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Gibbitudinous

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  1. I mentioned just Chex Quest because of how well-known it is, but I should mention that I noticed this in Doom Part 2 as well. Tried it in DSDA-Doom and International Doom and neither had this issue.
  2. So I've noticed that Woof has had this issue for a while with pops showing up at the end of some sound effects that simply aren't there in other source ports (e.g. many of the sound effects in Chex Quest). I'm wondering if there's some option I can change to fix this or if it's just an issue with the port.
  3. I imagine someone could ask him about his hypothetical take on the Icon of Sin's sounds if they're really curious.
  4. Okay this may be a little bit of a stretch for this thread, but I'm looking for a specific mod or maybe just flat-out standalone game for (G)ZDoom I think that had a redneck horror theme and a cartoony artstyle. I remembered that it was cancelled so the demo version that was released is the only version out there as far as I know.
  5. NGL pleased to see how maturely this has been handled. As understandable as the criticism is, I was immediately bracing for more horrible discourse rather than it actually being addressed in good faith at all.
  6. Played almost halfway through by now and I can definitely feel the decade-worth of maturation since the first one. Pirate Doom 1 was a great mod but this one has felt a lot more cohesive and more fun as an overall experience so far, with the level design, progression, art style, it's all very much a tip-top evolution on what was already a really neat idea.
  7. Okay made it past the second map with no problems, but I have a couple things I should point out. The first and only thing that's definitely an actual issue, there are pops at the beginning of a few of the sound effects, such as the machete's slash. Second is I'm not sure if you're supposed to be able to drink the goblets when at or above 100 HP while getting no extra health from them. Other than those things, it's been going pretty well so far.
  8. I was really interested to check out ExDOOMed but I can't really deal with how the framerate immediately starts chugging for no discernible reason upon entering the second map. I know GZDoom is comically badly optimized but genuinely, is there anyway to deal with framerate dives like this?
  9. So I went and switched over to Woof instead of waiting for a new version of Nugget Doom. Noticed that Woof shows the Ultimate Doom episode names instead of Chex Quest 3's. LOL should've expected as much but it still caught me off-guard.
  10. Well that got figured out surprisingly quickly. Cheers y'all 🍻
  11. Just tried this out in Nugget Doom and unfortunately it crashes everytime I exit a level. Went and preemptively collected the command line output in case that helps anything. C:\Games\Nugget-Doom-2.3.1-win64>nugget-doom -iwad "C:/wads/Chex Quest 3 Vanilla/chex3v.wad" Nugget Doom 2.3.1 (built on Dec 16 2023) M_LoadDefaults: Load system defaults. default file: C:\Games\Nugget-Doom-2.3.1-win64\nugget-doom.cfg IWAD found: C:/wads/Chex Quest 3 Vanilla/chex3v.wad Ultimate DOOM version V_Init: allocate screens. W_Init: Init WADfiles. adding C:\wads\Chex Quest 3 Vanilla\chex3v.wad adding C:\Games\Nugget-Doom-2.3.1-win64\autoload\doom-all\brghtmps.lmp adding C:\Games\Nugget-Doom-2.3.1-win64\autoload\doom-all\nughud_modern-20230520.wad adding C:\Games\Nugget-Doom-2.3.1-win64\autoload\doom-all\personal palette.wad Loading DEH lump from file chex3v.wad M_Init: Init miscellaneous info. R_Init: Init DOOM refresh daemon - R_FlatNumForName: CONS1_1 not found R_FlatNumForName: CONS1_5 not found R_FlatNumForName: CONS1_7 not found [ ...................... ] P_Init: Init Playloop state. I_Init: Setting up machine state. I_InitJoystick: Initialize game controller. I_InitSound: Using 'OpenAL Soft on Speakers (2- Realtek(R) Audio)' @ 48000 Hz. Precaching all sound effects... done. Windows MIDI Init: Using 'OmniMIDI'. NET_Init: Init network subsystem. D_CheckNetGame: Checking network game status. startskill 3 deathmatch: 0 startmap: 1 startepisode: 1 player 1 of 1 (1 nodes) S_Init: Setting up sound. HU_Init: Setting up heads up display. ST_Init: Init status bar. S_ChangeMusic: D_INTRO (chex3v.wad) S_ChangeMusic: D_E1M1 (chex3v.wad) P_SetupLevel: E1M1 (chex3v.wad), Doom nodes, Ultimate Doom complevel S_ChangeMusic: D_INTER (chex3v.wad) S_ChangeMusic: D_E1M9 (chex3v.wad) P_SetupLevel: E1M9 (chex3v.wad), Doom nodes, Ultimate Doom complevel S_ChangeMusic: D_INTER (chex3v.wad)
  12. See I always thought the big "boss" of the movie should've been a cyberdemon, but that's clearly no cyber unless we're talking like extremely alien organic tech, and even then the design is really more reminiscent of something like a Doom 2016 summoner. Like it's a neat design in the concept art but man, the budget that went into turning it into a lump of CGI goo almost certainly would've been better spent on a proper cyberdemon costume.
  13. I mean any game with as singular an identity and as expansive a community as Doom has an endless mine for cursed content to make people recoil in horror.
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