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Everything posted by Shepardus
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That should be https://allfearthesentinel.com/, aka The Sentinel's Playground. They changed their domain from .net to .com last year.
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If you're using GZDoom, the Inventory Keeper mod allows you to keep your stuff across death exits.
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GZDoom is not compatible with the vanilla demo format, there are too many changes to the engine for vanilla demos to have any chance of staying in sync. That's why they don't play on the menu. If you put a GZDoom demo in the DEMO1/DEMO2/etc. lumps, those will play back, but there's no guarantee that they will remain in sync across different versions of GZDoom. GZDoom mods typically use a TITLEMAP to have something playing in the background of the main menu, and those can get pretty elaborate if you want them to.
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What I mean is that in widescreen, Woof leaves a wide margin when it wraps the text; it doesn't use the widescreen area to render text even if the text would fit there. I would suggest wrapping the line when the text reaches the edge of the screen rather than the edge of the 4:3 area. I think that would just be changing F_TextWrite so that instead of calling F_AddLineBreak if (cx+w > SCREENWIDTH), to do so if (cx+w > SCREENWIDTH+video.deltaw).
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The Reddit post you linked explains the difference between "RTA" and "single segment," in which the key distinction is whether saving/loading is allowed. They were talking about it in the context of running full games since that's how most games are speedrun, but the "full game" isn't the important part of the definition given. If you look around, you can find people talking about single segment runs of individual levels, or even single segment runs off multiple games in a row. Don't overthink it; "single segment" isn't some formally defined technical jargon, it's literally the words "single" and "segment."
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You can play a map in a single segment, or a whole WAD, "single segment" by itself doesn't imply one or the other. Usually people aren't talking about playing an entire megawad in one go, though.
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Single segment means without saves. "Segments" in this context would be loading from a save, or splicing demos in the context of speedrunning/demo recording.
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I made this map on a school computer
Shepardus replied to EPICALLL's topic in WAD Releases & Development
If you don't want your posts to lose their images, embed them in the post (and scrape the page with archive.org's Wayback Machine for good measure). They're only deleted when you choose to delete them. By putting your images in an external drive, you make them far more susceptible to link rot, whether that be because you delete them to save space, you lose access to your account, Google decides to change the link format, Google decides to lock down sharing settings, etc. See all the Imgur and Discord CDN links that are now broken due to policy changes out of the hands of the uploaders. -
GZDoom DECORATE acting funky
Shepardus replied to watermelon eater gaming's question in Editing Questions
I copied your code sample to a WAD and it ran just fine. There must be a problem elsewhere in your file, like a missing brace. -
Does Anyone Know The Grab Key In Brutal Doom?
Shepardus replied to yeasertag's topic in Doom General
Berserk doesn't expire when the red tint fades away. This is true in both vanilla Doom and Brutal Doom. -
What are some good ice/snow themed Doom levels?
Shepardus replied to JimboAnimations's topic in Doom General
Here's a recent community project specifically based around the theme: Another recent release, Eviternity II has an episode set in snow (episode 5): So does its predecessor, Eviternity, for that matter (episode 3): And here's an old thread asking the same: 4shock's spreadsheet is a great resource, I don't know of such a comprehensive list for any other theme. -
What WADs? Are you sure they're not for the Doom II IWAD?
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Here's my tried and true method: Download D5DA3 Play MAP23 Fail to beat MAP23 Watch other players beat it effortlessly Give up on Doom forever
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Gzdoom "portable". Why is it not portable?
Shepardus replied to bejiitas_wrath's topic in Source Ports
I'm pretty sure "version `GLIBC_2.35' not found" means it requires glibc 2.35 or newer, not exactly 2.35. What distribution are you using? In my experience (with Fedora 39) the portable build launched but for some reason didn't have sound. Also the download linked on zdoom.org is still 4.11.3 despite the newest version being 4.12.2. There used to be an AppImage but it never worked quite right (I was never was able to launch it successfully). I wouldn't be surprised if some of the issues with the AppImage also affect the portable build. I just build from source on my desktop and use the Flatpak on my laptop (originally was using the Flatpak on both, but wanted to have multiple versions available so I could load some old savefiles). -
Does Anyone Know The Grab Key In Brutal Doom?
Shepardus replied to yeasertag's topic in Doom General
The Brutal Doom manual says: In my brief testing, the use key also worked. What demonstration are you talking about? Are you sure the player didn't give themselves berserk beforehand? -
Yeah, I didn't mention it before, but each MIDI is only about the size of a couple sound effects or textures. If they did cut anything for the sake of file size, it would have been the textures. Fun fact: Versions 1.666 and later of the Doom/Ultimate Doom IWAD contain duplicates of the episode 1 music and many of the sound effects (e.g. there are two D_E1M1 lumps in the WAD, and I think all sound effects that are in the shareware episode), which I can only assume is an accident that was never caught.
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Worth noting that @elborbahquarama is using the opening of Comatose as a benchmark, which is notoriously hard on software renderers. I actually get similar results, much to my surprise (never tried until now, I usually use dsda-doom's OpenGL renderer for this map). Most other software renderers, including dsda-doom, Woof 14.5.0, Crispy Doom, and Eternity Engine (without using the multithreaded renderer), give me about 10 fps after rounding the first bend, but Woof 12.0.2 gives me 20-30 fps. Interestingly, GZDoom's software renderer ends up somewhere in between, around 15-20 fps. I have a pretty old CPU in this computer (Core i7-920, not overclocked) and I'm running Linux (Fedora 39).
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There's nothing inherently wrong with it, as long as you're not trying to pass off the generated levels as your own creations. I already have far more WADs to play than I will realistically ever get to, so I've never felt a need to generate even more levels.
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The repeated music tracks are separate lumps in the WAD files, so they didn't save any space by repeating tracks. They could have reused lumps instead of duplicating them (and they did so for episode 4 as well as Heretic), but evidently space wasn't enough of a concern for them to do that for the first three episodes or Doom II.
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In addition to how much work it would be to create unique tracks for every level, Doom and Doom II were not the only games Bobby Prince worked on in that time. Aside from that, I'm not sure it was even known until late in development how many levels there would be.
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Why does it matter to you whether id has slapped their name on a game? Mighty Doom is "official," but the WADs people are creating every day matter far more to me than that game (or Doom 2016/Eternal, for that matter) ever has. Long gaps between mainline Doom games is par for the course (ten years between Doom 2 and 3, twelve years between 3 and 2016); we wouldn't be here if it were for the drip feed of "official content." Or are you just worried that without a tangible product to deliver, id Software will be next in line for layoffs? Because if that's it, then yeah, I get it. It's been a good while since id has announced anything substantial, one has to wonder what they've been up to. Rage took seven years to release after Doom 3, but it was announced years beforehand.
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https://en.wikipedia.org/wiki/Mighty_Doom
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I use a special skill that spawns things from every skill level, including multiplayer, to ensure I'm getting the complete Doom experience.*
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Thanks again for another great release! Is there any way to adjust the word wrapping Woof does with the text on the story screens? Sometimes the split lines take up too much vertical space and they drop off the bottom of the screen. Example from Die Rowdy: In this case the text has been formatted for widescreen, which would not be a problem for me since I play in widescreen anyway, but Woof wraps the text like it's 4:3 and cuts off the last paragraph and a half.