|
Hmm. In Skulltag, is the only way to use multiple .wad/.pk3 files offline by using Doomseeker and starting an offline game? I'm going to guess there's a command line that I never found in the .exe cause it seems odd that you can only naturally mount one .wad/.pk3 at a time...
|
# ? May 15, 2012 19:50 |
|
|
# ? May 30, 2024 14:05 |
|
sockpuppetclock posted:Hmm. In Skulltag, is the only way to use multiple .wad/.pk3 files offline by using Doomseeker and starting an offline game? I'm going to guess there's a command line that I never found in the .exe cause it seems odd that you can only naturally mount one .wad/.pk3 at a time... Do it the same way you would with GZDoom, either by dragging and dropping them onto the executable or using any one of the launchers in the OP.
|
# ? May 15, 2012 20:22 |
|
Minidust posted:Oh nice, thanks. I had actually checked my version of GZdoom, and what I thought was the official site said there had been no updates since November 2010 IIRC, the original developer of GZDoom had a hissy fit because people were getting more and more angry with his indifference towards the fact that there were some major bugs with ATI video cards that he wouldn't/couldn't fix and quit. That meant somebody else had to take over for updating the codebase to match ZDoom's features and also get a new website, which might explain why the "official website" would say there have been no updates in two years.
|
# ? May 16, 2012 00:56 |
|
Chinese Tony Danza posted:IIRC, the original developer of GZDoom had a hissy fit because people were getting more and more angry with his indifference towards the fact that there were some major bugs with ATI video cards that he wouldn't/couldn't fix and quit. That meant somebody else had to take over for updating the codebase to match ZDoom's features and also get a new website, which might explain why the "official website" would say there have been no updates in two years.
|
# ? May 16, 2012 05:03 |
|
Chinese Tony Danza posted:IIRC, the original developer of GZDoom had a hissy fit because people were getting more and more angry with his indifference towards the fact that there were some major bugs with ATI video cards that he wouldn't/couldn't fix and quit. That meant somebody else had to take over for updating the codebase to match ZDoom's features and also get a new website, which might explain why the "official website" would say there have been no updates in two years.
|
# ? May 16, 2012 05:15 |
|
I'm doing dumb things in TF2 and already have my Kritzkrieg named IDKFA and Medigun named IDDQD, what's the next logical step for the Quick-Fix? I don't think Doom has any 'health to 100%' cheat codes so I'm coming up blank. Any ideas?
|
# ? May 16, 2012 18:39 |
|
Xenaero posted:I'm doing dumb things in TF2 and already have my Kritzkrieg named IDKFA and Medigun named IDDQD, what's the next logical step for the Quick-Fix? I don't think Doom has any 'health to 100%' cheat codes so I'm coming up blank. Any ideas? It's Half-Life 2, but try "buddha" as the name. Never lets you drop below 1 health.
|
# ? May 16, 2012 18:41 |
|
Xenaero posted:I'm doing dumb things in TF2 and already have my Kritzkrieg named IDKFA and Medigun named IDDQD, what's the next logical step for the Quick-Fix? I don't think Doom has any 'health to 100%' cheat codes so I'm coming up blank. Any ideas?
|
# ? May 16, 2012 18:42 |
|
DoombatINC posted:How about IDBEHOLDS, the berserk pack cheat? Completely slipped my mind. Thanks a bunch!
|
# ? May 16, 2012 19:18 |
|
Does Reelism use any of the enhanced GZdoom controls? Mouselook, secondary-fire weapons, jumping, etc.? Just figuring out how I should map the controls best (and make sure I'd be playing the mod as intended). Loving the style of it so far!
|
# ? May 18, 2012 05:37 |
|
It definitely uses secondary fire on the fist and the tank, a few of the weapons need mouselook or are useless, and the Internet level in particular needs jumping.
|
# ? May 18, 2012 05:43 |
|
Also, dogpope is the best boss ever.
