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Cire

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Everything posted by Cire

  1. Cire

    Zauberer

    Official Zauberer discussion thread. Zauberer's website with source assets, current story and concepts: https://github.com/CireG/Zauberer
  2. Cire

    Zauberer

    ShadesMaster has kindly given his blessing for use of his Hexen mapset Hexen - Shades of Darkness in Zauberer. Kind thanks to him! I haven't checked it out in detail yet, but I suspect it will need some rework to be useable with Zauberer. Any external help from the Community with this task would also be greatly appreciated. I will attempt to do some retexturing myself, which I presume will be necessary, though depending on the magnitude, I will probably not be able to complete it alone. You can find ShadesMaster's mapset here: https://forum.zdoom.org/viewtopic.php?f=42&t=60075
  3. Cire

    Zauberer

    Hey, thanks for the re-up, and sorry for late reply! Not sure could be, will check it out. I don't Think I ever got my own texture definitions to work properly anyway though when I did it by that menthod (creating them in Slade which I presume is what leilei also did for the heretic placeholder WAD.) Still looking for more Resources for the Project btw, primarily Graphics (textures and sprites) would be beneficial for me, in case anyone's got any to spare or know of anyone who does :)
  4. Cire

    Zauberer

    True that. But I made a proper placeholder IWAD based on the original one leilei made for blasphemer with my own created texture definitions. Will upload it later when I get back to my home computer
  5. Cire

    Doom II XBLA Beta

    Just found out about it, and curious what you guys have found out, any interesting stuff about it yet. Myself, I've just started poking around the files. Seems pretty exciting so far.
  6. Cire

    Other games that use Doom's palette

    Has anyone managed to crack the Osarium BXB data file format yet? Looks similar to WAD in XWE to me. I tried adding IWAD text string at the very beginning (not overwrite) in the file with XWE, which made SLADE recognize it as WAD format, however refuses to open complaining about it being invalid or something because of lump 0.
  7. Cire

    Other games that use Doom's palette

    That game is also interesting in that it uses some kind of slightly modified WAD format also.
  8. Is there any source port yet that has made any progress towards supporting running any of the pre-1.0/0.99 Doom IWAD's? The only thing I know of is that @kb1 said that KBDoom planned to do this once, don't know if it's still planned? The press beta would probably be the simplest to implement support for. Not really sure what would be the best approach to do such a port either. Maybe fork an existing port like GZDoom since it seems to have some support for it. I Think there are two tasks to do to make it work, first would be to get it recognize the IWAD as such, and secondly add support for the beta Graphics format. I've read that GZDoom has better support for custom IWAD's nowadays too, and I remember that @Gez said he had some code to load the old patch format in ZDoom too I belive?
  9. Cire

    Port with Doom Alpha/Beta support?

    I was talking about running the IWADs directly though. Should be possible since their selfcontained. I think ZDoom is closest to support them. It reads most of the data, at least the press beta. Except dosen't recognize it as an IWAD and the beta patch graphics format
  10. Saw this recently: Pretty exciting stuff.
  11. Yeah, I'm eager to hear an update on this! ;)
  12. Cire

    [IDEA] Hexen Console TC?

    OK, so that's it then? Guess you're right then :)
  13. Cire

    [IDEA] Hexen Console TC?

    Had this idea for a while, wondered why no one has seem to attempt it. Doom has had lots of console releases and also had several console total conversion attempts on PC. But why not Hexen? It's been released for Three consoles at least (N64, PSX, Saturn) so it would be pretty cool to see console TC's of those I Think. Just putting out the idea, basically
  14. Cire

    Port with Doom Alpha/Beta support?

    Speaking of Calico, maybe do 3DODoom next? It's the other open source console Doom. Would be very interesting to see such a port
  15. Nice to hear! Speaking of that, we also got Another source release, from Microsoft, Windows NT 4 File Manager released under MIT License!: https://github.com/Microsoft/winfile What are the odds, lol
  16. Well, it was a while since I tried that one out on Windows 7, but iirc, there was a patch included which after installed made it work for me. Can't guarantee it does for you, but maybe Worth a try if you haven't already installed it, since I remember I also had a similar crash without the patch, but after installing it it worked fine. Hope it helps
  17. Actually, SLADE seems to be able to convert to Planar after changing a setting and raw screen is the same format as Flat apparently. Unfortunatly, there seems to be a max limit on resolution on that graphic formant so you can't do wide screen anyway. I included the converted 'de-widescreened' Graphics anyway, because at least TITLEPIC and INTERPIC has improvements, most noticably towards the right edge. I'm attaching the WAD I did in case anyone besides me finds it useful. Should work in most Hexen supporting ports I Think but not vanilla or ChocoHexen. Has been tested to work with ZDoom 2.8.1 at least. Credits and thanks to @NeoWorm and @DELUXE who did the graphic fixes and @NeuralStunner who did the map fixes in the WAD. HEXENFIX.zip
  18. @Revenant100 Happy to help! Really looking forward to see what the Hexen sprite fixing Project has in store. I'm working on a small Project myself while waiting for yours. It mostly consists of me trying to collect fixes for Hexen and making them ChocoHexen compatible right now. Though I have encoutered a couple of problems on the way. One being that there seems to be now way to convert Graphics to the Raw Screen or Planar formats that Hexen uses for some Graphics in the SLADE editor I use (at least not as far as I've found). And it just doesn't seem possible to get ChocoHexen to accept widescreen HUD sprites without crashing for some reason I don't understand. So you're right in that in the widescreen sprites has to be split off into a separate WAD, just like the Heretic counterpart. Still the Doom Engine seems to be unaffected by this issue. Strange.
  19. Cire

