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More observations: Freedoom Phase 2 (0.6.4) crashed on the loading screen, but played the actual music. Freedoom Phase 2 (0.13.0) works fine, but upon starting the game, no new music played (it was still the music from MAP11/DEMO1), and sound effects were just original Doom sounds. Both of these went over TNT. Doom 2 the Way We Remember It worked fine, but again, MAP11 music instead of the actual MAP01 music in the WAD, and it crashed after completing MAP01 (right before loading MAP02). This went over Master Levels.
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Doom 2 In City Only [Now on idgames]
realjohnmadden replied to myolden's topic in WAD Releases & Development
After 9 years in development, hopefully it will have been worth the wait. I hope you all have fun with Episode 2! I know I had fun making a map for it. Probably my favorite episode so far.. (I'm totally not biased or anything.) -
That could actually work if you made a whole set of sprites for it. If it's worth anything, I already have some original sprites for my own Freewolf project and could edit those into the sailor. (Of course, rotations exist, so it would require a lot of effort..)
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Somewhat late reply, but probably not. MUS is the native format for DMX music, and DMX actually converted from MIDI to MUS ever since engine version 1.5: However, this functionality is completely missing in Doom95: I imagine they had stripped out MIDI-to-MUS code in Doom95, and then later ports also did the same. Doom95 also uses a different sound engine, and the BFG ports likely used another different sound engine as well that played back music using GUS patches (I heard some stuff about OpenAL when browsing here, that might have been it?). Also, something I forgot to mention: In that case, what does this mean?
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Get used to it, or use ECWolf and learn how to mess with LATCHCFG and whatnot. (Or recompile Wolf4SDL/the DOS version and learn how to edit source code.)
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Profile pages are frozen in December 1723
realjohnmadden replied to Plerb's topic in Everything Else
Mine hasn't updated since -12 BC. Now I see why they're running out of space.. -
Graphics D64Graphx.wad - Doom 64 graphics/sounds for Doom [1.1]
realjohnmadden replied to Craneo's topic in Mods & Resources
Well hot damn, that looks awesome. I like it!- 20 replies
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A font is either solid or transparent - it cannot have color, or shading, so having the Freedoom font as TTF would be impossible. However, you can download the Freedoom source repository and use the individual images of each character to assemble text, as the build script automatically assembles the text in the menus out of individual characters.
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Would anybody still enjoy a Doom 1 MEGAWAD?
realjohnmadden replied to Baron T. Mueriach's topic in WAD Releases & Development
Yes, absolutely. I even prefer Doom 1 over 2, and the mapping philosophy in a lot of Doom 2 WADs (as well as base Doom 2 on occasion) revolves around "big arenas and high-tier spam", something I'm not very fond of. -
Reflections and Aspirations: MBF21 in 2024
realjohnmadden replied to dsda-dev's topic in Doom Editing
Then why is it specified in the MBF21 standard as well as in the original MBF standard? That's kinda stupid, isn't it? Then use the sector bitflag feature? You know, the one introduced by Boom and that MBF21 already expands on?? There's still about 3 bits up for grabs, so assign one to "alternate lighting mode".