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Everything posted by Scuba Steve
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Widescreen Assets Pack and Appreciation Thread
Scuba Steve replied to OpenRift's topic in Doom General
If I'm not mistaken, in order to get the "scrolling" to work properly, the first image needs to be in the ratio of 320x200 and the second image takes up the remaining width. Don't quote me on it, but I know it can't have overlapping artwork. -
But is it vanilla compatible?
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Funny enough, I was contemplating a "best unreleased works" article where I would link to files and rank the best projects that died in an incomplete state. I know I've got the file on my PC since I just "replayed" it a few weeks ago in preparation for writing.
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There is no other answer; Drake O'Brien's textures in TNT are the absolute worst. They are little more than MS paint-tier trash which is made even worse by, as you described, the artifacts surrounding all his textures. It's painfully obvious they were drawn on a cyan background and were converted to Doom's palette with the antialiasing becoming green pixels. Its embarrassingly awful and such an eyesore, I made replacements to try and fix them.
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The thing is, Doom is a fast-paced game and your eyes look for recognizable shapes while playing... It's almost muscle memory at this point. The rocket box and ammo crate are similar so your brain tells you "rockets" or "ammo" however that magazine looks entirely different from the original pickup and will cause confusion. Granted, it won't take players more than a couple minutes to figure out out, but like I said, it's just so aesthetically different it doesn't quite fit.
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I'm not sold on the magazine variable... looks aesthetically different.
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In 2021 that's a really pointless endeavour since embeded deh files are a quality-of-life improvement. It won't break vanilla compatibility and 99% of all players who use any port other than vanilla will be able to run the wad without having to jump through the hoop of command lines. You can include the deh file in the .zip for vanilla users as well.
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I tendered my resignation at work so I can get home sooner to play supplice.
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Why are the zdoom Brazilian doom modders make the best mods?
Scuba Steve replied to haruko haruhara's topic in Doom General
Tangentially, ACE team--who created the landmark mod, Batman Doom--are Chilean. -
Generally, no; we usually just wait for a final build and then consider a project... But occasionally this isn't viable (looking at you, Eternal Doom IV.)
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Hell-Forged Episode I - v1.11 Released
Scuba Steve replied to Amuscaria's topic in WAD Releases & Development
Now we wait 10 years for the release of Ep3 and the inevitible remaster of Ep1+2!! -
Not to be a downer, but have we lost any community members this year? When a prominent member passes away, news travels fast, but I'd hate to miss eulogizing members because they were less well known.
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Hell-Forged Episode I - v1.11 Released
Scuba Steve replied to Amuscaria's topic in WAD Releases & Development
Muahaha! It's never closed!!! -
Is that video running Smooth Doom?
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Yeah, this should probably be clarified in the 'Ship of Theseus Award' this year; the Cacowards are about celebrating the spirit of Doom modding. While there are a lot of incredible Doom-based projects being created today... using Doom to produce a commercial project isn't quite what what I had in mind when we started honoring the community back in 2004. We should probably delineate that the Ship of Theseus is open to commercial products that alter the core Doom experience beyond the confines of "Doom" but that commercial products are not within the spirit of an amateur community celebration.
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Action Doom 2: Urban Brawl Reloaded
Scuba Steve replied to Scuba Steve's topic in WAD Releases & Development
Replayed—working as intended. It deselects because you have no ammo. You get ammo by using the generator and choosing to siphon gasoline for use in the chainsaw. -
CatacombGL - source port for the Catacomb 3D games
Scuba Steve replied to Arno's topic in Everything Else
Your dedication to this port and preserving the Catacomb series is commendable. -
what are you working on? I wanna see your wads.
Scuba Steve replied to everennui's topic in WAD Discussion
Looks strange to carve out unique hexagon blocks, but the path itself doesn't adhere to the pattern. -
Action Doom 2: Urban Brawl Reloaded
Scuba Steve replied to Scuba Steve's topic in WAD Releases & Development
Action Doom 2: Urban Brawl 1.2.1 fixes There were some concerning GZDoom errors in the prior release that needed to be fixed in order to future-proof (as best as one can) Action Doom 2 from breaking in future GZDoom releases. This update fixes those errors being dumped as well as cleans up other issues that community members found. Barring any game-breaking bugs, this will be the final release and the one uploaded to idgames. Objects like trashcans can be thrown like enemies including individual tires from each stack (yes, Ralphis, the basketball can be thrown too). Many people expressed remorse that the first thing they tried to do was throw a trashcan and merely punched it. Hugo boss reworked; features new attack to provide increased challenge Kicking made uniform across most melee weapons: key added (reload key) for throwing knives/shuriken alt attacks. GZDoom console errors being dumped by bad scripts in map01 Graphical & sound glitches related to running as a pwad Grabbing & throwing code cleanup Difficulty balancing regarding enemy damage/pushback/health Repaired broken sniper code (could simply run to the end of the map) Chandeliers no longer fall on your head from the ground pound explosion Winter glitch preventing door from closing Enemies now alerted in bossrush and map07 Brass knuckle uppercut damage increased Dogs stuck in farmhouse Cutscene sfx overplaying one another Electrocution artwork for all skins Fixed tube mechanics to function like the katana Improper sounds playing during enemy attacks HUD weapon items overlaying one another Replaced missing sfx for items/secret in iwad Includes sfxthx credits document in the wad as per creative commons license New tutorial graphic teaching players about the ‘kick’ command Future-proofed throwing mechanics by having alternate states for large/small objects Tons of other mistakes -
Don't worry, GZdoom will break your mod and you'll be back here in 13 years with a remaster...
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Should couple this with the widescreen appreciation thread.
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Sure... but considering Cage worked on both games and has a very distinct style, I think it's compeltely fair to say the world of supplice has a similar feel to Ion Fury.
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Widescreen Assets Pack and Appreciation Thread
Scuba Steve replied to OpenRift's topic in Doom General
That image is what was in your .lmp file when I loaded it... That's why I am confused.