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RjY

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About RjY

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  1. RjY

    The Official 'Trying to Find a Specific WAD' Thread

    You are right, it is Gravity map02.
  2. RjY

    The DWIronman League dies to: 50 Monsters

    50monstr-ironman-12lv-57.56 Sorry for lateness. I'd recorded the first episode (quitting at the first death exit) and the bonus levels earlier in the month. I think that makes 12 levels. Time of 49:04 for maps 01-10 plus 6:36 and 2:16 makes 57:56 total. Edit: prepared category, as ever.
  3. RjY

    A wad for Nine Inch Heels

    MAP01 EXIT 3/3 0 25/25 0/0 0:45+01 HMP max/reality, for the sake of completeness. First exit where I didn't fall off the pillars. I'm bad at platforming, sorry :).
  4. RjY

    The DWIronman League dies to: 50 Monsters

    It seems it was recorded with spechit overrun emulation turned off, whereas your glboom-plus.cfg likely has "overrun_spechit_emulate 1". Change that to 0 (which I expect is already the case in your prboom-plus.cfg) and it should work. That's what I had to do anyway.
  5. RjY

    Sound effects used somewhere else

    DJ Invincible & Matticus -- Dibby DJ
  6. RjY

    The Official 'Trying to Find a Specific WAD' Thread

    SF2012 map27 "Decimal Error" ?
  7. RjY

    The DWIronman League dies to: 50 Monsters

    [audience hoots and hollers] BTW did you decide who won last year's yet?
  8. RjY

    Things about Doom you just found out

    This is a strange thing to quibble about. I think you can assume in a technical discussion that your audience knows how two's-complement representation works. More importantly, doom2.exe and Chocolate Doom read the blockmap as an array of signed shorts. From the vanilla engine's point of view, the terminating delimiter really is -1. In fairness, Boom later changed it to unsigned / 0xFFFF to allow larger blockmaps (before giving up and writing an internal builder when that was found to be insufficient).
  9. RjY

    Things about Doom you just found out

    FWIW, boomsrc/log_rsp.txt entry for 01/30/98
  10. RjY

    Things about Doom you just found out

    Are you talking about Boom skipping the first entry in each blockline list? list = blockmaplump+offset; // original was reading // phares // delmiting 0 as linedef 0 // phares // killough 1/31/98: for compatibility we need to use the old method. // Most demos go out of sync, and maybe other problems happen, if we // don't consider linedef 0. For safety this should be qualified. if (!demo_compatibility) // killough 2/22/98: demo_compatibility check list++; // skip 0 starting delimiter // phares for ( ; *list != -1 ; list++) // phares Is this what you're referring to as buggy behaviour? If so I can't agree, it fixes spurious invisible hitscan-blocking walls in open areas by avoiding having line 0 in every blockmap square. It's clearly needed to fix a vanilla bug. The player doesn't want his shots blocked for no reason. Or am I misunderstanding? Edit: Doomwiki reference
  11. RjY

    Post Your Doom Picture (Part 2)

    Please allow me to try: Since the flats loop every 24 tics (3 frames × 8 tics per frame), and the scrolling textures on the pipes are width 128, it needed 384 frames to loop correctly, and a 4MB gif. Halving the frame rate to give 192 frames didn't ruin the animation too much, but the file size was still unreasonable, so I also had to halve the image dimensions to 320x240. This resulted in under 1MB which hopefully is small enough to not be too obnoxious for this thread.
  12. RjY

    Post Your Doom Picture (Part 2)

    The original 'O' is much wider (cf. "TOTAL"), the original zero is more square just with rounded corners. The 'O' in the two Thy Flesh Consumed title graphics is noticably more rounded. Perhaps it was an experiment that was discarded, as Final Doom did not retain it (or alternatively, the Final Doom iwads' title graphics were made by TeamTNT/Casali out of the older doom2.wad titles, and used by id as supplied).
  13. TVR! map15, again using a custom texture for the tracks.
  14. RjY

    Things about Doom you just found out

    You will probably enjoy reading about googol.wad then. It's the same principle, the period of a crusher.
  15. The truck from ev19 uses its own wheel texture TYWHEEL1: Napalm refines it into a jeep and adds a steering wheel made out of EXITDOOR:
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