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chexwarrior

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Everything posted by chexwarrior

  1. The successor to DoomRL (the DooM Roguelike) is coming out on August 5th, they just released a trailer. If you're a fan of roguelikes (and obviously a fan of DooM) than you should really check it out. Official Website Steam Page
  2. chexwarrior

    Favorite level in TNT: Evilution?`

    MAP27 Mount Pain!
  3. chexwarrior

    Mid-level saves: Yay or nay?

    When I first started playing Doom I went through this phase of only playing on UV, no saves and always pistol start. It forced me to get better, however it also caused me to quit a ton of megawads before completing them because I couldn't take playing one hard map over and over again. I finally mellowed out and now I play on HMP, pistol start (I don't know I just prefer this way of play) and I usually only save each time I get a key, but on harder maps I'll also save before a huge battle.
  4. Just finished this on HMP in GZDoom. Really enjoyed it overall! You did an awesome job of adding different mechanics that made the levels feel really original. A couple of them rode the line (and some went over) between original and turning into a sort of switch hunt, however I feel these were in the minority. Overall great megawad! Lets get it on idgames so I can give it a proper review!
  5. chexwarrior

    Do you know some obscure 1990's PC games?

    How about Mordor: The Depths of Dejenol?
  6. chexwarrior

    Doom 64 - I Don't Get It

    Like everyone else is saying the dark atmosphere, especially the music which I think is a lot better than the typical Doom 1 & 2 soundtracks, really makes the game for me. Beyond that, to me it plays like classic Doom albeit missing some of the better monsters which is a shame.
  7. I'm glad you did, this is a great tribute to Doom 64's soundtrack.
  8. chexwarrior

    Doom RPG Reverse Engineering Project

    Looks very cool, very interested in playing Doom RPG again, its been a long time.
  9. chexwarrior

    What is your least favorite DOOM enemy?

    It will always and forever be the Baron of Hell for me. I don't know, I think I've been forced to kill so many of them with just a shotgun that I always view them as tedious.
  10. chexwarrior

    Any Doom Editors For Mac?

