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Doomkid

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Everything posted by Doomkid

  1. Thank you so much for finding all this for me, Mark! You just made my life way easier. And thank you for making those changes in your map, RMG. As an explanation, those flats (STEP1 and 2) cause bad visual errors in vanilla Doom, since the game attempts to draw the patches (texture bits) with that name in the place of the flats.
  2. Doomkid

    Moo!

    You're putting the cart before the moo
  3. Nice! I hate losing things like that. I swear it always ends up rolling under a counter or something and I can never find it til like week later.
  4. This is the easiest, fastest way to play .DEH-based Doom wads and mods in DosBox (or real DOS) as of late 2022. I figured I'd share this as a quick, simple and straightforward guide. 1) Download this .zip file: https://doomshack.org/uploads/DeHackEd_2020.zip 2) Place a DEH file (and its accompanying WAD file) in your Doom / Doom2 folder. 3) Copy CWSDPMI.EXE, DEHACKED.EXE, DEHPICK.EXE, DEHMAKE.BAT and DOOM(2).EXE to your Doom(2) folder. 4) Now, run DEHMAKE.BAT. Press Y when "Do you want to do this?" shows up. This will generate an EXE with the same name as the .DEH file. 5) To play, simply type: NAME.EXE -file NAME.WAD, replacing "NAME" with the actual names (duh). If multiple DEH files are present, DEHPICK will bring you to an easy-to-understand selection menu. ------------------------------------------------------ UDOOM32.EXE and DOOM32.EXE are included in this zip, renamed to DOOM.EXE and DOOM2.EXE respectively. For playing wads and mods, I recommend replacing the default DOOM and DOOM2 EXEs with these, keeping the old versions in a different folder as backups. These programs raise the "visplane limit" as well as other tight limits that often crash the default EXEs. ------------------------------------------------------ DEUSF.EXE allows you to merge the sprites/flats from DOOM(2) into your pwad, thus avoiding crashes. If you try to play a wad but Doom hangs at "Playloop State", it likely means the wad needs appending with DEUSF. Copy DEUSF.EXE to your DOOM/DOOM2 directory and type "deusf -app mymod.wad" (inserting the actual name, of course). This will inflate the wad and make it completely vanilla compatible.
  5. Cookies with a bit of jam in the middle like that are indeed delicious. I think they exist in most countries, I had them in Florida/Hawaii and they’re in Australia too, but regardless I’d take them over Oreos any day.
  6. You have my sympathy, dasho. Working in that environment clearly squeezed all the empathy right out of you. Your posts in themselves are proof that the 60 hour work week is soul crushing, because the part of your soul that is supposed to feel bad when it sees such a clear case of workers being abused/mistreated is clearly dead. Thanks for being a prime example of why the world will get shittier the more people are forced to work such a schedule/under those conditions.
  7. Hydrox was unlucky to end up sounding like washing detergent. If it's anything like common Oreo knock-offs (I know it came first) then I probably would enjoy it though. Oreos are good, but kinda "sickly sweet" for me, especially without milk.
  8. Sure! The newer half of E3 is as follows: 10- b0n3 - Underside 11- Mark Bloom - Mudslide 12- RastaManGames - Scorched Debris 13- ChippiHeppu - Charred Remains 14- Vladguy - Rocky Rumble 15- Doomkid - Brimstone Basics 16- Arsinikk - Technobabel 17- NiGHTS108 - Scorching Ivy S1- Dubium - No Man Village S2- cannonball - Peyote Ugly All of these were made in July or later, and were not part of the contest pool.
  9. I really like the approach you're taking, NiGHTS. Vladguy gave me a custom texture that doesn't fit the feel of the current template, but I like the idea of some people's panels being pressable and revealing a room with a custom image, if indeed anyone else submits one. So you could do up a standard image for Vladguy, but his custom one will be an easter egg (mainly since it's too large, and resizing it to 128x128 looks super bad, lol). Completely forgot to account for this - thank you finnks13 for the adjusted version!
