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sector666

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Everything posted by sector666

  1. sector666

    Permutations of Hell (Doom 64)

    Making this post a little ahead of time as a placeholder. (The level is going to be in the Doom Master Wadazine and they need a link.) Will have a release within a day or less most likely. Some of you may have seen the level before but an update is almost ready.
  2. sector666

    SNES Doom source released under GPLv3

    It already looks strange turning when there's enemies on screen anyway. I can imagine that would be even more apparent with turn+strafe. But visual oddness isn't what keeps me from going back and enjoying the SNES version again these days. It's the no turn+strafe control scheme. If there was a toggle for allowing turn+strafe then it could be added in without bothering people who don't like the lack of sprite rotations. Hopefully it will become possible now to have more than just one custom level at a time too.
  3. sector666

    Community Chest 64

    If you end up making those I should be able to link to them on the wiki. I've been considering putting links on the wiki to some of Antnee's posts in this thread teaching about macros too.
  4. sector666

    Community Chest 64

    I've fixed the 35 tics mistake on the macros page. If there are any other mistakes you know of on the Doom 64 EX wiki, please mention them so they can be corrected.
  5. sector666

    Community Chest 64

    @GoatLord, something that can help to get a feel for how macros work is to make a couple test macros with just one or two actions in them, and see how they work in-game. And how things change in-game when you change settings in those macros, for actions that take numbers. Not sure you understand how a specific action works? Testing it out in-game with different numbers really is a great way to get a feel for how things work. Once you know the basics of how to make a functioning a one or two action macro it can also be much easier to wrap your head around things. Basically for many people I think macros can be confusing at first, until something suddenly clicks and then they "get it." Getting to that initial understanding is the hardest part.
  6. sector666

    Community Chest 64

    I asked about that. It turns out each midi channel is treated as a separate track, and each one can loop on it's own. Is that helpful? Or is there something more you would need to know?
  7. These are awesome! They're very well done already, but there's still a few things I could suggest. The Mancubus may be withered and all but that's a bit too thin to be entirely convincing. It would feel more real to have just a little bit more meat on it's bones on the biceps and thigh muscles. After all, those would have been thicker to start with before they withered, so it would make sense they stayed a bit thicker (plus the way revenants move so fast and punch--which would use those muscles especially). And that would give it a more intimidating look because of the impression of still having strength. The Spider Mastermind has hands! Maybe they could fire the chainguns? The red Cyber... I know the original model had those bowls on the ends of the rocket launchers--and you did an amazing job of recreating that model. But those bowls kind of look like plungers (which is probably why they changed that for the Cyberdemon in the final game). The box-like rocket launchers on the original cover and the Cyberdemon in the final game are more convincing because of that. For some reason those bowls also make me think they'd shoot some kind of powerful energy instead of rockets. Hmm. It could work having a Cyber with bowls which shoots energy, and a different one with more boxy rocket launchers? Just something that came to mind. Or maybe one with both kinds of weapons, and shoots energy from one and rockets from the other. That would be a unique combo. The hell-hound is another well done model. Have you considered giving it horns? Just because that might give some extra menace. I'm also very curious what it would do. The summoner--interesting idea and well done once again. If you wanted her to be more creepy and arch vile like it could help to have inhuman feet instead of shoes, and maybe a more skeletal or alien face? I guess I'm a bit late in seeing this as you said the icon has a body. Looking at your model that's just a head, I was thinking that looks like a lost soul on steroids, and could really work as a head floating around all by itself, belching out enemies and projectiles. If there were two phases, both the body and head-only versions could work. Or, crazy idea, maybe it could start out with the head attached, and after enough damage the head detaches and both head and body attack independently until each are killed. I'm probably going overboard here. But your models are inspiring.
  8. Yesterday the forum for Doom64EX (which was using Invisionfree) got switched to some new system which, besides being done without asking first, is also so buggy that people can't even log in with existing accounts. Nobody involved in running the forum trusts or wants to stay there after this. We're trying to figure out what to do about setting up a new forum somewhere else. This is the second time the Doom64EX forum has had to move as the original forum suddenly died some years ago. Overnight it just wouldn't load anymore and all posts were lost. I don't want this to end up happening a third time. So I'm asking here for advice on what might be a more stable place to have a forum. I think free forum hosting might be dying in general which is extra worrying. I don't know if non-free hosting would be a viable option. Does anyone know what other Doom related forums use for their hosting, or know some place to be long term reliable that they can recommend?
  9. sector666

