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Showing results for 'doom--h' in files.
Found 16 results
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Version
12 downloads
DMINFO is a set of four command-line utilities on Unix and Windows (source code included) to generate information about objects in the executables of DOOM/DOOM ][, Heretic, Hexen, and Strife. DMINFO, HTINFO, HXINFO and SFINFO are C programs built together with the respective games' INFO.c (and as many original .c/.h files as needed to make it compile) to directly extract information from the mobjinfo, state, sprite and sound tables for any thing and mobj. The info is ready to be used in thing Data tables on DoomWiki.org. Additionally, they can generate weapon-specific information, the pain chance table, and a table of monsters with their pain chance and hit points. This is not a full-fledged package like my previous tools: there is no README or manual page, nor much in the way of comments in my utilities' source code (*info.[ch], dmunix.h, print.c, maps.c, stub.c). All other included source files are taken / adapted from the games' original code bases. -
Version
8 downloads
DMINFO is a set of four command-line utilities on Unix and Windows (source code included) to generate information about objects in the executables of DOOM/DOOM ][, Heretic, Hexen, and Strife. DMINFO, HTINFO, HXINFO and SFINFO are C programs built together with the respective games' INFO.c (and as many original .c/.h files as needed to make it compile) to directly extract information from the mobjinfo, state, sprite and sound tables for any thing and mobj. The info is ready to be used in thing Data tables on DoomWiki.org. Additionally, they can generate weapon-specific information, the pain chance table, and a table of monsters with their pain chance and hit points. New in v2.0 are the wikified tables of thing types (options +n & +c), a completely restructed codebase that centralizes common code, support for Strife: Veteran Edition, and many improvements and bug fixes. This is not a full-fledged package like my previous tools: there is no README or manual page, nor much in the way of comments in my utilities' source code (*info.c, print.[ch], maps.c, stub.c, common/*.c). Several other files (things.[ch], levels.[ch], wads.c, wstructs.h) are adapted from DMMPST. All other included source files are taken / adapted from the games' original code bases. -
The passage of this map was for me a real test of strength. 2.5 hours of continuous gameplay - not a joke. Although if I so often did not stray because of inattention, it would be possible to drop 40 minutes, probably. In general, the impression is good. There are no details in architecture, but the very monumentality of the locations, the complexity of the level structure and the total amount of work (4 years, wow!) instills respect for the author. Locations are large and harmoniously pass into each other, forming one of the most intricate labyrinths in my memory. It was very difficult for me to understand how to take the blue key. I remember ... no I do not remember how I took it ... it's just something ... :D The problem is that the map locations are rather empty, and the gameplay is monotonous and not difficult (which did not stop me a couple of times to be killed ...) . I remember that I got into a few classic traps, but that's all. Visual techniques that the author uses are well known and time-tested. Standard textures are applied competently, the samples from the first part of Doom complement them well. The battles are pretty straightforward. In researching a huge (incredibly huge) base, we most often encounter groups of zombies, and they are often scattered over long distances and cause a lot of problems in the open area. While the player did not find the chaingun, you have to hide and shoot with a pistol. The author did not confine himself to the "technobase" theme alone. We have to go to hell again, and then come back. The map's locations do not resemble each other, so the map does not get bored to the very end. The number of secrets is amazing. At the first passage I found quite a bit, but really ... I'm not going to soon return to this base ... I recommend to everyone who likes long research expeditions to the abandoned UAC bases. First Demo Attempt GZDoom 2.4.0, 02:25 h In my collection: - Visuals (3 / 5) - Detailing (3 / 5) - Gameplay (3 / 5) - Atmosphere (3 / 5) - Difficulty (3 / 5) - Overall Rating (3 / 5)
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Version
3 downloads
HFDE/h is a full featured PWAD editor for id Software's HERETIC based on DEU 5.1-5.2 by Ralphael Quinet and Brendon J. Wyber. Basicly I took DEU 5.2, and hacked it; giving it a brand new interface, some new features, and of course support of heretic. Since DEU is the most powerfull editor available, I picked it to work with. Originally HFDE (the DOOM registered version) was designed for my own use, hence the interface is how I like it. -
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The Gateway Experiments, or Doesn't The Military Ever Learn? Episode 1: Space Station Omega
Guest reviewed a file in g-i
G = Use Radio or Next, H = Select. In Doom your ears are your friend. In this little map your ears can equally be your enemy as you try to discern between background ambience and real monsters. Its made easier sometimes when they teleport all around you :o) The storyline does slow down gameplay a lot and takes getting used to, but I enjoyed the change. Reminds me of Half Life. Some say its not Doom but if you’ve played tons of WADs, any variation is appreciated. 5/5 for quality. Hope the quantity follows. -
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Version
0 downloads
I finish all the levels in doom2 speedy Gonzales style (starting from scratch, finish a level on hurt me plenty, under par) This is for the people out th- ere who are having a problem with their SG title, If you look you will see that I don't have the sg title yet, that is because I am waiting for my challenges, I do however have a Doom 1 Incubus and a Doom1 Grand- master. Here are the times for all the levels E-----Easy M-----Medium EM----Easy/Medium H-----Hard MH----Medium/Hard -
Dude, I don't get this... a bunch of empty maps... Lucky for the Doom community, I know that I am the one who doesn't understand this. 5/5 because I know the voters posting and not only do I know I can trust (certain ones') judgement, I know that I am trying to play this single player. I don't think that's intended, and good job, author, for doing something original (e.g., anything capture-the-flagg-is h). :D 5/5
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This is dated May 2009. It's a bit like the Beatles' "Anthology" or Arthur C Clarke's "Lost Worlds of 2001", i.e. a grab-bag of leftovers. In practice E5M1 is an eye-gouging non-euclidean abortion that would give H P Lovecraft nightmares and it was a terrible mistake to start this way. E5M4 is just as bad. The rest of it doesn't add a great deal to the aforementioned Console Doom and it left me cold.
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Awesome. I was playing in those days and god, when I first played it... wow. Iirc. I just had gotten sound blaster to work in my 486 and my tears were still running from Xwing with starwars soundtrack but then the DooM immersion... played it 4+h per day, if possible even more often. And I still love it. Probably the best (3d shooter) game ever. And I miss these old days.
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P H A N N Y S --- for DOOM ][ Deathmatch<br><br> 9 NEW LEVELS FINISHED APRIL 2001
Guest posted a file in p-r