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How did they achieve this using regular teleporters? I cannot find a way to do this without the script I wrote up... regular teleporters (silent) do not seem to have an option to make them inactive by default then become active later. Well there some differences between your goal and what Wormhole does. I took some pics of the Teleporter stats in the map editor So the main difference is definitely location. The Wormhole teleporter is hidden off by its lonesom, and it can be crossed from both directions, TNT Map04 So you can fiddle with it. Another trick that is slightly similar your dynamic teleporter is the e1m2 Chainsaw. The switch there lowers the green nukage damage floor and replaces with tech base floor and the pillar also lowers from the same switch. My thought processon the e1m2 example is you can put different action tags, eg When the Nukage gets covered you wont take damage from the tech base floor even though they sorta exist in the same location.
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Doom 1= Thrash, A lot of Megadeth influence is what I hear, Doom 2= leaned more toward Heavy Metal imo Doom 4= MickMetal complete with nuggets , a slight dabble of sriracha and a ball pit.
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I remember it somewhere from around KDiKDiZD having to use larger maps such Map13 for reasons that made it work. Hardly the easiest example to use but thats the mechanic that I was referencing. Its nice to know that is not constant variable for projects aiming at Chocolate, <3 This was in the OP, and I figured it was easy to reply about. I dont want this answer to seem like a rebuttal. I am just answering the conversation directed at me in sincerity. Yup people can be wrong, I am no exception .Thank you for the corrected information on the Limit Removing I'm not trying to mislead or anything, The setup on this subforum is almost identical to quora so that is how I've treated it: Anyone that gives the best answer or good solution, kudos. Please understand that I'm tackling the questions being asked, or referencing something in the post Like I showed above. Tongue-in-cheek is how my answers come out at times. I can misinterpret something in the posts --such as the hearing and sound volumes being affected by distance, and the OP wanting a solution that I wildly misinterpreted.Whoops <3 I love helping people out, and I like the trouble-shooting process especially on the ZDoom questions. This has been a fun weekend for me. I am not offended or anything by the points raised or corrected. I'm participating on my favorite forum, and see no reason why that should be disparaged. Me answering modding questions is not unusual for me in any venue, primarily ZD-GZD. I don't mind dipping my toes in any subject of Doom.
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I F***ing hate myself for even making this joke. DOOM 6 : Army of Darkness Klatu... "I said a Better Boom Stick, not a Bigger one" VeyyyRaaaTaaaaAAAAAhawww "Deadites, Head KNights, THey squish all the same" NICCCCTOHHOHHHH "Is this what it all comes down to? A chainsaw, my last bottle, and using Deadite blood as gasoline?" <Dumg> <Dumg> <Dumg> " Oh yeah, ugly? That's MR S-Mart-Ass to you." <whooshy wind> "Well, In the end all the small things were gonna party like Rock Stars. I'm not Okay and you wear me out." Klatu... "Nope. I'm never gonna give you up. I got friends in low places, but they aint down with the sickness." <DUMG> <DUMG> " When I said go to hell, I didn't mean that I was buying the season pass" <Chainsaw idle>
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I'm not terribly surprised that you , and many others, get confused by some of the common terminology used in Doom Modding. Its like learning a new small dictionary and thankfully most of the terminology can be reasoned out fairly accurately. But yea, Limit Removing basically means Beyond Normal Doom limits. Using Vanilla limits, If you try to build a custom map in a IWAD map slot that is smaller than your PWAD Map, you can actually cause crashes other bugs. The reason for that is because the IWAD map sizes are the maximum limit for each specific map. THat is why when perusing really old PWADs that you'll see they are placed at specific map slots and are not defaulted to MAP01. The main power that the Limit Removing format brought is that you are no longer limited in map build size that are directly proportional to the IWAD map dimensions. As another aside: Crispy Doom is a limit removing port that based off of Chocolate Doom, rather than Boom.
