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merana2311 joined the community
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Hello, I would like to thank those that have been involved in this project. I've really enjoyed playing through it. However, I am a bit stuck on The Express Elevator to Hell map. Is it possible to get to the yellow door without using something like idclip? So far, I have all the kills but only 18/23 secrets. I don't suppose anyone knows of a walkthrough where this version of the map is concerned? Thanks. :)
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Guts the Berserker changed their profile photo
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So, GZDoom has replaced its sector light options...
Jermarcus275 replied to Jakub Majewski's topic in Source Ports
So Is There A Way To Add The Software(Or SoftPoly) Rendering Option In The More Recent Versions Of GZDoom Above Version 4.8.2??? I Feel That The Hate Of The Software Rendering Option Is Just Gonna Add An Unnecessary Barrier To Those Who Are Interested In Using The Doom Source Port, And It's ALL Thanks To A Person In The Fourms Who Hates Having The Software Renderer Option By The Name Of ABunchOfTrash(https://test.doomworld.com/profile/33038-abunchoftrash/) For Stating That The SoftPoly(Software) Renderer SHOULD Be Removed!!!!! -
Omitting A_ReFire for "Full-Drain" Weapon - Yay or Nay?
Neophyte_Ronin posted a question in Editing Questions
When you hold down the Fire Button, A_ReFire skips to the first Frame with A_FireWhatever Action Code, bypassing any initial dead space and avoiding successive stuff like the Plasma Rifle's cool-down. Thus, the BFG and even the Pistol are quicker on the draw when held down. Yet, the Doom, Eternity & ZDoom wikis do not elaborate on the consequences of omitting A_ReFire. Setting A_CheckReload (part of the Super Shotgun) aside--that much I know has A_CheckAmmo built in--does A_FireWhatever have the A_CheckAmmo, or does the A_ReFire have it? It might be possible through DeHackEd alone to construct a weapon that loops to A_FireWhatever once clicked regardless of further input, expending all ammunition and switching to another available Weapon. Thus, the Weapon is a circumstantial "Spray-and-Pray" device that can wreak havoc in emergencies. If "Nay", then A_FireShotgun2 (SSG) with A_CheckReload will still work. I still wish other Weapon Types could follow suit. NOTE: I checked another project for reference and found Doomkid's first Rowdy Rudy mod. It used DeHackEd to create a starting Weapon that uses A_FirePistol twice in succession for dead-center accuracy for both shots. It replaced A_ReFire with another A_FirePistol and loops Firing frames back to A_WeaponReady. That might have A_CheckAmmo built in. -
When using WhackEd4's CTRL+M function to merge my current .DEH project--geared towards DEHEXTRA & MBF21 functionality,--with one whose Doom version is 19 with a Patch Format of 6, it tells me the intended .DEH file must align with DEHEXTRA & MBF21 standard. Good. Which numbers are those? Should be a simple fix; Version & Patch format are the first things you list in a .DEH. But I never saw a guide or list concerning this and the cutting-edge developments like MBF21 make them antiquated. I doubt PrBoom+ CompLevel numbers are the same thing, for instance. The .DEH file stems from a ten year-old project whose innards are blacklisted by wxpython's deprecation warnings for WhackEd4's somehow antiquated code, even for a recent beta release (it refuses to load without crashing). Unless I can reformat the file itself, I have to re-input the .DEH's changes manually. I've lost my cool about this, so don't expect much. If there's a list somewhere on the net that said which version corresponds to what, I didn't find it. EDIT: Forget it. I started looking at other DeHackEd files of games I've played and known are compatible with advanced ports like Boom. Pay no mind.
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<spoiler>it's not working ):</spoiler> asdfgh
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RazorMind joined the community
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Well, aside from the obvious recommendations of the medieval fantasy Heretic and Hexen... Doom map sets with medieval or fantasy medieval aesthetic include Eviternity (first episode), Hell-Forged, The Alfonzone (Mad Gothic), Lost Civilization (at least Castle and Courtyard), Tangerine Nightmare (though it's kinda Halloweeny), DBP20: Dungeons and Demons, and also (kindof) DBK01: Dungeon Synths. I'll also mention Verdant Citadel as a stand-alone map.
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NewGothic Movement 1, Map01!
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The entirety of Chapter IV from Eviternity II.
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grungo head art archive thread (ART IS SLOW BUT HERE)
Grungo replied to Grungo's topic in Everything Else
Grungo always wanted to make a classic fallout inspired game with fo4's armor system, armor would be devivided into 7 pieces, with 3 under armor variants (boots, pants, shirts) this would be "football armor" one of the lower class armors, not to be confused with leather armor -
Eternal Doom is what immediately comes to mind, most of it is in castle maps (with occasional modern day maps, due to the timetravel themes). I recall Herian 2 also having castle stuff, due to its mixed 'Doom, Heretic and Hexen' textures.
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Map03 UV-Max in 1:48.71 jf303m148.zip
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Here is the first (early) version of the Map 24 (Doom 2) + E1M3 map. The Destroyed Refinery What this includes -Full level -UV Max possible -Coop and Deathmatch starts + Deathmatch weapons What this does not include -Correct Sky texture -Difficulty settings other than UV and NM Feel free to critique certain aspects as well as the difficulty weather it be too easy or too hard.
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ossyl666 joined the community
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what would be the best "jack of all trades" doom launcher? my most important criteria is saving load orders, saving individual settings for each load order, and stat tracking like play time if there is none that meet all of my criteria, then which ones are the closest to that, and what pros and cons they have?
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Hey welcome to the doomworld! My recommendation for a wad that has a medieval style would be eternal doom. Just as a warning, it has a lot of puzzles, So I don't know if you're going to like it or not.
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Mr.Quackers joined the community
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Simulacrum RC2 | 32 MBF21 maps by muumi and myolden
myolden replied to myolden's topic in WAD Releases & Development
Yeah, go for it. -
So, GZDoom has replaced its sector light options...
Shepardus replied to Jakub Majewski's topic in Source Ports
If I could just mod it into the menu and have the cvar save like any other video setting, I wouldn't have anything to complain about. That it doesn't save seems to me to cause more problems than it solves. Or, more accurately, I don't understand what problems it solves. I can get behind the options being relegated to the console and understand the motivation behind that (even though changing the default is really the part that's doing the heavy lifting in the changes made), but why even the console option seems to be designed to prevent its use is beyond me. -
Simulacrum RC2 | 32 MBF21 maps by muumi and myolden
JackDBS replied to myolden's topic in WAD Releases & Development
Really like the color palette. Can I use it for my own project? -
Hi, new to Doom. Been a Quake player for years and finally decided to get Doom and dive into it. I'm having a blast and should have done this sooner! I really love medieval style maps. Castles and villages and stuff like that. Are there any that you guys would recommend?
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Doom Mapping Crash Course [Absolute beginner mapping workshop]
DoomGappy replied to DoomGappy's topic in Doom Editing
Oh, by the way, here is my second RAMP 2024 mapping session. I focused on developing the rest of the mechanics and starting to make the final version of each little room. -
I need to try these Pepsi forbidden drinks from page one. As for my answer: pasta with olive oil and sri racha sauce.