    Try the Eureka doom level editor.
  11. I don't mind them, it all depends on the level. I play a game with myself to see if I can save at the start of the level before the monsters fully wake up.
  12. Hi everyone, I recently installed Ubuntu 20.04 on my machine and installed GZDoom via the provided deb package. When I attempt to start a game with FluidSynth as the selected midi device the game freezes, the same thing happens when the main menu music finishes its first loop. The game runs fine with Timidity. I've added the messages displayed in the terminal from the start of the game to the aforementioned freeze at the end of this post, let me know if you need anymore information and thank you in advance. GZDoom g4.3.3 - 2020-01-20 22:20:34 +0100 - SDL version Compiled on Jan 21 2020 M_LoadDefaults: Load system defaults. W_Init: Init WADfiles. adding /opt/gzdoom/gzdoom.pk3, 612 lumps adding /opt/gzdoom/game_support.pk3, 2523 lumps adding /home/andy/.config/gzdoom/DOOM2.WAD, 2919 lumps I_Init: Setting up machine state. CPU Vendor ID: GenuineIntel Name: Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz Family 6, Model 158, Stepping 10 Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading V_Init: allocate screen. S_Init: Setting up sound. I_InitSound: Initializing OpenAL Opened device Built-in Audio Analog Stereo EFX enabled ST_Init: Init startup screen. Checking cmd-line parameters... S_InitData: Load sound definitions. G_ParseMapInfo: Load map definitions. Texman.Init: Init texture manager. ParseTeamInfo: Load team definitions. LoadActors: Load actor definitions. script parsing took 103.15 ms R_Init: Init Doom refresh subsystem. DecalLibrary: Load decals. M_Init: Init menus. P_Init: Init Playloop state. ParseSBarInfo: Loading custom status bar definition. D_CheckNetGame: Checking network game status. player 1 of 1 (1 nodes) Using video driver x11 GL_VENDOR: NVIDIA Corporation GL_RENDERER: GeForce GTX 1060 6GB/PCIe/SSE2 GL_VERSION: 4.6.0 NVIDIA 440.82 (Core profile) GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA Max. texture size: 32768 Max. texture units: 32 Max. varying: 124 Max. combined shader storage blocks: 96 Max. vertex shader storage blocks: 16 Resolution: 1920 x 1080 fluidsynth: warning: SDL2 not initialized, SDL2 audio driver won't be usable ---------------------------------------- MAP01 - Entryway fluidsynth: warning: SDL2 not initialized, SDL2 audio driver won't be usable (process:79653): GLib-GObject-WARNING **: 06:39:26.516: cannot register existing type 'IpatchSplitsType' (process:79653): GLib-GObject-CRITICAL **: 06:39:26.516: g_param_spec_enum: assertion 'G_TYPE_IS_ENUM (enum_type)' failed ** (process:79653): CRITICAL **: 06:39:26.516: ipatch_type_install_property: assertion 'G_IS_PARAM_SPEC(prop_spec)' failed (process:79653): GLib-GObject-CRITICAL **: 06:39:26.516: g_boxed_type_register_static: assertion 'g_type_from_name (name) == 0' failed (process:79653): GLib-GObject-WARNING **: 06:39:26.516: cannot register existing type 'IpatchSF2GenType' (process:79653): GLib-GObject-WARNING **: 06:39:26.516: cannot retrieve class for invalid (unclassed) type '<invalid>' ** (process:79653): CRITICAL **: 06:39:26.516: file /build/libinstpatch-i701yY/libinstpatch-1.1.2/libinstpatch/IpatchSF2Gen.c: line 148 (_ipatch_sf2_gen_init): assertion `enum_class != NULL' failed. (process:79653): GLib-GObject-WARNING **: 06:39:26.516: cannot register existing type 'IpatchSample' (process:79653): GLib-GObject-WARNING **: 06:39:26.516: cannot register existing type 'IpatchItem' (process:79653): GLib-GObject-CRITICAL **: 06:39:26.516: g_type_interface_add_prerequisite: assertion 'G_TYPE_IS_INTERFACE (interface_type)' failed (process:79653): GLib-GObject-WARNING **: 06:39:26.516: cannot register existing type 'IpatchSF2GenItem' (process:79653): GLib-GObject-WARNING **: 06:39:26.516: cannot register existing type 'IpatchItem' (process:79653): GLib-GObject-CRITICAL **: 06:39:26.516: g_type_interface_add_prerequisite: assertion 'G_TYPE_IS_INTERFACE (interface_type)' failed (process:79653): GLib-GObject-WARNING **: 06:39:26.516: cannot register existing type 'IpatchSF2ModItem' (process:79653): GLib-GObject-WARNING **: 06:39:26.516: cannot register existing type 'IpatchItem' (process:79653): GLib-GObject-CRITICAL **: 06:39:26.516: g_type_interface_add_prerequisite: assertion 'G_TYPE_IS_INTERFACE (interface_type)' failed (process:79653): GLib-GObject-WARNING **: 06:39:26.516: cannot register existing type 'IpatchSF2VoiceCache' (process:79653): GLib-GObject-WARNING **: 06:39:26.516: cannot retrieve class for invalid (unclassed) type '<invalid>' (process:79653): GLib-GObject-WARNING **: 06:39:26.516: cannot register existing type 'IpatchItem' (process:79653): GLib-GObject-CRITICAL **: 06:39:26.516: g_type_register_static: assertion 'parent_type > 0' failed (process:79653): GLib-GObject-CRITICAL **: 06:39:26.517: g_type_register_static: assertion 'parent_type > 0' failed (process:79653): GLib-CRITICAL **: 06:39:26.517: g_once_init_leave: assertion 'result != 0' failed (process:79653): GLib-GObject-WARNING **: 06:39:26.517: cannot retrieve class for invalid (unclassed) type '<invalid>' (process:79653): GLib-GObject-WARNING **: 06:39:26.517: cannot register existing type 'IpatchItem' (process:79653): GLib-GObject-CRITICAL **: 06:39:26.517: g_type_register_static: assertion 'parent_type > 0' failed (process:79653): GLib-GObject-WARNING **: 06:39:26.517: cannot retrieve class for invalid (unclassed) type '<invalid>' (process:79653): GLib-GObject-WARNING **: 06:39:26.517: cannot register existing type 'IpatchConverter' (process:79653): GLib-GObject-WARNING **: 06:39:26.517: cannot retrieve class for invalid (unclassed) type '<invalid>'
  13. chexwarrior