  10. Maybe you’ll have a more cultured view of the movie than I did! To me, putting Citizen Kane at #3 greatest film of all time in 2022 is like putting Memento Mori as the 3rd greatest Doom wad of all time in 2022. Yes, it was damn important and damn influential in its day, but I’m not just gonna view the world through 100% nostalgia lenses/“all modern stuff bad and uncultured” lenses and pretend that it reflects reality. I’d feel like a total snob doing that shit. The best films made since the turn of the century (and “popcorn films” in their totality) are just as important for the medium as the stuff that broke new ground in its day, and I feel the same about modern/classic wads and popcorn/“deep” wads as well. I’m glad there’s not a huge chunk of Doomers who just instantly assume old and “popular in its day” somehow elevates a wad to the top echelon automatically. I think it’s fair to give a piece of art a little extra grade bump if it was an influential or important work that many were inspired by, but that’s about it. Some artistic lessons, technological progress, and even some general storytelling/pacing lessons have indeed been learned in the multiple decades since!
  11. Citizen Kane is SO fucking boring holy shit. I understand it was important at the time, but god damn. I watch a fuckload of films but to be honest I’ve only seen half of what’s on this list. Maybe it’s because I have a tendency to watch random films rather than consistently seeking out the all-time greats but the descriptions of some of these films don’t exactly have me rushing to PirateBay.. ER UH I mean my local, legal video outlet, of course. I’d rather watch a Tarantino film than half of the ones here that I have seen, though maybe I’ll try some of the stuff on this list that I’ve never heard of and be pleasantly surprised. Though I do love 2001. I don’t think there’s any harm in admitting you prefer entertaining films over artsy-fartsy picks. The list frankly seems - dare I say it - pretentious!
  12. Well, I think we’ve missed the boat for this year - Cacowards are in about 2 days and we’re not quite at RC1 - but the wad will be on the table for next year’s! I think you’ll like em!
  13. Alrighty, here it is, the LAST pre-rc build! (don't mind the filename lol) Download: https://doomshack.org/uploads/JJ_RC1.zip What has been done: • Every single map slot is filled with a working map! • All 3 episodes now have nice-looking credit screens: • All 3 episodes include full story texts and "bookend" credit maps in slot 21. • All secret exits/maps seem to function as-intended. What's left to do/misc notes: • @Rykz's Map01 is ready other than this missing texture and some weirdness with bleeding on the bridge: • @Sectorslayer's Map16 is ready other than the zero-byte REJECT (apparently causes issues with demos?..) • @Peccatum Mihzamiz's Map19 can still be softlocked (though it's harder) and still has the bridge issues, which for the life of me I couldn't figure out. As for the softlock, I'd recommend a crate or something where the Caco is currently that the player has to press on to lower. I know it's awkward, but a player can still slip past the caco and get locked in the stairwell between stories, and I don't want there to be any chance of that happening to a speedrunner. • @TVdinnermasterchef's secret map in E2 is limit-removing (just needs to be clearly noted on documentation when I publish it) but also may have a potential softlock, as caught by @NiGHTS108. I plan to investigate this further but any help from others would be greatly appreciated. • @Elto Gaming's Map05 in E3 has a VPO in the first room, crashing vanilla and chocolate. Probably a pretty easy fix! • I'd like to get a MAPINFO lump made in the next few days here to get a custom sky on @Yumheart's map and to show the map titles on the automap (the DeHackEd lump only has room to put author names, sadly) • Fix minor story issue in E1 & E3's ending, and fix background for first story text in E3 • Need to implement @Arsinikk's excellent fix for the seam in the red cloudy sky. • Still have ChippiHeppu listed as "Chippi Heppu" on the automap (d'oh) • Replace all instances of STEP1 and STEP2 flat usage with GREP1 and GREP2 in all maps. • 4 demos need to be recorded for each episode. • Need to check that every single map has at least 4 co-op starts and 4 DM starts! • Ideally I'd also like to get a proper credits map made for slot 21 at the end of E3 as a nice, satisfying conclusion! I'd use author's avatars as 128x128 textures, or they could optionally submit a custom image for this instead. I haven't made any progress on such a map though, so if someone else would like to do it, please do feel free to claim that. There wouldn't be any monsters or anything, and I was thinking in a city block theme, but any theme could work if done right. ...and I think that's about it. We're so damn close now!