|
# ? May 18, 2012 20:34 |
|
Yeah, it uses all the modern tools of the trade like jumping and alt-fire.Code Jockey posted:Also, dogpope is the best boss ever. Anyway! Xaser and his gang of misfits have released a beta of a vanilla Doom map pack called No End In Sight. If you liked Doom The Way Id Did, it's an offshoot from that project.
|
# ? May 19, 2012 05:08 |
|
The Kins posted:Yeah, it uses all the modern tools of the trade like jumping and alt-fire. I don't have the sprites on hand to compare, but if I'm thinking right you just resized the original Wolfenstein sprites? If so, you could always start with the Macintosh versions, since they were double resolution. Downside is there's only front facing frames for them, but hey, it's a start!
|
# ? May 19, 2012 09:00 |
|
Chinese Tony Danza posted:I don't have the sprites on hand to compare, but if I'm thinking right you just resized the original Wolfenstein sprites? If so, you could always start with the Macintosh versions, since they were double resolution. Downside is there's only front facing frames for them, but hey, it's a start! If someone makes the rotation sprites for Mac Wolfenstein, I'll gladly upload my version of stwolf3d with the Mac assets.
|
# ? May 19, 2012 10:18 |
|
Where can I download the 10x wad for Brutal Doom? Kin's old link doesn't work. Sometimes I just need to shoot the poo poo out things in massive numbers.
|
# ? May 19, 2012 16:32 |
|
Ace Oliveira posted:Where can I download the 10x wad for Brutal Doom? Kin's old link doesn't work. Sometimes I just need to shoot the poo poo out things in massive numbers.
|
# ? May 19, 2012 17:14 |
|
So I have a couple questions to ask. First of all, is there a source port for Doom that's considered the best for recording demos? I'm trying to find out a way to record in Skulltag and having no luck, so I was looking to get a different port specifically for demos. Secondly, I've decided to start playing through more Doom pwads - more specifically, famous classic megawads. i'm hoping to progress through them chronologically, and Momento Mori seems to be the first really big Doom 2 wad as far as I know. Anybody got any recommendations, or any favourite megawads that seems to have fallen to the wayside for stuff like MM, Hell Revealed or whatever?
|
# ? May 20, 2012 19:10 |
|
an_mutt posted:First of all, is there a source port for Doom that's considered the best for recording demos? I'm trying to find out a way to record in Skulltag and having no luck, so I was looking to get a different port specifically for demos. PRBoom/PRBoom+ are capable of recording and playing demos that will play back on unmodified vanilla doom as well as many other source ports. Basically if you want to be able to record demos, prboom/prboom+ work best.
|
# ? May 20, 2012 19:18 |
|
an_mutt posted:So I have a couple questions to ask. If you want to ensure that the demos you record will always be compatible with future versions of prBoom+ then I'd advise that you force it to run under a certain "compatibility level". This essentially emulates old versions of Doom and can be done by using the -complevel command line parameter. For example: -complevel 2 to emulate "vanilla" Doom2.exe -complevel 3 to emulate "vanilla" Ultimate Doom.exe -complevel 9 to emulate Boom If you do this, then any time you go to playback the demo prBoom+ will automatically set it to the correct compatibility level for playback and there shouldn't be any desynch issues.
|
# ? May 20, 2012 19:30 |
|
For the proposed goon megawad, are we cool to use some custom assets? I'm not looking to use new monsters or weapons or whatever since I'm assuming most people would like to keep this compatible with stuff like Brutal Doom, but I'm interested in maybe using some custom textures, some sprites, and maybe a bit of ACS. I've got my level underway, but I'm having a hard time with my texture selection and I'm thinking I might just use the original ROTT textures to some degree.
|
# ? May 20, 2012 20:37 |
|
Install Gentoo posted:PRBoom/PRBoom+ H2Omelon posted:Yeah prBoom+ is the only port worth considering. Chinese Tony Danza posted:For the proposed goon megawad, are we cool to use some custom assets? I'm not looking to use new monsters or weapons or whatever since I'm assuming most people would like to keep this compatible with stuff like Brutal Doom, but I'm interested in maybe using some custom textures, some sprites, and maybe a bit of ACS. I've got my level underway, but I'm having a hard time with my texture selection and I'm thinking I might just use the original ROTT textures to some degree.
