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About Terraformer9x
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I'll be completely honest and say that I've never viewed DSDA-Doom as a speedrunning-centric source port and more so just a continuation of PrBoom+ with very nice optimizations and features. Although I will admit that I'm a tad bit disappointed with how some stuff in the port is handled and some of the decisions that were made with it over time. I have no idea what the "antispeedrunner-mentality" thing is all about though...
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Which port are the most vanilla? (in terms of gameplay not cosmetics)
Terraformer9x replied to Ezper's topic in Source Ports
If you're trying to get the best of both worlds in terms of keeping vanilla gameplay but also having some cosmetic stuff like colored blood and what not, your best bet is either Crispy-Doom or PrBoom+/dsda-doom. Crispy has cosmetic stuff built in and PrBoom+/dsda-doom requires a little bit of tinkering but also supports cosmetic changes as well while keeping gameplay vanilla. -
No offense, but the PBR materials are way too overtoned and overdone here.
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From DOOM With Love (October 12, 2021)
Terraformer9x replied to Charlie Love's topic in Source Ports
Congrats on the new release! ^^ I should mention though that I made a fork of FDWL where I fixed the 426x200 by setting the aspect ratio to 71:40. I also fixed 854x400 but I changed it to 852x400 and gave it the 71:40 aspect ratio too. I did this because widescreen hud graphics that were 426 pixels wide didn't fit the screen entirely with 854, you could still see a few pixels of GRNROCK at the sides. -
Widescreen Assets Pack and Appreciation Thread
Terraformer9x replied to OpenRift's topic in Doom General
Gotcha covered, I did two versions. With Nash's widescreen extension. With Scuba's widescreen extension. -
The Doom wiki does actually clearly state whether a source port is still be actively worked on or not and you can find out what a source port is based on quite easily. If you go to a page of any source port on the Doom wiki, it usually shows where the code for that source is derived from. It also usually states it in the first or so paragraph about the source port.
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So what's the point of this thread's existence exactly? This just seems like reposting information that you can find very easily on the wiki.
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90s chibi Mothra! :D
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Hello, I'm making a thread just to document a small but sort of annoying bug in the sound code in PrBoom and it's derivative ports I've noticed. When the compatibility option to keep the original sound quirks of Doom (comp_sound) is enabled, the sound of an item pickup cuts out any sound currently being emitted by the player whether it be a weapon sound or taking damage. This bug exists in the original PrBoom, PrBoom-plus, and DSDA-Doom. It doesn't occur in other vanilla ports such as Chocolate Doom and doesn't occur in the original Doom executable on DOS.
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Then in my honest opinion, you guys are missing out on an absolutely golden opportunity to make probably the most definitive version of PSX Doom by excluding the original levels big time. As said before, it doesn't make sense why this project is called "Master Edition" since that name implies improvements to the original game. The title is definitely very misleading.