    Things about Doom you just found out

    Doom Builder 2 (& 64) can give the message "Created a romantic drawing." All I know is that I was saving something in Builder 64 and it was taking an unusually long time, then I saw that message in the bottom right corner for a couple seconds. Unfortunately it was gone before I thought of taking a screenshot. Anyone know what causes that to show up?
  10. sector666

    The end of .zip

    Now I wish that back when domains were first started, something else than a period was used right before the domain. Then it wouldn't matter if domains shared the same letters as common filetypes.
  11. sector666

    Any Doom-related dreams?

    I had a dream last night that someone had made some breakthrough in N64 emulation which allowed assets from any N64 game to be used in any other N64 game. Whoever did this decided to showcase it with Doom 64, with a fly-by demo a lot like the intro flythrough normally in Doom 64. Except this was really a remake of a Doom 64 level inside some other N64 game, complete with Doom 64 textures, monsters, sky, and lighting.
  12. sector666

    The Doom Confessional Booth

    I'd almost be tempted to do that if I had a cellphone. Do people give you strange looks when it goes off?
  13. sector666

    Things about Doom you just found out

    I found out from watching the Double Fine Dev Plays with Romero that in Mt. Erebus you're supposed to rocket jump to get to the secret exit. I had never done that nor even heard that mentioned before. It's possible to strafe jump to get to it which is what I had always done. I also didn't know about id's rule of "if it could have been done in the previous game then it doesn't belong in the new game," which Romero also mentioned in the Dev Plays.
  14. sector666

    The Doom Confessional Booth

    I'm rusty on ZDoom features, but isn't there a way Brutal Doom could specify that switch textures shouldn't get blood decals?
  15. You even added the wiggle fix. Nice. Bug: Going to Game Settings without having a game loaded causes a crash (Doom port only).
  16. I've come to the conclusion has to be an issue/defect with the controller itself, because there's a constant turning to the left when I'm not touching the right analog stick. But if I hold the right analog stick even a tiny bit to the right that constant turning stops until I let go. Sometimes when I let go of the right analog gently after having held it to the right, it actually stays put instead of constantly turning to the left. But then when I have to turn again, whether left or right, most often it will start constantly turning to the left again when I'm not holding the right analog anymore. What I don't really understand is why no other homebrew I can think of that I've used has had an issue with the right analog of my classic controller. I didn't even know there was a deadzone problem on the right analog until I tried using your ports. Although it seems clear that it has to be a deadzone issue on the right analog that is causing this, because holding that analog just a hair to the right ends the constant turning to the left as long as it's held. So the only solution I can think of is if there was a way to remap bindings so that right analog was unused, that would definitely fix the problem. A control scheme which moved strafe to shoulder buttons, move+turn to left analog, and allowed right analog to be unbound would accomplish that and also control very well, imo. It's just unfortunate that there's no way to set up a binding like that, and it sounds like it would be a lot of work to allow something like that.
  17. The new download link is bugged so here's a fixed link. http://www.file-upload.net/download-9919719/Wii-DOOM_Wii-HERETIC_Wii-HEXEN_Wii-STRIFE_ALL-IN-ONE_R12_PROPER.zip.html Edit: Bug: I couldn't get the menu to come up while a Doom demo was playing. Haven't checked that on the other ports. I was really looking forward to using these now that there's key rebinding, but I don't see any way to rebind strafe, turn, or movement keys. What I really want is to bind strafe to shoulder buttons and move+turn to either the D-pad or left analog, or maybe even both. Unfortunately because there's no way to unbind move+turn from the right analog, I cannot get rid of the constant turning caused by a slight deadzone problem with my right analog. It literally makes everything unplayable. I'd really like to use these ports though. I hope I'm not being a pest, but is there any chance that move, strafe, and turn could be rebound in the future too, please? And that move+strafe could be unbound/cleared from the right analog? Unfortunately I don't think there's any chance I'll be able to use these without that. The constant turning I'm experiencing just makes it impossible to play.
  18. sector666

    Things about Doom you just found out

    That's so cool seeing it tiled like that. Now I wonder if there's any other levels where the start tiles seamlessly.
  19. sector666