|
# ? May 20, 2012 21:16 |
|
As long as your WAD doesn't end up huge for Doom standards then I don't think anyone will care. So just don't dump 40 megs of flats/patches into your WAD. So what is the status on the goon sampler anyway?
|
# ? May 20, 2012 21:41 |
In regards to custom assets, I don't see what the harm would be. Like SPACE HOMOS said, it seems cool as long as nobody dumps a ton of resources into the WAD and makes things needlessly bloated.SPACE HOMOS posted:As long as your WAD doesn't end up huge for Doom standards then I don't think anyone will care. So just don't dump 40 megs of flats/patches into your WAD. This is my most recent list: Updated GOONWAD list: Cream-of-Plenty - "Suicides" + "Abattoir Blues" Sanzuo - "Starship" Encryptic - "Blood of the Earth" an_mutt - "Aquatic Ruin" SPACE HOMOS - "Waste" Jimmy Boag Chinese Tony Danza John Carstairs - "TeleLab 01" Dukka Ayin Edit: Gotcha! VVVVV Cream-of-Plenty fucked around with this message at 03:14 on May 21, 2012 |
|
# ? May 20, 2012 22:51 |
|
Haha, you can probably take me off that list. My urge to map has long passed, as the urge to do anything productive always does.
|
# ? May 21, 2012 00:03 |
|
Looks like the non-test Brutal Doom .16 release is just around the corner. Have some footage of demons being lit on fire: http://www.youtube.com/watch?v=JQlL_7uEc6I&list=UU_NSOckDnuypJK_FpCO6ogA&index=1&feature=plcp In other news, I finally got around to downloading GZDoom for the sole purpose of trying out Reelism, and despite having issues with downloading old version of ZDoom, I do not regret it. Everything in it is loving amazing, from the enormous battle tanks, the ROTT-style flamethrower, to having the goddamn world's-most-boringest-ghost pop up and pump you full of plasma is freaking stupendous. Hell, even getting the "alien invasion" enemy wave and discovering that it's made up of re-purposed Duke Nukem Advance enemies put a smile on my face. And Kins, you have an excellent taste in SNES music. Though, I don't suppose you could do something to make the "Blue Magic" and melee weapon loadouts not suck so much rear end in the future? Those laser gun projectiles are so slow, they'd probably get outrun by fat-rear end mancubuses.
|
# ? May 21, 2012 19:40 |
|
ChickenHeart posted:Though, I don't suppose you could do something to make the "Blue Magic" and melee weapon loadouts not suck so much rear end in the future? Those laser gun projectiles are so slow, they'd probably get outrun by fat-rear end mancubuses. In other news! According to court filings released as part of that Call of Duty trial Activision's going through, Bungie are working on a new Marathon game! However, only 5% of their staff are allowed to work on it at any given time until their new series takes off, so I wouldn't expect a mega-budget masterpiece with James Earl Jones as the voice of Durandal.
|
# ? May 22, 2012 11:50 |
|
The Kins posted:Bungie are working on a new Marathon game! However, only 5% of their staff are allowed to work on it at any given time until their new series takes off Well, so much for Bungie's claims that Activision have faith in them and were giving them complete creative freedom. You'd think that the studio that put Microsoft on the gaming map would get a little more respect, but then again, Activision are the publisher that shut down the studio that produced the single most profitable console game in history due to potential insubordination.
|
# ? May 22, 2012 11:57 |
|
Dominic White posted:Well, so much for Bungie's claims that Activision have faith in them and were giving them complete creative freedom. You'd think that the studio that put Microsoft on the gaming map would get a little more respect, but then again, Activision are the publisher that shut down the studio that produced the single most profitable console game in history due to potential insubordination.
