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About INfront95
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In the temple of CHONK ....
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Yes
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Do we have a DSDHacked tutorial somewhere?
INfront95 replied to Matt Eldrydge's topic in Doom Editing
By all means ask people about doom tools, i never touched it but heard that its one of the best ways to do advanced dehacked stuff -
Do we have a DSDHacked tutorial somewhere?
INfront95 replied to Matt Eldrydge's topic in Doom Editing
Dsdhacked has nothing to do with decorate its an extension of Dehacked https://doomwiki.org/wiki/DSDHacked If you want to do something with it i suggest to learn basic Dehacked first and go from there. Without any external tools DSDhacked is written on top of generated Dehacked file. In notepad or any text editing program of your choosing. Difference between DSDhacked and Mbf21 is DSDhacked remove any limitation. https://github.com/kraflab/dsda-doom/blob/master/docs/dsdhacked.md Tldr brute workflow goes something like this: You get Whacked4 or Doomtools (never used it personally), do your work (In Boom extended or Mbf21) generate Dehacked file, and edit this file on top. For Dehacked tuts your can watch Doomkid's tutorials on YT , but imo just practice in WhackED4 and learn by hand . Explanation of other thigs exist in the written forms. For example Mbf21 https://github.com/kraflab/mbf21/blob/master/docs/spec.md Same flow, you get Dehacked file, and edit it with texts -
Who's your favourite female character in video games?
INfront95 replied to Mai Shiranui's topic in Everything Else
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UDMF/GZDoom :: Diagonal Shadows along a Wall
INfront95 replied to Lutz's question in Editing Questions
Alternatively you can go bruteforce and cut wall shadows into joined upper and lower sloped sector. GZDOOM: UDMF has separated shadow values for every surface, do lower sector and floor darker, and upper and celling normal. And you will have nice and clean cut -
*** The "ask a miscellaneous editing question" thread ***
INfront95 replied to baja blast rd.'s topic in Doom Editing
Gzdoom: how different fully invisible 3d floor (aka no textures to draw) will affect perfomance. I need them for collisions, and to fit the shape need to stack a bunch. Tldr is there a difference in perfomance between invisible or normal textured 3d floors -
what are you working on? I wanna see your wads.
INfront95 replied to everennui's topic in WAD Discussion
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INfront95 changed their profile photo
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Also good use of photoshop funcions, i see you used "wind" one on the picture with big guy. Blue dude with Red mohawk has this Boris Valejo vibe.
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Do you care about unrealistic/inaccurate guns?
INfront95 replied to Artman2004's topic in Everything Else
Unless its something really egregious like some guns in Fallout 4, no, don't care that much. On the other hand, when gun is made maximally realistically or with thought in mind, even if its sci-fi or normal ones, it only benefit player experience -
Do you ever wish Doom could support more complex geometry?
INfront95 replied to BunnyBun's topic in Doom General
At this point, i don't think so, no. Almost every geometry can be made in UDMF albeit with some limitations. Trims? slap 3d floors. Room over room? slap portals. Something more complex? Slap 3d models. Only problem is to adjust collision but imo even modern games are just boxes under the mesh fluff. Tho i would've liked somekind of slope support for software engines, just personal peeve. -
I see you have a thing for something...... can't put my finger on it....... just on a tip of a tounge...... hmm....... can't seem to find it..
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Don't know if its artistic decision or not, but do you know that in UDB, there is a screenshot button, you can set up it in preferences. Ctrl+F12 for me
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what are you working on? I wanna see your wads.
INfront95 replied to everennui's topic in WAD Discussion
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If possible. They are contributing in increasing of linedef count, and overall filesize. Blink and your wads will weight more than you expect. But again beauty demands sacrifices.