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Everything posted by Shepardus
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It's been known that you can trigger the secret by saving and loading (it's documented on the wiki); Zero Master's trick is significant because it enables triggering the secret in a demo recording, which does not allow for saving/loading.
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This might help: https://zdoom.org/wiki/Classes:Key The Species of a key allows a new key to behave like an existing key. Something like this in DECORATE would replace the red keycard with one that sticks with the player between levels: actor PersistentRedCard : RedCard replaces RedCard { Inventory.InterHubAmount 1 Species "RedCard" }
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Muumi's animated skies are great, as seen in Pina Colada and Doom 2 In City Only.
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Community project that's been run annually since 2021 (around June each year), encouraging mappers of all skill levels and experience to participate. https://doomwiki.org/wiki/Rabbit's_All-comers_Mapping_Project
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Have you tried looking at the file and lines mentioned by the error messages? I don't know what you put in that file, but the message seems pretty clear to me. There are actor flags to control billboarding; even if you can set the CVAR for the player, you shouldn't need to: https://zdoom.org/wiki/Actor_flags#FORCEYBILLBOARD
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Would DOOM be in the same genre as Garten of BanBan?
Shepardus replied to YeOldeFellerNoob's topic in Doom General
What's a genre? -
For those looking for the answer, it's the actor behavior compatibility flag "Spawn item drops on the floor" (compat_notossdrops).
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Depends on the port you're targeting. In vanilla Doom, you can't remove the cast call. The background pic is called BOSSBACK, so you can change the background by putting your own BOSSBACK lump in your WAD. For ports that support UMAPINFO (i.e. most commonly-used ports nowadays) you can specify an endpic = "your image here" and endgame = true for the last level and it'll show that picture after the level (similar to the episode ends in Doom 1).
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How do I access the Slade map editor 'things' browser?
Shepardus replied to Divided2's topic in Doom Editing
Two ways: Double click on the thing (or right-click and select "properties", or select the thing and press Enter), then click on the picture of the thing to change its type. Select the thing (click it, don't just mouse over it; there should be a number appearing over the thing when you've selected it). In the sidebar, click on the "Type" box and click the "..." button that appears next to it. Note that if you modify something through the sidebar, you have to click the checkmark at the bottom to apply the changes (there's a setting to change this behavior, but I think this is the default). For either of these you need to be in Thing mode. In the video you recorded, you have the line-drawing tool activated, so Escape out of that first. (By the way, the "Thing" label you're clicking doesn't do anything; for linedefs there are multiple tabs in the panel for line/front side/back side, but for things it's just one tab and that's the header for it.) -
Is there a lack of complex combatants in doom's bestiary?
Shepardus replied to St. Mildly Annoyed's topic in Doom General
Individual enemies in Doom don't do very much, and I think that's fine. There are of course exceptions (you can simply throw a bunch of revenants in a hallway and still get engaging gameplay), but the strength in Doom's bestiary comes from how flexibly they can be combined with each other and the environment. The simplicity of each enemy type actually aids with this; they're like Lego bricks that can be built into many different shapes, rather than purpose-molded parts built for a specific purpose. That's not to say there aren't gaps that can be filled with new enemy types (the 1000HP cyberdemon is one that mappers commonly adopt), but I would be cautious of trying to design an enemy that tries to do too much, it's easy to end up with something that's too inflexible to be used anywhere except an arena designed specifically for it (fine for bosses), or something that's just a massive pain to fight. I'm also going to nitpick your statements about hitscanners and homers: I think you underestimate the nuance in fighting hitscanners if you think the only way to deal with them is to bum-rush them (which is often the worst way to deal with them). You can't sock enemies with their own homing missiles because missiles go through the enemy who fired them, and don't do damage to other enemies of the same type. -
Always entertaining to see a chaingunner stunlock a mancubus and win against an enemy with nearly 10x its hitpoints.
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This is more of a question for John Carmack than John Romero, and has already been answered in places like the Game Engine Black Book: DOOM. tl;dr: Raycasting wouldn't have been viable for Doom's more complex geometry. The inspiration for BSPs specifically came from a paper by Bruce Naylor, and id first used BSPs on the SNES port of Wolfenstein 3D.
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I believe there's a package the official Debian package repositories now: https://tracker.debian.org/pkg/dsda-doom (haven't tried it myself since I'm on Fedora, I just build it from source) This has an AppImage provided by the devs, like Nugget Doom.
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Custom sounds don't sound as punchy / sound degradation
Shepardus replied to Amaruψ's question in Editing Questions
DoomTools has a sound conversion utility called DMXConv that you may find useful. -
Since you mentioned you're on a Mac, what's labeled as the "delete" key on your keyboard may actually be backspace. Try pressing Fn+Delete.
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Looks like Dimension of the Boomed.
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If you're using ZDoom, you can define a custom intermission, or no intermission at all, in MAPINFO.
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You've heard of Plutonia 7, but there's also TNT: Threevilution. There are maps in Poogers, Twogers, the D5DA series, the Junkfood series, and GOODWAD that I would consider to be funny, though I wouldn't consider the WADs as a whole to be "jokewads."
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Why is the Intermission Screen level name Glitched?
Shepardus replied to SkidyBoobFish's question in Editing Questions
It would help to post your WAD for others to see. But it sounds like you didn't convert it to the Doom graphics format, or you did and the palette got messed up. You can convert image formats in SLADE, steps are in the video you linked. -
Which map has the most linedefs and sectors?
Shepardus replied to Lizardcommando's topic in Doom General
The Doom/Boom binary map format has a hard cap on the number of linedefs possible, and several maps have reached or approached it. Comatose is at exactly the limit, with 65535 lines, and Poogers MAP29 is tied with it. Poogers MAP35 has 64487 lines. Twogers MAP36 has 65485 lines. Every Sunder map from MAP15 onwards has at least 62000 lines, except MAP31 (and most of those are above 65000 lines). I remember Insane_Gazebo saying he had to cut detail from MAP17's outdoor area to make it fit within the linedef limit. With UDMF you can go above that limit. The highest I've seen is Ar Luminae, with 143840 linedefs. -
Avactor is chock-full of pyramids, I just had a quick run through and counted more pyramids than maps in the WAD. A few highlights: MAP01, the first pyramid in the WAD: MAP08, an imposing sight right at the start of the map (and yes, you do go inside it): MAP09, two pyramids outside the playable area of the map, purely for decoration. I didn't even notice these until I was running through the maps looking for pyramid-like structures on the automap: MAP10; I particularly like this under-construction pyramid, it's a fresh take on the theme after so many other pyramids in the WAD, and it makes for a great centerpiece as you ascend the scaffolding and fight at different levels: Since we've covered Misri Halek, I'd be remiss not to mention MAP29 from Struggle: Antaresian Legacy, which is heavily inspired by Misri Halek:
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It's supposed to work out of the box. Is it just TNT that doesn't have music, or does everything else not have music either? The sound options menu should have the relevant settings, check that both the master volume and music volume are non-zero, and try selecting different MIDI devices.