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hackfraud

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  1. I've been meaning to do this. D2All UV-Max in 42:14 - 100minvrD2all4214.zip Map 08 Pacifist in 0:16 - 100minvr08p16.zip
  2. I just like this map. Map25 UV-Max in 2:59 - 4m25-259.zip Map25 UV-Speed in 2:18 - 4m25s-218.zip
  3. Here's a few pacifist runs for maps that had obvious skips. Map01 UV-Pacifist in 0:23 - 4m01p-23.zip Map08 UV-Pacifist in 0:15 - 4m08p-15.zip Map27 UV-Pacifist in 1:15 - 4m27p-115.zip Map31 UV-Pacifist in 0:19 - 4m31p-19.zip
  4. I didn't realize this was up. Great job on the release guys. Map01 UV-Max in 1:29 4m01-129.zip
  5. Sure. I just assumed it'd be easier to download together. Map03 UV Max in 4:32 - 3m03-432.zip Map04 UV Max in 3:00 - 3m04-300.zip Map06 UV Max in 2:42 - 3m06-242.zip Map09 UV Max in 6:28 - 3m09-628.zip Map11 UV Max in 2:08 - 3m11-208.zip Map12 UV Max in 1:35 - 3m12-135.zip Map13 UV Max in 2:23 - 3m13-223.zip Map14 UV Max in 1:04 - 3m14-104.zip Map15 UV Max in 2:47 - 3m15-247.zip Map16 UV Max in 1:23 - 3m16-123.zip Map19 UV Max in 3:29 - 3m19-329.zip Map20 UV Max in 1:26 - 3m20-126.zip Map21 UV Max in 3:03 - 3m21-303.zip Map22 UV Max in 5:37 - 3m22-537.zip Map24 UV Max in 3:47 - 3m24-347.zip Map25 UV Max in 2:41 - 3m25-241.zip Map26 UV Max in 3:28 - 3m26-328.zip Map27 UV Max in 4:32 - 3m27-432.zip Map30 UV Max in 2:59 - 3m30-259.zip Map31 UV Max in 1:55 - 3m31-155.zip Map32 UV Max in 2:54 - 3m32-254.zip Map33 UV Max in 5:10 - 3m33-510.zip D2All UV Max in 1:50:50 - 3mD2All-UVMax-15050.zip
  6. I decided to go back and record UV-Max demos for all the levels that didn't already have one plus make a couple of new records. Specifically that's for maps 3, 4, 6, 9, 11, 12, 13, 14, 15, 16, 19, 20, 21, 22, 24, 25, 26, 27, 30, 31, 32 and 33. After learning all those levels I also decided to do a UV-Max D2All run. I maxed all levels except 33 since you need to warp there, I'm pretty sure that still counts. I put all the individual runs into separate zips since I wanted to make a text file for each. 3mdemos.zip
  7. Map02 UV-Fast 0:57 sc02f057.zip This is my run, but there are some other people interested in confirming that this run is not a TAS. Can someone who knows what they're doing take a look at it and confirm?
  8. https://mega.nz/file/ru4gQILZ#3NoM2aGCNFbDImTWfE7-MaVUgzQw9Ny0DN8RCFJoODc After being prompted by some of the changes made in the last update of the dehacked guns, I'm releasing another with many improvements. I remade the whole dehacked file so most weapons now have considerably more frames. I also found a way to add the new sound effects to the super shotgun. I didn't expect to still be making updates to this by now, but I guess the circumstances have really changed, and I have learned a lot. I'm still not confident this will be the last update. Hopefully we can decide soon if we'll be merging the new guns with the official release. I'm also unsure what the best way to upload files here is. 2048Guns DeHackEd Edition v665.zip
  9. @BrxyzExcellent work. I spent a lot of time trying to figure out how to do what you did with the plasmagun, among other things. I'm a bit sad to see the special behavior of the chain gun go, but it's certainly for the better. Taking a look at the dehacked here as been enlightening too... I don't think there's anything preventing the inclusion of the dehacked weapons now. Thank you for continued contributions to the project, with the maps and now this.
  10. It seems a people are discussing incorporating the dehacked weapons mod into the idgames release. I don't want to discourage it if that's what people would prefer, but there will be some significant consequences if this is done. The dehacked mod was made for prboom+ specifically, so it has some issues with pretty much all other ports. The plasmagun doesn't animate or leave projectile trails in gzdoom. And in Woof the chaingun can go into negative ammo. These things might really alienate people who use these ports, which might even be more popular than prboom at this point. I don't really have a preference, but maybe we should have a vote or something after clarifying these points to the general. I think the project lead should also have final say on the matter, and so far I'm not sure he's aware of the discussion. @ChopBlock223 I also heard that chopblock is in talk with the author of black crest, fixing my mistakes. Apparently the chaingun issue has been fixed? I'd like to hear more about this. If it's possible to fix the incompatibilities above by someone with more dehacked know how than me, I would be for adding the guns in another edit. I thought the negative ammo glich was only present when run with complevel 9, since as far as I can tell Mbf allows you to use the check reload action for any ammo type. testing this with woof it seems not to be the case.
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