    Things id got wrong

    Even though the damage with a rad suit on is intentional, it seems weird that they would have it do full damage. You'd think if some damage did get through it would at least be reduced to 10 or even 5. Having it be the full 20 does make it seem like a bug if you haven't seen the code, and either poorly thought out or dick move if you have seen it. That doesn't even compare to inescapable damage pits though. You stepped in the wrong place, now start over. Instant death just doesn't fit in with Doom's gameplay style at all. Besides that, probably the worst kind of game you could put inescapable pits in is one where there's so much of a focus on dodging.
  20. sector666

    Things id got wrong

    I never knew that about the rad suit issue. Night vision goggles probably weren't used very often because all they do is make everything fullbright, and Doom loses so much of its atmosphere when you don't have any contrast to the lighting. A different effect which didn't remove all lighting contrast would've been so much better.
  21. This is great. You even enabled music too, which I don't think any of the other Wii id ports did except Wolfenstein. There are a few issues and unclear things though. Crash: HACX's first demo desyncs (probably because of changes 1.2 made I'd guess) but the second demo crashed to a code dump. Wad selection: Apparently if you make a mistake when selecting iwad/pwads, the only way to undo it is to hit X and start over? Being able to press select or something to cycle between what iwad/pwad/deh you're choosing would eliminate the need to start all over. Controls: Is there a way to rebind controls? I see some things that look like they might be controls in default.cfg, but I don't know how I'd change them. I have tried using the default control scheme but I just can't stand it. I'd use a more SNES Doom like control scheme if I could set it, which is completely different then the default. Besides that, whenever I'm in a level half the time there's a constant turning to the left. As far as I can tell it seems like there might be a slight (and I mean very slight) problem with the deadzone on my right analog always leaning just a hair to the left. But just that little bit kept it wanting to turn to the left constantly. I've never noticed a problem like that with any other homebrew or Wii games though, so I don't know why your ports are so sensitive to that. That's something else that could be fixed by rebinding though. The configuration I'd want wouldn't even use the right analog. For anyone who might be confused by this at first like I was, you can use the ports with a homebrew channel setup on an SD card, as long as you have a USB drive available too. In order to load them from an SD card, you just need to put all the programs in the "apps" folder of both the SD card and the USB drive. They'll show up in the homebrew channel from your SD card, and you can load iwad/pwads from the SD, and game saves will work right too.
  22. sector666

    Things about Doom you just found out

    MAP01 of Doom 64 does this too. I don't think any of the other levels did though.
  23. sector666

    SNES Doom mod

    I was looking for working downloads myself and found what seems to be three different SNES mods. Posting here so everything can be found in one place. Dehacked SNES Doom mod (The original SNES Doom mod most people are familiar with. Also includes SNES ripped music (aka SPCs) for use with ZDoom): http://www.mediafire.com/download/9bf6ffqbrl5s4cc/SnesDoom.zip SNES Doom from the first ZDoom mutator contest: http://forum.zdoom.org/viewtopic.php?f=19&t=21920 unknown http://daman6009.home.comcast.net/SNESDoom.pk3 And for completeness Doom / Doom 2 Snes Style Music Edit: I was going to delete this and post it in the new SNES thread instead but apparently for some reason I can't delete my own post
  24. sector666

    Things about Doom you just found out

    I just found out how horrible Doom 64 music sounds sped up. Although I am kind of curious now what original Doom music would sound like sped up.
  25. sector666

    Things about Doom you just found out

    I don't know. I recently saw someone playing Map04 for the first time in a long time, and he was just utterly confused what the light switch did, flipping it multiple times and saying "What did that do?" (This was in the red key room as he missed the switch in the room where the lights actually toggle). Funnily enough he flipped the switch many times before checking the previous room (where the lights do toggle) but he had flipped it an even number of times before he checked that room (meaning the lights were turned back off again as if nothing had happened). Then he came back in the red key room, flipped the switch another even number of times, scoured both the red key room and the light toggle room (which was off yet again), and gave up trying to figure out what the switch did. I don't really blame the guy. If someone's going to put a toggle-able light switch in a level, it better be damn visually obvious what it's doing at the moment you flip the switch. Otherwise someone can keep inadvertently flipping it an even number of times and have no idea what is going on. The fact id got it wrong in that level makes me wonder how often it would be done badly if it was found in more pwads. All you have to do is have at least one switch located where you can't actually see the lights toggling on and off, and it's potentially confusion city.
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