Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Shepardus

Members
  • Content count

    2402
  • Joined

  • Last visited

Everything posted by Shepardus

  1. Shepardus

    Helion - C# (0.9.2.6 1/1/23 - Goodbye BSP tree rendering)

    Eviternity MAP30 uses OGG music, which Helion doesn't support.
  2. Shepardus

    dsda-doom v0.27.5 [2023-12-03]

    You could check your framerate to see if the choice of synth is making a difference on that (either the "show FPS" toggle in the display options, or the IDRATE cheat). I remember back when there was an SDL mixer option I got noticeably lower framerate with that compared to PortMidi for some reason, though I haven't had a problem with Fluidsynth.
  3. Shepardus

    This is Woof! 12.0.2 (Dec 13, 2023)

    The AppImage accepts all the same command-line parameters as the normal binary does, so it'll also work through the terminal or a launcher such as ZDL (which has a prebuilt binary for Linux available).
  4. Shepardus

    Is there a way to run DSDA natively on linux?

    There aren't any official binaries, but depending on the distro you're using there may be something in your package manager (I know there's a Debian package, and an Arch package through the AUR). You can also build it from source. There are instructions for doing so here, though you'll have to figure out the specific dependencies for your distro yourself.
  5. Shepardus

    Good Boomer shooter YouTube channels

    pagb666 does a lot of no-commentary playthroughs of Doom WADs and other shooters, good to watch if you're not looking for commentary/reviews.
  6. Shepardus

    issue with completing a map (broken spawners?)

    Did you get the plasma gun, and the cell pack in the opposite corner of the area where that's at? At least one of the groups that you screenshotted is tied to that, and I didn't have any trouble triggering it with Boom (strict) compatibility. Each of them is a separate trigger, so you need to pass over the lines even if you have full ammo. I'm not about to play the rest of the map to check, but for the rest you can take a look at the relevant lines and sectors in an editor, e.g. UDB/SLADE, to see what points to what. Learning that much isn't hard, you just enter lines/sectors mode and mouse over the lines/sectors you want to examine.
  7. Shepardus

    Looking for Doom girl face + weapon sprites

    There are some female faces in the 150 skins WAD that Doomkid compiled, as well as the one used in Tarnsman's Projectile Hell and Alice Clancy's Shattered Dimensions. No idea about weapon sprites, though the ones used in the latter two I mentioned work fine for those WADs (even if it's weird in my opinion having a kick replace the fist as you're running around).
  8. Shepardus

    I have some problems with testing someones mod

    There are several ways to run GZDoom on Linux: Download the official binary from zdoom.org (the "Linux Portable" one is what you'd want for a non-Debian distro like yours) For Arch Linux, there's a gzdoom package on the AUR. Install the GZDoom Flatpak from Flathub (see the readme here for instructions on adjusting the permissions to access your WAD files) Build from source (instructions on the ZDoom wiki) I haven't tried the first two, but the other two work well for me (on Fedora). Frankly, running the Windows version through Proton/Wine seems both worse and more complicated to me. Could you describe what you mean by "launch the exe with the 3 wad files"? What exactly are you doing to pass the WAD files to the executable? The -file parameter on the command-line? A launcher such as ZDL? Drag and drop? Sounds to me that you're either passing the files to GZDoom incorrectly or they're in a location GZDoom can't access. I'm not sure how much help I can be since you're running through Wine instead of a native build and I'm not familiar with what sorts of problems you might face with that, so I'd recommend giving a native build a try.
  9. Shepardus

    File Size for GZDoom WADs

    Converting it to Doom sound format is probably lowering the sample rate and/or converting stereo to mono sound, hard to say without knowing the original sound. Maybe you don't hear too much difference in quality, but there definitely is a difference. For music files you'd want to encode in FLAC (lossless) or Ogg Vorbis (lossy, but probably fine if the Doom sound format didn't sound too bad to you), or offer it in a separate file as plums said (based on your screenshots it looks like there's a MIDI version anyway, just put the MIDI version in the main download and offer the larger version as a separate download). You might also want to look into packaging your map as a PK3 so you can take advantage of zip compression, that'll help reduce the size of your map data too.
  10. If you're practicing by repeatedly starting from the beginning of the map hoping to single-segment it in one of your attempts, you're doing it wrong. People doing long and difficult runs will practice liberally with saves and route to minimize the amount of luck required. That said, I don't particularly enjoy trying to single-segment long and difficult maps, even though I do enjoy 1CC-ing many arcade shmups, which one might think is a similar thing. I think a lot of WADs, be they individual maps or megawads, are lacking in the long-term resource management that I find appealing in other games, where you can get past a difficult fight by doing better in other fights and thus having more resources to work with in the places where it matters. Part of that is just how the game is, with RNG playing a large role in the damage you take and many enemies potentially ending a run in two or three bad rolls if you don't have armor, but it also has to do with level design. Patterns like "series of setpiece fights with megaspheres to reset the player in between" are easy to implement and are good for preventing players from saving themselves into a corner (unless they save mid-fight), but it can make the map feel disconnected, and any challenge has to come from nuking the player down in an individual fight, which at least to me is the most frustrating way to fail a long run. Long Road, No Turns is one of the few Doom WADs where I get that sense of carefully monitoring my available resources akin to stocking up lives to throw at a Touhou final boss, and even that has its frustrating moments of getting nuked by cyberdemons or a ball of revenant missiles. Writing this has me wondering whether there are Heretic WADs that really take advantage of its inventory system and the generally lower damage of its monsters...
  11. Ancient Aliens predates the advent of UMAPINFO, so it uses MAPINFO for ZDoom and EMAPINFO for Eternity Engine, which only those ports and a few others (e.g. Helion) support. You can download UMAPINFO patches for Ancient Aliens and some other WADs from the UMAPINFO Appreciation Thread:
  12. Shepardus

    Good texture sets for use in maps?

    https://doomwiki.org/wiki/Texture_pack
  13. To clarify, dsda-doom supports UDMF, but that doesn't mean other MBF21 ports (e.g. Woof) support UDMF, nor is UDMF part of the MBF21 spec. It also doesn't support everything ZDoom does in UDMF, e.g. slopes, 3D floors, portals, etc. Some things that currently aren't possible with vanilla/Boom/MBF(21) are adding weapon slots, creating new powerups, and anything to do with ACS or polyobjects. Speaking of which, by "non-UDMF map formats" are you also including the Hexen map format?
  14. Shepardus

    Which sourceport to use to play heretic nowdays?

