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If you could be any Doom level, which Doom level would you be?
bobstremglav replied to ⇛Marnetmar⇛'s topic in Doom General
Any terry trap level Same attitude, same sense of humor -
Hi! Making maps would be easier way to get into modding game Yes, Doom is very supported. There many tools for many platforms, but if you want just to tweak stuff then there few options: Dehacked (better use Whacked, windows port, but that's not really about coding...) or languages of advanced ports such as GZDoom It's also cool to know game in many aspects. Visit doomwiki.org, there a lot of technical stuff which can help you, like various bugs articles, values of weapons and monsters, etc If you want to work with dehacked or replacing graphics, Doomkid on youtube has enough of useful tutorials decino also has many good videos (with yellow background) about technical aspects of game If it's about modding something not vanilla - that's not my field, but I hope I provided nice resources which would help understand game better.
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Realm667 down for maintenance. Any site mirrors?
bobstremglav replied to Doom-X-Machina's topic in Doom General
Just wait? It comes back in only 5 days -
I played Scythe only on ITYTD in coop and it still was hard, what happens on higher difficulties (death options)
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DooM: The DORK Ages is gonna be horrible!!!!!!
bobstremglav replied to roadworx's topic in Doom General
I wish they start referencing famous fan works, Imp Encounter would be nice beginning -
I find Knee Deep in the Dead episode kinda overrated For me id started to die after peaking at Doom 2, when Quake became less interesting at many aspects and even cloning doom, and while Quake 2 stood the ground id story went downhills after all. I feel like I deriaved from thread theme too much, if so I'm glad to delete this nonsense
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DooM: The DORK Ages is gonna be horrible!!!!!!
bobstremglav replied to roadworx's topic in Doom General
What he was saying during NonStupNut? -
My opinion isn't best because I work with vanilla, but you can try to start with Whacked. It's windows port of dehacked, and since deh(acked) patches supported by many engines, even Boom, it shouldn't be a problem. Even without proper understanding of how game works it allows to change many aspects, such as some numbers for pick ups, properties of objects, and the most important: edit durations of frames and replace some code pointers with others. For example, for easy new monsters you can replace mancubus attack with spitting lost souls, now you got earthborn fat elemental. Replace pinky attack with explode - now you get kamikaze from Serious Sam (Person above sent great tutorial)
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Project AUQIPONING's topic (E1 PUBLISHED)
bobstremglav replied to bobstremglav's topic in WAD Releases & Development
@plumsI watched most your demos, good stuff! - Finding free midis is somewhat hard, but recently I found huge dump of Touhou midis and some Metallica songs, so midis shouldn't be a problem in recent future - Fixed, now exit is marked - No. I don't know how to put it nicely, so think of E1M9 as warp-only bonus - Fixed - I decided to limit movement in railroad sections and don't think that some kind of barriers would fit, considering that you somewhat leave level on train -
Simple recolor of vanilla sand texture, to better match it to one of beta skyboxes (one which could had animation with thunders)
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Problematic wad: AUQPNR.rar I added new flat which is simply recolor of vanilla flat to match beta skybox's yellow sand. I added it to E3M1, it's called NFLOOR1, and I placed it between F_START and F_END near beginning of wad, but trying to launch wad gives me this error: W_CasheLumpNum: 2421 >= numlumps What exactly causes this? FIXED: thanks to @iddq_tea for idea, just rename F_START to FF_START
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Your scariest bug/insect story/stories?
bobstremglav replied to Patrick_Plays_Doom's topic in Everything Else
Chill dude, they're very calm and friendly. I had one hanging above my bed (right above my head where I would sleep) for few days, and he was nice friend. Never touched me, just gave me some company -
why doesn't the Icon of Sin Talk?
bobstremglav replied to SkidyBoobFish's question in Editing Questions
https://doomwiki.org/wiki/Final_boss Icon of sin actually consist of various objects, either you forgot to place spawner or Romero head (I don't remember who exactly talks) or they're weren't awakened by you. If you placed all of necessary stuff try to teleport inside and shoot once, that should be enough -
Project AUQIPONING's topic (E1 PUBLISHED)
bobstremglav replied to bobstremglav's topic in WAD Releases & Development
Bump. E1 was finished, check original post for information, screenshots and download