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Just open your WAD and FreeDoom and line the heads up and make the file names match to the FreeDoom ones
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im curious How do you play your 32 mega level Wads?
kalensar replied to Paulkdragon's topic in WAD Discussion
Both are weapon packs. THe easiest way to describe Hell Rider is inspired by FEAR. It features neat player movement dynamics with Double Jump, Wall Climbing and The FEAR/Megaman slide. ALSO, the base version of Hell Rider on 1st Page: That version is not compatible with GZDoom 4.12. On page 15 I linked a version of my fix for Hell RIder for GZDoom 4.12 Metal Ops is another weapons pack and its art style is reminiscent of Brutal Doom. Also <Shameless self plug> I have boatloads gameplay mods compiled linked in my About Bio to my MODDB. Some are cool, some are primitive , most are fun one sense or another. Also thumbs up on Supercharge. It as a really good polish to it, -
THis one isnt pure zombies but zombies are core mechanic. https://forum.zdoom.org/viewtopic.php?t=76032&hilit=legion
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im curious How do you play your 32 mega level Wads?
kalensar replied to Paulkdragon's topic in WAD Discussion
I generally just use my own mods. If I use other mods then it is usually Hell Rider or Metal Ops. The main ones I use from my personal "stockpile" are Code Zleek Doom, KD1MB, or D4V-Re-ZDoom -
What I am seeing in your wad about the Face in the HUD is that its not using the vanilla address names used by Doom. THat seems to the main issue. The only thing your DEHACKED appears to be doing is affecting the weapon mechanics, so its pretty unlikely that it is causing problems. As for the HUD Face-- I double checked its Names versus FreeDoom, and they are not identical. Nothing in the Dehack appears to be targeting the HUD data or Hud animations.
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I hate to burst your Bubble but most PWADS based on "limit removing" (chuckle) targeting also means that It is most likely going to have compatibility with the vast majority of Source Ports, but may lack compatibility with Vanilla Doom(Doom2.exe etc) and Chocolate Doom. One other caveat is that if you are using UDMF map format then your Source Port compatibility list does shrink by a fair amount, but stays compatible with GZDoom, Zandronum, Zdoom 2.8, LZDoom or QZDoom-- And iirc DSDA now mostly supports UDMF, -- And probably compatible with DoomsDay and maybe Eternity Engine, but haven't tested those , so I'm just inferring those compats. Im not sure about 3DGE but for its age it is a surprisingly robust Source Port. And for your 3D sound question-- Doom can emulate sound distance base on distance of the player and the object making the sound, That is not a unque feature to a source, but is in fact a feature found in Vanilla Doom// Hence the enormous amount of scenarios where you hear doors open in the distance from if the activated door is close enough to the player.
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I Need Recommendations For A Good CRT TV
kalensar replied to thomaskingfan100110's topic in Doom General
CRT TVs dont really have much differences except by size, weight and cord ports. Your probable best bet is most likely from the 2000s and aim for around 32 inch screen just the hassle of moving one of those dinosaurs more easily, Magnavox and Phillips or Toshiba are probably going to be your winner choices. As for finding one quickly I'd say your local Facebook marketplace or post a Wanted post that you are looking for one. -
https://www.moddb.com/mods/total-chaos/downloads yup. its a gzdoom mod/TC I wouldnt say it is the easiest game but it is definitely a technical marvel
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The main answer is that the Moon Man mod is probably the only bad taste mod that beats out HDoom for crass and vulgarity. Its easy enough to describe, but it more revolves around the concept that "Seeing is Believing". Its a laughable tragedy that this mod even exists IMO.
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My games are pretty funny and I have to rough guess the numbers Freeciv-- No contest winner at most like over 1000 but below 3000. Master of Orion 2-- Probably below 1000 but pretty likely that is over 600 Diablo 2-- Probably around 500 Final Fantasy 6- Between 300 and 500 hours Lufia 2-- Probably around 400 Skyrim--- Unknown but very likely around 600 to 700 Fallout 4--- Sheesh... Rough guess might be below 800 but possible higher. I have ran over 30 RolePlay Challenge games on this one Bonus Mention-- Battle for Wesnoth--- Hours unknown but have beat almost all of the Stock campaigns on Normal difficulty. The rough guess is that it could be as high as 2000 hours just due to the difficulty of some of those campaigns Honorary Mention: Final Fantasy 7-- probably beat it around 15 times and stopped playing after beating down Ruby Weapon was killed by using CounterAttack Materia and Limit Breaks(Meteorain) while using no KOTR or Hades. In case you are wondering, that is consistently a 45 minute battle.