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ludicrous_peridot

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  1. Love the use of symmetry, elegant use of stock textures, oblique lines in vanilla, and, yes, the garden/forest backdrop. Looking forward to trying this out in motion! Do you intend to use the same sky texture in the final version? Just asking because current choice does a great job of highlighting the level geometry, but is also maybe a bit in too much contrast to the surroundings. Have you tried something in, eg, blue hues?
  2. The screenshots look cool, but seeing a video recording would give a better impression, I think. Can't say about the "exotic devices", apologies, but would this be relevant for all the crazy low color video modes FastDoom supports? Don't have a proper EGA monitor to test, but could give a try with VGA output of my onboard chip in EGA mode and a generic SVGA display attached to it.
  3. Recently read about the BSPEEK.WAD in Doom Legacy thread of this forum, so couldn't resist trying it out. On the previously mentioned topics, Tartar on moddb got fixed and in-status-bar pickup log (via sideloading DOOMPRES.WAD) is now in HEAD.
  4. Hey, @Doomkid. Appreciate this collection is quality first then quantity, would you know/want any of these old wads (couldn't find on idgames)?
  5. I am curious if Green Goddess should be on this list as well... or can one still download it?
  6. That's unlikely happening - but wasn't the aim of the patches to make Saturn version sound the same as PSX? Because if that was the case, Saturn TC shipped with PSX sounds already, as converted by the original PSX TC team, so... is there really a point? But back on track, sorry I have not the slightest. I last heard from the admins three days ago and will get in touch again, say, next week, but for now it does not seem anything is happening to bring the things back from the currently borked up state. Meanwhile, I have updated the post above with the release notes, and made the builds available on github. I have been experimenting further with ancient assets support and added capability to have "tiled statusbar" and (made up) weapons inventory screen available with post 1.1 IWAD-s (in the video, which is rather old, they come from 1.1 shareware IWAD being played). This is achieved by side loading the original DOOMPRES.WAD, which one can fairly easily produce from what's on idgames archive. The aim, however, is to recreated "pre-pressrelease" pickup log in the status bar, for which DOOMPRES.WAD seems to contain the needed typeface patches, with both normal and capitial letters, mind you! ... and also playing around with using the ITEM slot to show some additional tactical info (e.g. latest picked up or currently active powerup, or something similar).
  7. Not sure it has been posted before, but the source release has been ported to Amiga 1200 with someone on the relevant board reporting game completion (albeit it does not play MIDI-s). This means that the game is easily (game itself, ROM-s and OS images questions aside) libretro- (or Retroarch-) runnable, which in turn opens it to be enjoyed on a vast-vast-vast number of modern OS-es and devices, including, say, Android phones. Now that's the power of open source, and that's what I call preservation effort. Hats of again and again to Team G.E.C. For those curious a screen grab from my portable in the spoiler:
  8. Playing in FreeDOS (or 98SE for later ports) on this machine (which kind of does limit the WAD-s that I play... with which I am perfectly fine). GA-G41M-Combo G41/ICH7 - Core 2 Quad Q9550 - DDR3 1033 - YMF744 (Cobra) - X3MB (Buran) Haven't tried Sunder on it... hmmm... Not using my Android phone for Doom anymore, but have an RGXX35 Plus, which can run vanilla with DOSBox fairly well!
  9. Oh, since the topic of odd joysticks came up, I've been itching to ask about Windows 95 ports of Doom and Hexen. I know that Hexen 95 shipped with a dll module for configuring Spacetec Spaceball, so very much curious if anyone has tested it with this controller to see how moving, looking around and flying feels different in the game. The dll also seems multipurpose (as in has two sets of resources, one mentioning Doom and the other Hexen), so another thing I'd ask if it would be possible to use it with Doom 95 too.
