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About Demion
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DURANDOS:a hispanic deathmatch megawad
Demion replied to Downcologo one's topic in WAD Releases & Development
Ese loguito, no hay forma de no reconocerlo... qué viejita loca sos jaja un abrazo argento -
Back in the '90s, my dad was all about Doom, and that game used to spook me big time! Funny how things that scared me as a kid became my grown-up obsession. In my teenage years, I was on a mission to snag copies of Ultimate Doom, Doom 2, and Final Doom after losing the ones my dad got. Around 2003, I finally tracked them down online, and once I started, there was no turning back. Somewhere around 2010/2011, I stumbled onto something cool – fan-made levels. Requiem was the first I played, and I've been hooked ever since. From those early scares to exploring the worlds crafted by fellow fans, my Doom journey's been one wild ride, and it's still going strong today.
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I only use: DSDA-Doom: for vanilla, limit-removing, Boom, MBF and MBF21 compatible wads, so almost everything posted in Doomworld. Use this one if you want something that is still being upgraded and similar to prboom+. It's more accurate than GZDoom. GZDoom: I use it for GZDoom compatible wads, although it plays everything that DSDA-Doom does as well. https://zdoom.org/downloads
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Hey there! Is there a chance that when I use Fluidsynth with a soundfont, there's some additional input lag compared to portmidi? I've always used portmidi, and today, when I wanted to try a soundfont with Fluidsynth, I felt like Doomguy's control was a bit sluggish, almost like there was a delay. However, switching back to portmidi made everything feel smooth again. Am I imagining things, or could there be a chance that this happens? Thanks a lot!!
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Helion - C# (0.9.3.0 6/24 - Goodbye BSP tree rendering)
Demion replied to hobomaster22's topic in Source Ports
Hello, I'm really excited about this source port idea! I think it'd be amazing to incorporate settings like light modes, similar to 'Shaders' in PrBoom+, and to enhance the visual experience. Oh, and more options for texture filtering would be absolutely epic too. I also observed that Doomguy aims slightly higher than in other ports. I'm not sure if this is intentional, but during monster fights, it's noticeable and a bit bothersome. It would be fantastic if it could be adjusted to match the 'standard' style of other source ports. Just to let you know, I play with centered view and no mouse look. Also, I've noticed there's no key binding for an 8th/9th weapon, like the perforator weapon in Eviternity 2. Thanks a bunch for your hard work, and keep the awesome updates coming! -
[RC5] EVITERNITY II - RC5 Released!
Demion replied to Dragonfly's topic in WAD Releases & Development
First of all, great job and fantastic surprise this is! Alright, I would like to play this wad in DSDA-Doom with OpenGL light modes like Shader, which used to be on previous versions of this source port, but newer updates lack this setting, and i don't like how the game looks with software mode or palette-based opengl renderer. Does anyone know if this wad will work alright and not break anything in the game, if i use a previous version of Dsda-Doom? Like v0.25.6 for example, which was the last version with OpenGL light modes. GZDoom is not an option to me, because of the performance i get with my PC. Sorry for my bad english, I'm not native. -
Aguante el dooooom, cheeeee!
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Thank you! It is. I use DSDA.
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Hi! Thank you so much for the levels! What complevel should I use?
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This one: Aquatic Wonder by DBP Team. A great wad. Edit: I've just seen someone had already mentioned this one :(
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What was your first megawad, other than doom 2, Plutonia or TNT
Demion replied to Johnny Cruelty's topic in WAD Discussion
Requiem