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About IconOfRetard94
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What is the exactly limit of PSX Doom Textures on map?
IconOfRetard94 posted a topic in Doom Editing
Hi everyone!, i'm planning to create a PSX Doom map. I don't need a tutorial of how to do it, 'cause i know how do it, but the thing that i don't know, is how exactly much textures can i use for the PSX Doom maps. I heard this version has a texture limit, but i don't know how much textures i must use, to prevent "texture cache overflow" crash. PLEASE TELL ME WHAT IS THE LIMIT OF TEXTURES ON PSX DOOM! Thanks -
I can't use pk3 'cause i'm doing a WAD in Boom format
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I'm so tired of saving maps on GZDoom builder, and that there are too much trash backup files, and lately i having a serious problems with map edition (sure relationated with backup making), the problems consists in that when i save a map, the changes changes don't seem to save until you edit again and this time save the map as a separate file from the one you were originally editing, of which changes are never saved. PLEASE I NEED TO KNOW HOW TO DISABLE AUTOMATIC BACKUP COPIES WHEN SAVING FROM GZDOOM BUILDER !!
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Thanks a lot buddy!!!. Now the game shows my custom sprite
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Thanks. By the way, what is this of "S_START, S_END"?
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How i do that?
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I don't know if this works, the original sprites have the names that i mentioned before (with the "0" in the end)
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I named it same (in this case, the three sprites are "FCANA0, FCANB0 and FCANC0", but i sayed, the burning barrel is still here and not my sprite.
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Well, i'm making a WAD, and i want to edit an obstacle in Doom 2, the Burning Barrel. I changed all sprites, i edited the sprite not to the size of the original burning barrel, i took how reference the size of the sprite of Cacodemon, i converted it to Doom Format image on SLADE (with the limitated pallete), and when i test the mod... NOTHING CHANGES! THE DAMN BURNING BARREL IS STILL HERE AND NOT MY CUSTOM SPRITE.
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I know, this problem not correspond on this topics, but seriously i need help. I loaded PSX Doom on the emulator PSXfin "a .bin file", when i begin the game, the maps looks like don't have walls, but the ceiling and the floor are visible. HOW CAN I SOLVE THIS?
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Hi guys, long time no see. Well, my problem now, is a problem relationated with the MAP 02/15 of TNT: Evilution. When i play it in a any of Doom Source ports, plays well, but when i play the midi file in Windows, the "bajo" channel of the music is missing, and sounds very weird and horrible. The problem begins when i installed VirtualMidiSynth in my PC, but i uninstalled now. Before i installed VirtualMidiSynth, the midi song played well, but when i uninstalled the program, the songs now plays when i described before. ANY SOLUTION FOR THIS PROBLEM??
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If you guys check "Deimos anomaly" from PSX Doom, the inverted cross on the red wall in the beggining are more wider than the PC version. Here a comparation: PC VERSION PSX DOOM Did you get it? The hollow sector of the cross have more space "in theory", but feels just as tight as when tight as on PC. Why happens this?