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The MegaMus Randomizer; random MIDIs for Doom!
OkDoomer174 replied to OkDoomer174's topic in Mods & Resources
Sorry for the delayed response, haven't been playing Doom much. I really suggest learning ACS; it's an easy language and once you learn it, you can pretty much do whatever you want regarding levels. If you open up the PK3, you'll find that it's pretty simple; there are two arrays that store your songs: one for file names (stored in the music folder) and one for song names. Then, there are two scripts that will randomly pick an element of the arrays, play it, and show the song name. Really, the hardest part is learning ACS. If you have experience with a C-like language (C, C++, Java, Go, etc.), you'll pick it up pretty quick. It's not a drag-and-drop substitution though, which is part of the reason I haven't added more to it yet... -
EDIT: I figured it out, actually. Vsync was causing enough lag to cause the lag spikes. I turned it off and now it works fine. I've been trying to get back into using DOSBox-X and one of the first things I tried to set up was The Ultimate Doom since it was how I originally got into Doom. However, when I try to play, I get >10-second lag spikes when I first load the game, pick something up, or wait too long. Anybody else have a similar experience? Specs: Ryzen 7 5800X3D 32GB RAM at 4000 MT/s Radeon RX 6750XT dosbox-x.conf: Any help would be much appreciated.
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The MegaMus Randomizer; random MIDIs for Doom!
OkDoomer174 replied to OkDoomer174's topic in Mods & Resources
I'll be honest, I kind of forgot about it, but now that you mention it, I might update it soon. I'll take your recommendations into account. Thanks! -
Are there any good compilations of MIDIs from various mods on YouTube (or possibly somewhere else)? I was about to start mapping and realized just how fitting listening to some midis would be, but I couldn't be arsed to rip MIDIs out of a bunch of megawads.
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Honestly, this is one of the areas where I have to go by my Golden Rule of Modifying Existing Content: if the modification is not necessary to your primary goal, do not make the modification (looking at you, Terraria Calamity Mod). If this was a "make E1 more realistic" project, sure, there would be airlocks everywhere, but alas, it is not, so for now, I'll just continue putting guardrails everywhere. Speaking of things I won't implement, as much as I would love to make every map wheelchair accessible, for a lot of them, it simply isn't practical. For example, in the green armor room of E1M1, you would need to make significant changes to add a ramp, or at least big ones to add an elevator. Could it be done? Probably. Do I have the motivation to? Probably not.
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You're my hero.
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Well, I'm happy to announce that a full episode of Doom: OSHA Unleashed is currently in the works. E1M1 now has railings in the secret hallway railings, but wheelchair ramps are still in the works. E1M8 is also done already since it's a small map. What texture pack is that? It looks really good.
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Absolutely!
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Please, do nitpick. The more nitpicks, the more accurate it can be for the full version of Doom: OSHA Unleashed.
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Don't get too immersed; there's still nowhere to park an aircraft.
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Updated. The bullet and clip boxes in that room are now in the ammo closet and all medikits and stimpacks have been wall-mounted.
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Crap, I knew I forgot ammo somewhere... Update coming very soon. Like, within 15 minutes soon.
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I might do the rest of E1 sometime. I originally toyed with the idea of doing E2 as well, but there's so much demonic corruption in E2 that workplace safety is completely out the window.
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Inspired by this Reddit post, this is an edit of E1M1 that removes all OSHA violations. List of changes: Please enjoy this safe work environment as you embark on your demon-killing, hell-clearing adventure. e1m1osha.zip
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Doom Community Iceberg (Entry Suggestions Needed)
OkDoomer174 replied to rivethead_'s topic in Doom General
Source port drama and other such happenings would be a good thing to add maybe on level 4. Some from the 10 Years of Doom genealogy recap: Bernd Kreimeier's involvement with the source release TeamTNT's internal Boom drama DosDOOM vs. Doom Legacy ZDoom's heavily-borrowed codebase ZDoom vs. SMMU swirling flats issue MBF only getting one release csDoom's security issues I'm sure there are more that I just haven't found out about. Also consider the lilith.pk3 debacle.