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Everything posted by esselfortium
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Happy QuakeCon, everyone! Have a 5-map preview build of Back to Saturn X Episode 3, because it's been way too long since the last BTSX episode came out! A UMAPINFO-supporting port is strongly recommended (Eternity devbuilds, DSDA, and GZDoom should all work), for the correct skies and map-picker menu. Downloab: Preview Build 2 Textfile (Sidenote: E2 Final is still on its way, but a number of critical bugs were found while doing "final" testing for it, because it is truly the project that never ends.)
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what are you working on? I wanna see your wads.
esselfortium replied to everennui's topic in WAD Discussion
This looks absolutely amazing! -
I say gib with a hard G (the incorrect way) and gif with a soft G (the correct way).
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@Danlex That looks fantastic! I love the woods clearing scene especially.
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I'll be there! QC2019 was a great time, getting to hang out with Doom friends in person was a lot of fun.
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There isn't much Mac support for Doom editing tools and never has been, so I recommend using Parallels Desktop or another program that can virtualize Windows.
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Well, it's a lot better than TNT...
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[Solved] Possible workarounds for blockmap overflow?
esselfortium replied to thiccyosh's question in Editing Questions
ZokumBSP is best for vanilla's limits, but if the map is hitting the sourceport-extended limits, there might be better options. -
GZDoom can’t render sloped 3D floors in software mode. If you want to use them, you’ll need to use OpenGL or Vulkan.
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It had built-in launchers for single player and multiplayer games, which allowed you to use Doom's various command-line parameters via a GUI.
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Lion Entertainment's Mac OS ports of Doom supported 640x400 in 1995, a year earlier than Doom95. This was the version I grew up with.
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Fair enough, Massmouth was a bit before my time being active in the Doom community. I think the community has largely gotten more conscientious of this stuff over the years, too.
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Though I'm sure things have slipped through the cracks before, it's been a soft rule in the community for as long as I can remember: ZDF had (probably still has) a resource rips subforum with an explicit rule against taking resources from games made within the past few years, which seems completely like a completely fair guideline IMO. And on a personal level I feel like ripping assets from a recent indie game specifically is pretty shameless, credit or no credit (and no credit was given here)... And I'm not really seeing anything in the way of "extreme language and attitudes" here (outside of NoisyVelvet's post that's praising the wad), so I'm not sure where that's coming from.
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Doomworld's Legacy idgames archive down?
esselfortium replied to Wadmodder Shalton's topic in Everything Else
tired: actually informing the site staff when something isn't working exhausted: this- 13 replies
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Please don't imitate spam threads like this, for your own sake: It's literally two clicks to ban a spam account and remove all their posts, and threads like this are going to be seen as false positives because we've had hundreds of real spam threads recently. (I nearly just banned you before seeing you weren't a newly-registered account.)
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Yes, we're planning on having a separate release of the levels that didn't make it into the main set.
- 437 replies
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Classic Doom - "floor lower to highest" oddity
esselfortium replied to _bruce_'s topic in Doom Editing
The -500 limit is pretty annoying, but it’s easy enough to select your entire map and input ++1024 for the floor and ceiling heights to (probably) never have to worry about it again. -
For the most part it's less about their specific capabilities being a problem, and more that KDiZD has a lot of custom monsters, and vanilla dehacked is limited to replacing existing states and thing slots, so there are hard limits on how much I can squeeze in, even with some of the tricks I did in KDiKDiZD to squeeze in a bit more than usual. I took this limitation as an opportunity to give KDiKDiZD its own unique set of monsters, more focused on agile glass-cannon enemies and less on tanks. This included adding some new monsters, and making changes to some of the monsters that I did keep from KDiZD's set.
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If you download the same version, it shouldn't be any different. Updating to a newer version will generally break savegames.
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I'm still eternally chasing after the "perfect" esselfortium map, always just out of reach. Maybe someday. (I doubt it!)
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>looking at btsx screenshots >ask essel if the maps are creepy or wet >she doesn't understand >pull out illustrated diagram explaining what is creepy and what is wet >she laughs and says "they're good maps" >download btsx >it's wet (the answer is a mixture of both, much like e1 and e2)
- 437 replies
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