    [SOLVED] GZDoom Fluidsynth Issue with Ubuntu 20.04

    That fixed the issue, thank you!
  14. chexwarrior

    [SOLVED] GZDoom Fluidsynth Issue with Ubuntu 20.04

    EDIT: Was poking around a bit and saw in the gzdoom.ini that you can include custom directories for soundfonts. I also saw that you can change the soundfont from within the GZDoom menu. Setting Fluidsynth as the midi device and changing to the TimGM6.mb results in the same freeze as before. The good news is I can change Timidity's soundfont now so it doesn't sound so awful :) I attempted to change the soundfont using the instructions you had posted in an older thread. I ran the following commands but they resulted in the same freezing issue: export SDL_SOUNDFONTS=/usr/share/sounds/sf2/TimGM6mb.sf2 gzdoom -iwad DOOM2.wad -file $DOOMWADDIR/akeldama.wad I also grabbed the MuseScore_General soundfount I found here and tried it again: export SDL_SOUNDFONTS=/home/andy/Downloads/MuseScore_General.sf2 gzdoom -iwad DOOM2.wad -file $DOOMWADDIR/akeldama.wad I also read in a random GitHub thread that you can use the SDL_FORCE_SOUNDFONTS env variable, but that didn't seem to change anything either. On my last attempt I got a log of the error, I've attached it in case that's useful. error.zip
  15. chexwarrior

    [SOLVED] GZDoom Fluidsynth Issue with Ubuntu 20.04

    Here is the output from that command: Desired=Unknown/Install/Remove/Purge/Hold | Status=Not/Inst/Conf-files/Unpacked/halF-conf/Half-inst/trig-aWait/Trig-pend |/ Err?=(none)/Reinst-required (Status,Err: uppercase=bad) ||/ Name Version Architecture Description +++-=======================-============-============-======================================================= ii libfluidsynth-dev:amd64 2.1.1-2 amd64 Real-time MIDI software synthesizer (development files) un libfluidsynth1 <none> <none> (no description available) ii libfluidsynth2:amd64 2.1.1-2 amd64 Real-time MIDI software synthesizer (runtime library)
  16. Playing through this now on GZDoom with Pistol Start. I love your style, its old school and yet detailed, reminds me of the best levels in Doom 2 Reloaded and Hellbound.
  17. chexwarrior

    Less Known Doom mods/maps

    Cleimos 2 is a good megawad thats largely forgotten nowadays. Also Demon Fear.
  18. chexwarrior

    thoughts on DOOM 64?

    I miss the Archvile, but besides that its one of my favorites. The atmosphere and music are awesome.
  19. chexwarrior

    Doom 64 coming to PC and modern consoles?

    Can't wait for this to release! However part of me is scared they're going to replace the original dark ambient music...
  20. The creator of the Doom Rogue-like has just released the spiritual successor to that game Jupiter Hell. I know we have some rogue-like fans on the forum and I think this game is worth you time! You can read more about it on the official website.
  21. chexwarrior

    Jupiter Hell (Successor to DoomRL) in Early Access

    It's a rogue-like, they make a point of explaining that I think.
  22. chexwarrior

    DoomRL (Roguelike)

    I loved Doom RL, I think the creator was ordered to stop working on it though. For anyone interested the creator has been working on a new roguelike that is in no way like Doom at all: Jupiter Hell
  23. chexwarrior

    Memento Mori 3, question about E2M7

    Agreed, the face splitting and punching to a gory paste is really overboard, I mean, it doesn't even seem like it would be that fun running from monster to monster performing these "death combos" on them.
  24. chexwarrior

    20 Years of PlayStation Doom.

    Sounds great Aubrey!
  25. chexwarrior

    Stealth Gameplay

    The only stealth map that comes to my mind is one level (I can't remember which off the top of my head) from Doom II Reloaded where you can't make any noise (i.e. attack) for nearly the entire level or a ton of arch-viles start teleporting all over the place. You had to either sneak by the monsters or run away from them, needless to say it was a hard one.
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