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Shadow Hog

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  1. Showing off your ASCII art skillz in ENDOOM, I guess? That was the lump all that drama was over, right?
  2. I use MIDIMapper and LoopMIDI to pipe the MIDI data into the Roland Sound Canvas VA VSTi running in SC-55 mkII mode, myself. That would be through PortMIDI in the in-game menu.
  3. I have a quick question (that I guess could've been done via PM I guess but whatever). The wheat field textures from MAP...19, I wanna say it was - were they made specifically for Doom -1? If so, may I use them in a separate map I'm making (w/ credit, of course)? If they weren't, what was the source? (And if they were but you say no... well, I'll figure something out, but weirdly this was like the only result for "wheat texture" I could find related to Doom.)
  4. Technically JP21 in Japan/East Asia as well. Connector looks the same as SCART, but the pinout is different. But honestly, it'll break down as low as S-Video, so this is splitting hairs. You need composite or RF for the transparency effect to work, otherwise the signal is sufficiently separated enough that the dithered pixels are laid bare.
  5. Thanks for the kind words. Rest assured I haven't actively abandoned this, I'm just really slow. All this time and I've only really made one new map (though to be fair it's a very big map - and I did start work on another recently)... mapping block, what can ya do. I'll double check the voodoo doll scripts for the next revision, sure.
  6. I would honestly prefer it if it didn't, but all the implementations I've tested against do require A_BossAction, yeah.
  7. I mean, if we're all just gonna declare it dead cuz DSDA-Doom (and Woof? IDK the distinction besides "DSDA is for speedrunners primarily, Woof isn't, both are fine for casuals") does what it does but better, and people would push back against updating this even if I tried, then less work for me I guess :V
  8. Honestly, implementing (some level of) MBF21 is something I'd like to see out of PrBoom+UM before it freezes forever. I wonder how much of an undertaking coding it and making a PR would be... I'd offer to at least start it but I'm always paranoid I'll do something considered non-standard or just flat-out wrong and just make things worse. Might be an entirely unfounded concern, IDK. Also might be an interesting way to brush up my rusty C/C++ skills...
  9. v1.1 pitch effects randomizes the pitches of various sounds, as v1.1 of Doom did - technically as all versions of Doom try to do, but they put the parameter in the wrong field after a certain version so it stopped working. Since so many versions of Doom have it broken, re-enabling it might sound too weird to people to keep enabled, hence why it's a toggle and not just on period. PC speaker emulation forgoes the Sound Blaster PCM audio in favor of the one-channel beeps and bloops of ye olde PC speaker. For Doom this isn't too bad, even if the iconic growls and shit are better over Sound Blaster than PC beeper (and on a modern computer you'd default to the SB sounds anyway), but Doom II and Final Doom's added bestiary reuse sounds IIRC so that might get a bit confusing. Worth trying out for a laugh, anyway. I have to imagine Disable Sound Cutoffs does what it says on the tin, but I haven't played enough vanilla to know when sounds would, in fact, get cut off. I guess if too many sound channels get used up but a new sound's really gotta play (based on its priority value)? Dunno about Allow Fog. I don't think Boom has a ZDoom-like arbitrary fog feature ("set this sector to fade to #C0FFEE at this level of thickness specifically!"), though it does let sectors have custom colormaps that can be used to emulate it I suppose (bake your #C0FFEE fade in advance, then tag sectors to use it). It could also just be an older OpenGL renderer leftover, as in, "allow a black fog to taper off the brightness as you view into the distance instead of not doing that", maybe from a time where some graphics cards had issues with the concept. If it's the latter, kind of moot in our time of shader-based darkening. At any rate, somebody else is gonna have to answer this one for a concrete response.
  10. I'm not sure my most-recent update ever made it into a compiled build of this WAD, for that matter. I'm not sure that it didn't, either, admittedly, but for posterity's sake, I'll repost the link I made back in April 2020. This would be MAP28, I believe?
  11. AFAIK the rub there is that DEH strings can't be longer than the existing one? You might be better off renaming it to something like "RE.KKR", which is a few characters less, or "REKK.RSA" for exactly the same number.
  12. Can't make any assertions on the 486 atm (don't have one), but I can confirm the 2019 build I tried (wherein I discovered several of the MIDI tracks didn't work - which has long since been fixed) worked swell on a Pentium 133. My assumption is that the 486 should be fine, though.
  13. Yeah, it'd call P_SubRandom if the target was partially invisible (so a partially-invisible player or a Spectre - at least, I assume for the latter).
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