDooM Hexen' on the drop down menu. Maybe it DooM Builder could auto-detect game type and go directly to the mapping grid...?
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Has anyone out there released an updated ZDooM Config for Doom Builder thats uses the latest and greatest editing features? The cfg that comes with Doom Builder is lacking a bit...
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Yeah that sounds cool
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Actually, I've noticed the cfg with DooM Builder is missing a few of the features from the zdoom.org editing reference. Hopefully someone with the knowledge will be willing to work on the cfg, it would be great to have a complete and updated ZDooM config with the next version of DooM Builder.
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Pretty neat. The next version should broadcast live DM games on active servers. Now that would be cool
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Hey, quick question: Is there a way to turn off auto weapon switching in ZDooM?
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Yeah, I believe something like that was mentioned at The Blood Source Release Campaign page, http://www.planetblood.com/bloodsource/. If Monolith really owns the source then I don't understand why they just don't release it. I mean there not making much money at all off Blood anymore, yet there are a lot of people compaigning it's release, but who knows. There really doesn't seem to be many straight answers on that campaign page, everyone says something different. Anyway, has anyone really started a Blood TC for DooM? If so, I'd really like to know, who knows I might even be able to help the project somehow...
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OMG that would be sweet. 2nd best thing to Atari/Infrogrames releasing the source code... which will never ever happen.
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Something around 1.1 GB on my 80GB Western Digital Caviar hard drive. An unknown amount on various CD-R's laying around the house...
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Where are the two DeathMatch exclusive maps?
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Very nice work, I've been playing it all evening. Map 11 was insane. Besides not being able to get coop working over LAN, this TC is damn good!
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Yeah DeepSea is definitly worth it dude. Most up to date editor out and fairly easy to use.
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Hell yeah, that would make for some intense moments.. You see a Pinky patroling the hallway, you quickly dash to a hiding spot in the shadows, armed with your pistol and and a few bullets. The Pinky senses your movement and goes over to where your hiding, looks straight in your direction sniffing you out as you stand there shaking ready for it to make a move... heh sounds cool to me.