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⇛Marnetmar⇛

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Everything posted by ⇛Marnetmar⇛

  1. If there ever was, it would have been Facepunch forums, but that place is long gone.
  2. I would be E1M7 because I'm complex and full of toxic waste
  3. Hot damn this is great news. As an aside, at first I thought the titlebar in the last shot said "1,692,432 graphics men and 7,485,176 other men" and wondered what horrible tragedy had befallen them
  4. Thanks for all you do @Wad overdose, you're doing the Doom community a great service by finding and archiving this stuff
  5. Hey, terribly sorry for the necrobump. Urthar's not been online for a while and I was wondering how to get a hold of them. I'd like to release a few of my own palettes using DVIIpal as a base but the permissions for doing so aren't specified anywhere
  6. I wonder if id was originally going to reboot Quake 1 but decided instead to retcon it into the Doom universe in order to preserve Quake as a multiplayer-only IP.
  7. 90% of all retro FPS maps are liminal spaces
  8. https://bardyard.bandcamp.com/track/cuts-you-up Instrumentation by Dethsoul, vocals and mixing by me. From the Gothy Spring Sing 2024 EP.
  9. WHERE VINCENT VAN GRUNGO MARNETMAR VERY UPSET AND HAVE BIG ROCK FOR SMASH
  10. The invisibility sphere is actually the superior reaction image because, being red, it's complimentary to Doomworld's blue color scheme. Everyone ought to be using it instead of the soulsphere

     

    #makedoomworldaestheticagain

  11. https://pitchfork.com/news/steve-albini-storied-producer-and-icon-of-the-rock-underground-dies-at-61/
  12. Well I'll be damned, that's about the strangest engine bug I've ever heard of. Thanks @plums!
  13. Here's the map. Map is 13, IWAD is TNT, intended port is crispy. Just tested in DSDA Doom under -complevel 9 and it works as it should, so evidently it's a vanilla engine limitation. Any ideas for a fix? hydroshock.zip
  14. PT 2: Now: if I move the split just 8 units to the north... The entire setup suddenly stops working again! So the neighboring sectors are not the issue, nor is the size of the rising sector. What could be going on here?
  15. edit: map provided in post #4 (PT 1) This setup worked perfectly fine until just recently, when it suddenly stopped working after no modifications from me. This switch makes this water sector raise up to the height of the sector pointed to with the red arrow I've confirmed that this part isn't the issue, but for extra information: this line, which the player crosses later, lowers the floor back down. Now, here's where it gets weird. When the initial switch is pressed, the water sector attempts to raise, but something is preventing it from doing so, so the floor stays lowered while the floor raising sound plays perpetually. Now, I know vaguely that in vanilla (crispy is not vanilla and probably does not have this limitation, but I digress), there's some limitation to how many lines a raising floor sector can have before the engine shits itself. Okay, we'll split the sector in half and add an extra highest floor sector to make sure it still works: Now the left half works fine, while the right half doesn't work. So evidently, the problem lies somewhere in the right half: Let's move the split. Hmmmm, left side still works: Left side still works. The problem clearly has to lie somewhere in the neighboring sectors on the right, right? Think again! The problem doesn't have to do with the adjacent sectors, but rather, it has something to do with the latitudinal line highlighted in red: As we can see, when the split is south of this line, the left side works: TO BE CONTINUED IN NEXT POST DUE TO ATTACHMENT SIZE LIMITS. IGNORE THE SPOILERED IMAGES, I CAN'T GET RID OF THEM FOR SOME REASON ---------------------
  16. Marnetmar request The Scream by Vincent Van Gogh but with Grungo instead of funny scream man
  17. I'm a little extremely fucking alarmed at how dismissive some of the responses here are. Potential TW if anyone needs it: OP: I know the idea scares you but please, go see a dentist. The rest of you can afford to shut your goddamn mouths for just one single thread.
  18. The early doom alphas had a prone mode that was activated by pressing M. It was removed because such a sheer amount of short king power in one game caused playtesters to spontaneously achieve full spiritual enlightenment and ascend into the heavens in a flash of light as their time on earth was now complete, leaving their families distraught.
  19. Grungo is an international treasure and must be preserved for the cosmos' posterity
  20. Just wait until you hear about Jazz fusion
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