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deus-ex

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Username
deus-ex
Joined
2009 Jun 9
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34
Last Active
Oct 15, 16:36
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  • No, you cannot add light sources to particle generators. But you can alter the light level of particles to some extend. Once there used to be a Definition reference distributed with the engine, along with other manuals. Eventually they got droppe…
  • skyjake wrote: » There is a built-in keyboard shortcut to do this step: just press Shift+Escape. Interesting, I wasn't aware. This shortcut is not available in the ingame configuration menu, therefore I added my own global shortcut to the bin…
  • skyjake wrote: » MIDI just contains instructions about which notes to play, it doesn't contain the full audio waveforms like a modern-day MP3/AAC does (for example). To be precise, MIDI files do not contain any audio data, just the notes of t…
  • paraemuladores wrote: » I downloaded the low quality version (the mp3 files), decompressed them in a directory[...] You are not supposed to unpack the archive: * Rename sycraft-hexen-low.zip to sycraft-hexen-low.pk3 * Copy sycraft-hexen-lo…
  • Darklight wrote: » apart from opinions on style and look the only thing left I think at this stage is to figure out if possible how to change the gun shot colour when it hits the monster only noticeable when shooting barons - hell knight and cacod…
  • I checked your latest blood definition, here are a few comments: * The gravity of the blood particles needs tweaking, currently the traversal speed of the blood flying through air is too slow. * The Cacodemon blood generator is missing the pain…
  • KuriKai wrote: » the fixed could go in the doom2 folder, and the non fixed can go in the tnt and plutonia folders, or even just in the "textures" folder No they can't. As Vermil mentioned this would potentially break every DOOM2 addon WAD tha…
  • skyjake wrote: » Did you manually load the needed add-ons (the loading order is also important!)... If the savegame load process can fail because the load order of the addons has changed, then this definitely should be made visible to the use…
  • Vermil wrote: » That would potentially break the appearance of the Final Boss in both Final Doom episodes and every mod that aligns the texture correctly? Good point, I wasn't aware that Plutonia and TNT had this issue fixed. Well, simply h…
  • ErgatesTheant wrote: » So, apparently, if you disable any addons, your save game cannot be loaded - is that right? Yeah, that's kind of a failsafe feature to prevent savegame corruption due to missing or modified addons. You can always add mo…
  • Probably the most obvious suggestion is to increase the width of the three left most textures ZZFace1, ZZFace8 and ZZFace9 from 256 to 264, and add new content on the left border of those textures.
  • Q_Marine wrote: » Isnt this the wiki for zDoom? These are the original game file names, the listing isn't specific to ZDOOM. You can check whether you have valid WAD files by comparing them to the original game file details (file size, has…
  • Q_Marine wrote: » But how do I know how to name them so Doomeday Engine recoginzes them? https://zdoom.org/wiki/IWAD
  • For a fresh restart it's probably best to first de-install Doomsday. Then manually delete this folder which contains the user specific settings and WAD file locations: c:\Users\%username%\AppData\Local\Deng Team\ Now re-install Doomsday. If you…
  • Vermil wrote: » I think the mapper accidently dragged linedef 10 (notice that the left side of the arena also isn't straight like the right side) slightly leftward and ended up stretching the lines that made up the left side of the face in the pro…
  • KuriKai wrote: » that gap on the left would be the wall, and the horns would be inside the wall. We are not talking about a gap on the far left. It is about what appears to be a visual gap in kars texture right to the skull face on its left s…
  • kars wrote: » Why is there a gab in the original? is it just a bug? By closer inspection of my screenshots (see below) you can see, that the left borders of ZZFACE1, ZZFACE8 and ZZFACE9 are copied to their respective right borders. Probably i…
  • The gap you mentioned appears to be normal, it's also visible with DOOM2 default textures. I also checked with GZDOOM, it's the same appearance there. DOOM2 - Original textures: DOOM2 - HD textures by kars: Regarding the renaming of the…
  • Darklight wrote: » If any one here on the forum have 5 mins and look over the coding and give advice that would help alot I checked your DoomGore addon and noticed that it accidentally alters the visuals of other effects, too. For example t…
  • Start Heretic, press ESC to open the main menu, select Options, then Controls. Make sure that the mouse controls for turn left and turn right are set up as shown in the attached screenshot.
  • skyjake wrote: » Do you know if these custom maps have been authored to work in vanilla Doom, or do they require Boom or maybe even ZDoom features? Quote from the Alien Vendetta manual: [1.3 Compatibility] AV does not require any port to r…
  • 6) You posted an Doomsday.out from an quite old Doomsday build v1.15.8 released in February 2016, which isn't capable of running "DOOM: No Rest for the Living". Most probably you found this old log file in this folder: C:\Users\%username%\Documents\…
  • To help answering your question I just downloaded and run a fresh installation of Doomsday v1.13 which uses the now discontinued Snowberry launcher. Besides the "Doomsday Frontend" folder preferences are saved to *.pyo files which are stored in the …
  • Yeah, it should look like this, I guess.
  • You are looking for the jdui-all-20120223.pk3 Right-Click the link above and choose "Save as" from your browser context menu. This pack is more feature complete than what is shown in your referenced video, plus it has display of the Armor icon f…
  • I wasn't aware of this option as it is only available after starting up DOOM, it is not accessible from the launcher and I must have completely overlooked it. I'm sure I had such a setting activated in the older v1.x Doomsday releases. This corrects…
  • txcrix wrote: » The title screen and map screen are still small - not widescreen. This is correct, no widescreen. This is due to the dimensions of the images used for the title and intermission screens. They are tailored for 4:3 format monito…
  • Hi Milten, I know of the PSN level order. I mentioned it in my previous post, including a web link to the DOOM Wiki source which is similar to the source you referred to. As I explained I raised the question due to this comment by Tom Mustaine (o…
  • Knowing your expertise in the DOOM genre I asked for your recommendation. That's quite a difference to tell someone your opinion when not asked to. I'm fine though, should you not like to give your opinion on the matter.