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Everything posted by Wavy
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Yep. The last two rows in the Quake palette are. The second last row is supposed to be for stuff like muzzle flashes and torches but the palette in your post is incorrect, with the second last row being just white. Heres the corrected palette and colormap: Note the colours at the end. Anyhow, I really love the Quake palette. All the colours work well with each other and fade perfectly. For Quake 2 however, there really isn't any fullbrights. Here's the colormap: Note the colours at the end and how they aren't fully bright unlike the Quake 1 palette. If you want to learn more on how Quake handles it's palettes/colormaps, here's a page on the Quake Wiki that should help: https://quakewiki.org/wiki/Quake_palette
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Just installed the update on my Switch and I encountered a bug: If you set the left or right stick deadzone to the lowest (5) in the options, It gets stuck and doesn't allow you to increase it any higher than 6. But I must say, I'm really happy that the weapon wheel speed bug was fixed. Now I can go back to using that as opposed to using previous/next weapons on the shoulder buttons.
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I actually think 50 Shades of GREYTALL works really well with its texture constraint, and as stated, I don't like GREYTALL (but I like FIREBLU though!). That's just a DBX thing. I believe you can change it in the preferences.
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I suppose I retract my statement from earlier =p
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Rad suit. We're in a pandemic, after all.
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Yep. Here's the original post: I don't think this is a "bad" looking texture, but it simply just doesn't fit Doom. Edit: I also want to add this one from Doom 1: Looks completely out of place compared to the other textures IMO. I think it'd work better in something like Quake.
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I think the red line is nice, but it could of been applied nicer instead of just being slapped on to it IMO. I recall Gothics Patched Up Texures having a 64x128 texture which was grey but had the red lines on each side which I thought looked nice. Would post a photo of said texture, but I'm not at my computer right now =p
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Oh God. Not 50 Shades of ZZZFACE!
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No business man, I'm NOT paying my taxes.
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Today Will Be A Nintendo Direct, And Possibly The Last Smash Reveal...
Wavy replied to DSC's topic in Everything Else
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People would of just reverse engineered the original DOOM.EXE file so we can modify the source to allow enhancements. This happened with Mario 64, GTA 3/VC, and even Space Cadet Pinball. So even if we never had the source release, we know that certain talented individuals would decompile and reverse engineer the EXE.
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First thing? Ahh, can't remember that far... Well, one of the earliest things I noticed was ACE Engine (Arbitrary Code Execution in Doom) which went on to tell me that this community has a lot of very talented people.
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The Doom 64 Source Code Released! (Reverse Engineering)
Wavy replied to Erick194's topic in Console Doom
The Mario 64 PC port actually does this using this implementation of the N64's Fast3D renderer: https://github.com/Emill/n64-fast3d-engine This in turn could be used for a Doom 64 port based upon this decompilation. -
Ah so that's what it was called. I've been looking for Vanced for months but couldn't recall the name.
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Spooktober Community Mapping Project?
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Cloning the repository and typing "make" doesn't take that long =P
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Not aspect ratio corrected.