|
# ? May 22, 2012 12:31 |
|
Babylon Astronaut posted:Which studio are you referring to? All I can think of is Game Freak. Infinity Ward. Modern Warfare 3 was the fastest grossing videogame in history. Oh, sure, the company is technically still running - just with almost entirely new staff.
|
# ? May 22, 2012 13:33 |
|
It's not only one super profitable game, there's MoH:AA and 4 other CoDs. No idea why Bungie would choose Activision over Microsoft apart from getting sick of Halo. I hope they really love their new IP, because Kotick will make sure there's a sequel every 1 or 2 years.
|
# ? May 22, 2012 14:45 |
|
Paul Pot posted:It's not only one super profitable game, there's MoH:AA and 4 other CoDs. No idea why Bungie would choose Activision over Microsoft apart from getting sick of Halo. I hope they really love their new IP, because Kotick will make sure there's a sequel every 1 or 2 years. In Doom news, WildWeasel updated NAZIS! with a bunch of tweaks, fixes and... uhh... Chex Quest support? https://www.youtube.com/watch?v=xRnzkT59D0Y
|
# ? May 22, 2012 15:04 |
|
The Kins posted:In Doom news, WildWeasel updated NAZIS! with a bunch of tweaks, fixes and... uhh... Chex Quest support? Ooh, nice! That's one of my favourite enemy/weapon mods. It works great with Epic 2, too.
|
# ? May 22, 2012 15:15 |
|
http://www.doomworld.com/vb/doom-general/59671-a-doom-equivalent-to-quake-injector/3/ A neat little application which lets you click a single link on the Doomworld idgames mirror to download and play Doom, Heretic and Hexen wads. It's in beta, but it is already really nice.
|
# ? May 23, 2012 19:34 |
|
So my map is starting to take shape finally, but I've got an important question: how do you limit how far up a perpetual raise platform goes? I have three in the first area, one right at the start and two parallel to each other. The first one raises and lowers to the height that it's already at, but the other two raise all the way to the ceiling despite only being at half the room's height. What's the best way to fix this?
|
# ? May 24, 2012 06:41 |
|
Chinese Tony Danza posted:So my map is starting to take shape finally, but I've got an important question: how do you limit how far up a perpetual raise platform goes? I have three in the first area, one right at the start and two parallel to each other. The first one raises and lowers to the height that it's already at, but the other two raise all the way to the ceiling despite only being at half the room's height. What's the best way to fix this? Alternatively, make a "dummy sector" in the void somewhere that is the height you want the platform to go to, then make another dummy sector connected to it, then join your platform and the second dummy sector so that they are the same sector. That way there will always be a sector of the correct height next to your platform sector. I hope that made sense, sorry. If not I'll try to throw up a diagram after work today.
|
# ? May 24, 2012 08:48 |
|
H2Omelon posted:When platforms rise or fall, they usually keep going until they reach the same height as the floor of a nearby sector (stopping at the ceiling if there is no nearby floor it passes on the way up). I think this height is determined at the time the platform is about to start moving, so if you have two moving platforms directly next to each other it may not work as you expect. From what I think is happening based on your post, the platform starts at the highest point you want it to be at, but moves up first? If so try lowering the starting height of the platforms? Actually, I don't know that they move up first. The thing is that they're free standing platforms (i.e. they don't have any raised floors near them). I'm guessing in order to get them to work I'm going to have to use some sort of ACS trickery, like specifying the amount to raise and lower them with just the regular raise and lower commands and then loop them.
|
# ? May 24, 2012 14:44 |
|
Guess what's coming back? Nice to see that a quick break hasn't eroded that unique sense of... subtlety. https://www.youtube.com/watch?v=JnMNGEN5xLI
|
# ? May 24, 2012 15:05 |
|
Haha what the hell game is that clip at the end from?
|
# ? May 24, 2012 15:36 |
|
|
# ? May 30, 2024 14:05 |
|
Yodzilla posted:Haha what the hell game is that clip at the end from? C&C: Tiberian Sun.
|
# ? May 24, 2012 15:41 |