  10. Fresh from an oven an updated build with this (^^) and some other improvements. Notable things are that not only 1.1 shareware and 1.1 registered stock demos play fine now - with recent bugfixes also Sigil II and (previously broken) stock Plutonia demos play without going out of sync, which makes me happy and warm inside :) Overall, the build did not receive that much testing, as was the story with most of the stuff I shared in the last few months, but I figure out I may get more feedback by sharing early, than classifying the binary as "testing" and sitting on it for a few more weeks. What improved: What that did not improve, sadly, with regards to the demo support are Eviternity demos. They still go out of sync, and at this stage I am unlikely to pursue further compatibility with demos recorded at higher complevels in PrBoom. I went ahead and checked what the difference was in one demo, and apparently in Tartar bruiser's slime ball went "over" a specter, while in PrBoom specter was hit. Not sure if a blockmap-related or a movement-handling-related thing (I kind of rule out blockmaps here, as both the slimeball and the specter are observed continuously tic after tic during the events of the scene, and it appears that it is the radius math that tells Tartar there was no hit, but could be wrong here) - but can imagine there would be quite a handful (bucketful really?) of improvements Tartar would need had it tried to be on par with PrBoom.
  11. Oops, no idea. In the meantime - I have progressed a little with fixing some of the demo compatibility issues, and improved support for 1.1 format demos to avoid getting out of sync when chainsaw was used, meaning that registered version demo reels are all working now.
  12. Yeah, coming to think of it - I never thought much about what the switch represented when I originally played the game. Staying alive and finding the keys was a bigger problem. And then there's the giant demonic switch, and other occasions when Doom pretends something makes sense about it :) I just thought the Exit signs and properly painted doors were simply a hint for me, the player, showing where to go, and never questioned why would UAC put something into their Demos base for me, the player. These days, I am somewhat fascinated by that. I mean in Dark Forces you had to go back to the start of the level and a ship came to you, in Black Thorne you reached an NPC at the end of elevator riding sequence (ironically, in dead end), but in Doom it's just a simple switch! Height of abstract design? So, I mean, yes there are serious explanations (like the ones in thread by @Sinnesloeschen - thanks @Sesamia for sharing), there are accurate explanations like that from @Edward850, but I thought there were probably creative explanations, from players who - unlike me - tried reconcile the game and its plot, and I curious to hear more of those.
  13. So, tell me, when you first played the game, what exactly did you think happened to the Doomguy (and the world around him) when he pressed the level exit switch button - presumably while we as the player enjoyed watching the stats on the tally screen? Did the elevator come? Or door open? Or self destruct timer was armed? What did you think?
  14. Here they are. Note that if you use the HERETIC.CFG below and then run SETUP.EXE and let it overwrite it, the key_useartifact entry will be gone, and Enter will be again the default value. This is more a personal preference thing though: it's more convenient for me to keep menu action (Enter) and game Use action on the same button, so that I explore the level and press switches and navigate the menu and select menu items using the D-Pad + Button combination. I am also keeping it consistent across Doom engine games. However, since for Heretic you would still need separate Use artifact mapping, keeping it on Enter would work just fine and swapping with Use does not help save on the controller buttons used really. I also only map Next weapon ([8]) due to button shortage. For The Ultimate Doom/Doom II/Final Doom I use very similar mappings, except I map both Previous weapon and Next weapon. The newly uploaded patches remove the "refresh last log entry" function from Enter button, so it can be mapped to Use, which I actually do. If you are interested in Doom, please make sure you get the fresh patches, even if you have no interest in Use remapping, as they fix a glaring bug.
  15. Hey, I got my RG35XX Plus few days ago and I think I got the knack of running DOS games there with stock OS and using RetroArch via RetroArch's own menus, etc. So I was able to test Heretic mappings and got them into a state when I myself am pretty comfortable. Having said that, with emulation on this device the game feels like it is running on a piece of metal from back in '94 really, as in it's not entirely "fluid". Well, I guess, impediment for some, improved nostalgic experience for others ;). So it turns out I have been playing source ports so much I have forgotten how vanilla behaved. For example the following suggestions I made before turned out nonsensical: 1. Heretic does not have jumping (:facepalm:) 2. In Doom using Enter for Use does not work, because Enter in Doom when used in play only outputs last seen log message. Heretic does not have this, so all is fine, Use and Use artifact could be swapped. (Actually I am keen to patch this out of Doom as well, so will update the post with patches when new versions become available) 3. Games only save configuration on clean exit, which requires Y keypress, so binding Fire to 'Y' makes sense. Oh, and not sure about OP's device, there's actually no free "additional button" I mentioned above on mine (and it looks identical), so my bad here. I can also obv. share my RetroArch, DosBOX Pure configs and controls remap for the game if there's interest.
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