    You have to play with the right compatibility settings for the stairs in TNT MAP30 to work. It'll work with vanilla compatibility (Doom 1.9, Ultimate Doom, Final Doom), but Boom and later complevels break it. dsda-doom should automatically detect that level and set the right flags when using MBF21 compatibility, but that isn't a thing in PrBoom+. I think when using PrBoom+'s default complevel there's a flag you can toggle to fix the issue ("Use exactly Doom's stairbuilding method").
  15. Shepardus

    Come up with the most clever troll design decisions

    Basically anything involving that door type that opens five minutes after the start of the level.
  16. Shepardus

    Useless(?) BFG glitch (Classic Doom)

    I didn't think anyone would consider that to be a glitch. Frankly, I'd be more surprised if that didn't work. It'd be like firing a rocket and having it not do anything because you switched weapons while it was flying. One quirk with the game is that switching to chainsaw actually does have an effect, since having the chainsaw out causes enemies to not be knocked back by damage, even if that damage originated from a different weapon.
  17. What do you mean by "equally good"? If that means "takes an equal amount of time to produce output at an acceptable quality," then you've answered your own question. I will add that if you can model, then you can also render the models as sprite sheets, though your mileage may vary on how good that looks.
  18. Shepardus

    Continuous integration of any desired Doom mod

    What you're describing is just auto updating, I don't see what about that warrants the term "continuous integration" (Rampart, as DavidN mentioned, is what I'd imagine to be CI in the context of Doom WADs, or maybe the Freedoom dev builds). Doom Launcher can search and download WADs from /idgames; I don't know how it handles updates to WADs, but if it can update already-downloaded WADs then that'd basically be what you're describing. Of course that only covers /idgames, but I don't think you're going to see a more universal way to update WADs as long as there isn't a universal way to distribute WADs. Retailers can do that because they control the distribution, but people upload WADs to all sorts of places like Mediafire, Dropbox, Google Drive, ModDB, Discord, etc. and just toss the link somewhere, whether that be through a Doomworld post or something else, and when they update their WADs it may be a different link or the same link and who knows where they're going to share that link and notify others of the change. Also, I don't think auto-updating WADs is even all that desirable, considering that updating WADs tends to break save files.
  19. Shepardus

    Is there a large keys mod?

    It's a pk3 file, that's just a zip file by another name so you can open it with any archive program (or SLADE). The files within the zip are all plaintext.
  20. Shepardus

    Which sourceport to use to play heretic nowdays?

    I don't think I ever used the banishment device in my playthrough of Hexen, but there are much worse issues for Hexen in dsda-doom so I can't recommend it at the moment. For example, here's how the opening of Darkmere should look (screenshot taken in Crispy Hexen): And here's how it looks in dsda-doom: I'm not sure what's going on with the fog, but the layered skies are simply not implemented, and that's a known limitation stated in the patch notes when Hexen support was implemented. This doesn't affect demo sync of course, but it does matter if you're playing through Hexen for the first time. For what it's worth GZDoom doesn't look quite right here either, even using the software renderer. Seems that the fog is thicker or the lighting falloff is different, making the bricks fade to green earlier than they should:
  21. Shepardus

    Coop by yourself mod - layering demo playthroughs

    The main problem with that is that the enemies aren't going to react the same way when you "layer" a demo on top of another playthrough, so the demos would desync. For example, when recording the demo you kill an enemy and run past it to the next room, but in your next round the same enemy targets the new player, the original shot misses, and the player from the demo keeps running forward into the enemy and dies. There are co-op TASes with a single person building inputs for multiple players, but those are built frame by frame and are often (but not always) done with no monsters.
  22. Shepardus

    Which sourceport to use to play heretic nowdays?

    dsda-doom has been tested against the demos on DSDA, so it should be as accurate as Chocolate/Crispy Heretic in terms of gameplay. Graphically I'm not sure, but at least all the graphical glitches I knew of have been ironed out. (For Hexen, there are still some limitations like the layered skies not working.) I personally used Crispy Heretic and Crispy Hexen for my first Heretic and Hexen playthroughs, and found them to be very good. I would recommend those if 640x400 is high enough resolution for you, otherwise dsda-doom. Honestly GZDoom should be just fine too, I think the differences it has tend to be overstated at least for casual play. Many Heretic and Hexen PWADs are made for ZDoom since historically there haven't been many other choices, so if you're going to be playing those you'll be setting up GZDoom sooner or later anyway.
  23. Shepardus

    Is there a large keys mod?

    I just played through Arrokoth MAP01 and the red key in it was definitely larger. You sure you actually loaded the mod, and have key_size set to 2?
  24. IIRC there's a gallery in Space Cats Saga.
  25. No, they're fundamentally different things. An MP3 describes a sound, while a MIDI describes notes and other data for synthesizers to produce music. You cannot convert arbitrary sounds into sheet music, and even if the sound is a recording of music and you can pick out the notes and instruments from that, how the output sounds will also depend on the synthesizer used to play the MIDI.
×