    doom 3 demo not working

    Yup, thanks, happy to help! :)
  20. Cire

    doom 3 demo not working

    That certainly is very wrong. Firstly, it seems only SOME versions past XP is affected by that bug including Vista and 7. However 10 is NOT affected, since I'm running it myself and I've tried Doom 3 Demo on it and it's more than happy to run very well. :) I skipped Windows 8/8.1 because it sucks (mostly because of the GUI imo), so I can't say when the bug was fixed, but it must've been somewhere between Windows 7 and Windows 10. And secondly, even if you're unfortunate and can't run the demo straight off, the still good possibilities of getting it to work. Moreso than ever since the source was released and a few source ports are available too. So what this boils down to is the OP has Three choices here as far as I can see. 1) Either downgrade or upgrade your Windows 2) Do it the old skool method by patching the demo, then do console skip 3) Use a source port. You probably still might want the patch and perhaps have to console skip if you don't want to download the source code and recompile it in demo mode, should be possible to do though I've never tried it, feels like overkill even for me ^^
  21. Hello roboticmehdi, how are you? Yes, it probably does. I forgot to say there's a very simple way to skip the key check though, and that is simply accessing the console by pressing Ctrl+Alt+Standard Console Key (which is probably located directly between esc and tab on most keyboards incase you don't know). From there you can just write commands, preferable 'map' is useful for you. Just do 'map' followed by the path to the map you wanna start up, which probably is the first demo map. Not exactly sure what the path to it is atm but you can easyli check out by yourself by opening demo00.pk4 in your favorite zip editor and note the path for first map. the command should be similar to 'map game/sp/mars_city' or something. Don't hesitate to ask if you need more help with it, i'll try my best to help!
  22. Just saw that there is Another widescreen Hexen Project here: https://forum.zdoom.org/viewtopic.php?f=46&t=59917 Maybe could be useful?
  23. Cire

    Zauberer

    @Apaul27 There was an attempt at such a Project but it basically didn't really get anywhere afaik. There was a discussion thread here: and also here where there was also a very incomplete placeholder PWAD released here:
  24. I Think it's quite interesting anyways. We don't know too much about it yet, but we know that the TITLEPIC is radically different atleast. I'm attacthing a copy of it for backup and a copy of the detailed file list. Also the filename is STRF1295.zip and contains four files: STRIFE.CFG dated 1996-02-10, the STRIFE0.WAD beta teaser demo IWAD, dated 1996-12-19, sized 10,650,948 bytes, which means it's even larger than teaser 1.0 and probably contains more unused/early prototype material. The STRIFE.EXE is the same date, but is interestingly smaller in size than both 1.0 and 1.1 versions at 711,473 bytes which could mean it's a more primitive less developed version that could be interesting to check out. The last file is called CUTUPS.EXE and is 111,610 bytes. No idea what that file could be though. Made SETUP.EXE renamed? You can compare the dates and sizes yourselves here: https://doomwiki.org/wiki/STRIFE.EXE and here: https://doomwiki.org/wiki/STRIFE0.WAD
  25. Cire

    Abandoned Community Projects

    @Pegleg Thanks for mentioning the Hexen Community Project attempt. I Think it was the first attempt at such a Project, so it's kinda cool in that sense even if it wasn't successful. Although it sounded like a great idea, it seemed to become rather impracticle to attempt to actually implement into a Product. Several people had different visions of what rules they wanted and how they wanted the Project implemented and I got indecisive and most people rather quickly lost interest in it. In the end, there was 1 map + resource pack, a story, a 'map progression sheet' and lots of interesting ideas, but no actual mappack was made unfortunatly. I never officially cancelled the Project because was optimistic and thought that later on the interest might become reignited again. I like to Think that even though a Hexen Community Project has never been successfully made, I don't Think it should be impossible to complete one, just rather challenging prehaps. I hope to see such a Project be finished someday in the future
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