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esselfortium

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Everything posted by esselfortium

  1. I don't really get it. Is the atmospheric experience enhanced that much by being able to yell "fuck yourself!" and flip off an empty room?
  2. You can import any real life objects into the game using the latest build of Final Doom Builder, but be warned that brain scan uploads are in beta and may not be stable. Don't use your own brain!
  3. Doom wads are things we make for fun. There’s no comparison between working on an ambitious free wad and the schedule demands of a commercial game, and for that I am glad. There is no crunch time in wad development. Ambitious projects can take a long time because we’re able to work on them when we feel up to it instead of having a forced death march to the finish line.
  4. You're trying to find the home address of the person who created a map you like. As one of the people involved in the creation of this project, and also as a member of the forum staff, I am telling you this officially. Stop now. If you find the house, then what? Either Veddge lives there and will be annoyed that you showed up, or someone who has nothing to do with this will be equally annoyed you showed up.
  5. It's not an ARG. Do not doxx mappers.
  6. Mapping is easy*, every time I start running out of steam I just add another new texture theme to BTSX E3**. *this is entirely a lie **this is not entirely a lie
  7. Minor tangent, but polyobjects not being limited to their original subsector was originaly pioneered by Eternity's dynasegs system in 2008 prior to ZDoom's miniBSP implementation in 2010. miniBSP is more advanced and EE's implementation was later updated to mostly match it, but it wasn't the pioneer. :P
  8. Are you using an up-to-date version of GZDoom?
  9. Weirdly the issue you described seems to be affecting your posts as well, and all other ones I'm seeing here. I have no idea what's up with that.
  10. This forum is populated by the very same people who make Doom WADs, so threads dedicated to trash-talking ones you don't like never go anywhere good.
  11. Looks great, Danlex! Welcome to vanilla hell.
  12. Hmmm, probably ignore that request then. Thanks for considering it though! I'll check out the latest build and let you know if I run into any more issues.
  13. That sounds fine. Thanks again! One other thing I've run into, which might not be fixable easily: Binding the clear/move to max actions to F2 and F3 like they were in old CRL doesn't work because the original fkey functions override them, so I tried binding them to Q and E instead to have them nearby the movement keys. This works fine for the most part, but when typing in a cheat like idbeholdr, I hit E and get warped to the max visplane spot. I think some modern ports have a way of preventing this kind of accidental input, I'm guessing it's done by checking if you've just typed "id". No worries if it would be too annoying to fix, I'm just noting it.
  14. I would say there's probably not much practical value for mappers in the difference between the two different visplane errors you can get, and having the accurate number would be more useful.
  15. It also appears that visplane counts above 128 aren't counted. Knowing the actual number reached can be useful for knowing whether you're just a little bit over and can reduce something simple, or whether you need to completely rethink an area.
  16. Perfect, thank you very much for this! One bug I've noticed is that pressing move to max very quickly after resetting max will teleport the player to 0,0. Everything else seems great.
  17. Thanks so much! Leaving them unbound by default is fine, as long as they're bindable :) I think it would make sense for it to apply regardless of whether you're in spectator mode. Users should be able to figure out whether they're in a place that's physically reachable during gameplay or not. (In old CRL it was possible to record a max visplanes count while noclipping, it's fine. You just hit the key to reset it if it's a place that isn't relevant.) Good to hear there's an overflow catcher for solidsegs. If a counter is added, it should be for the original vanilla 32.
  18. I'm back with a few other requests :) A feature that's extremely useful in old CRL is the ability to use a hotkey to snap the player position back to the highest recorded visplane count, and another hotkey to reset the recorded highest. It would also display that highest recorded value onscreen so that you can more easily recognize whether you've hit an overflow while bouncing around haphazardly. And something that was never in CRL but arguably should be: the solidsegs limit. I'd also find it handy if there were mappable one-key binds for god mode and noclip. Thanks again for your work on this!
  19. Pretty much ever since I first found out you could make custom Doom levels when I was a kid, I haven't been able to stop. Doom has been my favorite game pretty much ever since I first laid eyes on it, and that seems unlikely to ever change at this point. Nowadays Doom is a place where I can put a lot of my creative interests together in one place, with level design, art, and music all working together to make something greater than the sum of their parts. It's just endlessly satisfying to be able to run around in a world I created, or to watch other players make their way through a level I built. Makes the good brain chemicals happen. It's also fun finding new ways of pushing the engine to do stuff that hasn't been tried before. The expanded possibilities with Quake mapping are very enticing, but I've never loved Quake the way I do with Doom, so I keep making things for Doom, and trying to turn that engine envy into creative fuel. :)
  20. Looks great, congrats on the release! The Legends of the Hidden Temple theme is a fun new take on the Mesoamerican style.
  21. I liked the incorporation of internet subculture horror into a new context here, personally. It's reminiscent of Iori Miyazawa's work incorporating Japanese internet horror stories into LGBT fiction, but in an interactive medium rather than in novels. Taking isolated concepts and imagery from the public consciousness and weaving them together into an affecting larger narrative is cool, and functions both as an interesting work on its own and as a cultural time capsule. (Of course, a notable difference there is that Miyazawa includes detailed citations at the end of each Otherside Picnic novel, whereas MyHouse is intentionally obscure about its origins.)
  22. I haven't seen any, but I agree it would be a really cool theme to see done in Doom. So many unexplored themes out there still after all these years :)
  23. Not even in my top 30. It's a fine enough album, but Bob has done so many better ones. The Raven That Refused To Sing is an absolute masterpiece.
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