  14. Don't forget the discussion of how the controls would be! I imagine 4 red buttons in the general WSDA shape on the left, and a gun-shaped joystick on the right that simulates the mouse. The trigger fires but there'd be a thumb button to open doors! No pausing of course, and no auto-map! "next weapon/previous weapon" would probably be two buttons right above the "WSDA" buttons. Run might be a toggle-based button as well. I think the player started with 3 lives in the Doom press release, so that feels right to me, but there'd have to be some sort of "timer system" to make it a viable quarter muncher. Maybe you start with just 60 seconds on the clock but get some time added back per kill, depending on the enemy? This would be a fun way to make it so there's some kind of fire under the player's ass, but also allow for "one quarter runs" which were possible in any decent arcade classic.
  15. tbh I only want hyperrealistic detail in my Doom wad if it's coupled with the Nostalgia Critic's hyperrealistic bloody face. This sums up how I feel about the issue. I've seen everything from "standard" amounts of detail, to minimalism, to "sector crowding"-type detail look either gorgeous or awful. Frankly, I think a lot of the time it's down to using complimentary colors. I have seen maps that have a ton of sector detail but avoid looking noisy, but ultimately I have a preference for getting nice looking areas using less sectors/linedefs, rather than more.
  16. LOL, that arcade cabinet scene is amazing. No such thing ever existed sadly, but here's the scene for anyone who might want to see it: (and yeah, SNES Doom is an impressive feat but the PC equivalent would be running it on an underpowered 386, in low detail mode, with the screen shrunk to half it's normal size.. crunchy!)
  17. The Jaguar ad is a great choice. Honestly, it's hard to pick.. imo, Doom was done pretty well compared to most games in the 90s as far as TV ads go. I remember a lot of gaming ads being extremely cheesey in an offputting/un-funny way at the time, but most of Doom's were pretty well executed. I love the Jaguar ad, the Doom 2 ad where the PC eats the dude, the cheesy Doom 2 promo video with John Romero.. but the 32x ad with fat guy working in the slaughterhouse saying "If I don't stop playing it, my wife is gonna kill me!" is just so relatable throughout multiple relationships I've had that it made me laugh out loud even more than the PC eating the guy, the very first time I saw it. Just so people can easily find most of them, here's a compilation video. It's missing a few, but not many:
  18. Just crossposting the answer because it has to be known for the 3 people who will get curious about this in future: I'm content with this explanation!
  19. Well found.. Many years ago I had some maps that weren't 100%able because of having the secret effect applied to sectors that were also set to lower/change texture later in the map, breaking their ability to actually be counted toward the secret tally. After that, I decided to never do anything close to "stacking effects" ever again, and I'd still urge other vanilla mappers to consider it bad practice and avoid it. In this case though, it was super useful in finding an issue with DSDA, so that's pretty cool!
  20. As I watched decino's video on the OUCHFACE behavior some time ago, the (correct!) claim that the face only displays for 1 tic when you take damage while picking up a big health item bothered me. I KNEW I had seen the ouchface, not-that-rarely, during combat as a kid. At 1:35ish in this video, you can see the face lasting for what looks like closer to 10-20 tics. It feels good on one hand, because I knew I didn't imagine all those times I saw the face for "decently long" periods as a kid, definitely longer than one tic, but on the other hand, why does this happen? It's really weird. It does feel good to know it can/does happen for longer than 1 tic at times, though. I knew I wasn't (fully) crazy!!
  21. KDiKDiZD is pure vanilla, frames have been cleverly reallocated to make room for new objects. In some of my wads, ways I have free’d up a lot of frames is by having Zombiemen and shotgunners, or barons and hell knights, share sprites with green skin/uniforms. The game can recolour green parts of the sprite to be red, brown or grey, which is very handy. You can also use (or even mix and match) Keen and the WolfSS to get one or two “new” enemies. MBF21, DEHEXTRA or DECORATE will allow adding new enemies much more easily, but it will also somewhat restrict which source ports your wad will run in.
  22. Very sorry it's taking so long. I want to wait until Jamal Jones is complete and released, since it's vanilla. Once it's out, I'll add it to the pack along with dozens of other new wads. My guess is this will be some time in January! It'll be a fairly large update since so much vanilla and "lite" limit removing content has come out.
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