Search found 83 matches

by meatman12
Fri Jul 06, 2018 6:44 am
Forum: Graphic/Audio Patches
Topic: [Hexen & Heretic] Resound - upd 05/09/2022
Replies: 20
Views: 12374

Re: [Hexen & Heretic] Remixed & Remastered Sounds - New Vers

I was actually able to track down a few stock sounds that Hexen used, although from other games so sound quality varies. They're definitely stock sounds; not sure what library though. viewtopic.php?f=37&t=55871&p=988228&hil ... er#p988228
by meatman12
Sat Jul 29, 2017 4:08 pm
Forum: Levels
Topic: Obligatory - 32 Map Community Project
Replies: 4
Views: 1347

Re: Obligatory - 32 Map Community Project

This. Although;
...since Oblige already makes pleasing maps...
Not entirely true, at least in my experience. OBLIGE maps can use a lot of fine tuning after being made.
by meatman12
Fri May 26, 2017 3:25 pm
Forum: Editing (Archive)
Topic: Teleport instantly with no animation
Replies: 6
Views: 1172

Re: Teleport instantly with no animation

It sounds like the map format you're using is the original Doom format. You'll need to use UDMF for that. Well, UDMF and maybe Hexen format.
by meatman12
Thu May 04, 2017 5:19 am
Forum: Levels
Topic: Satanic Doomers - Going Nowhere Fast [Community Project]
Replies: 72
Views: 8848

Re: Going Nowhere Fast [Community Project]

I think it would be a good idea to list some of the formats compatible with Boom. Just in case.
by meatman12
Thu Apr 27, 2017 1:38 pm
Forum: Levels
Topic: Satanic Doomers - Going Nowhere Fast [Community Project]
Replies: 72
Views: 8848

Re: Going Nowhere Fast [Community Project]

Oh. Yeah, that makes more sense. :D
by meatman12
Wed Apr 26, 2017 2:55 pm
Forum: Levels
Topic: Satanic Doomers - Going Nowhere Fast [Community Project]
Replies: 72
Views: 8848

Re: Going Nowhere Fast [Community Project]

I don't think HOM's, sector tags, monsters getting stuck, or bleeding sectors persist to GZDoom and get magically fixed by Boom ports. HOM's are commonly caused by having no texture on a linedef, monsters getting stuck is because of placement in the map, the sector tag-thing is a mapping error, and ...
by meatman12
Tue Apr 18, 2017 5:58 am
Forum: Levels
Topic: Satanic Doomers - Going Nowhere Fast [Community Project]
Replies: 72
Views: 8848

Re: Going Nowhere Fast [Community Project]

Hmm, I'm actually really liking how these look! Could I work on MAP17
by meatman12
Mon Apr 17, 2017 11:24 am
Forum: General
Topic: FEATURE REQUEST: Controller Rumble?
Replies: 4
Views: 568

Re: FEATURE REQUEST: Controller Rumble?

As far as I know, there's some documentation on Xinput vibration, as well as a custom build made a while ago (although the download link is borked). I guess I'll just have to figure it all out.
by meatman12
Mon Apr 17, 2017 7:05 am
Forum: Off-Topic
Topic: Duke Nukem 3D vs. Doom I and II
Replies: 22
Views: 3110

Re: Duke Nukem 3D vs. Doom I and II

Duke Vs. Doom (I & II): -Duke 3D's level design was not nearly as diverse as Doom's (I always get E1L1 confused with E1L2) -The damage system in Duke was wack in comparison to Doom -On that note, Duke felt like a peice of styrofoam -/+Duke had platforming elements, which worked well in a bunch of ...
by meatman12
Mon Apr 17, 2017 6:47 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38028
Views: 4637397

Re: [SPRITES] Spriting Carnival!!

GAA1992 wrote: cuz N* stole my sprites.
:lol:
literally the greatest words spoken on the forums byfar
by meatman12
Sun Apr 16, 2017 8:26 am
Forum: General
Topic: About a Only Skulltag mod
Replies: 13
Views: 811

Re: About a Only Skulltag mod

Well it doesn't really matter if it was made before Brutal Doom, moreso if that the creator didn't bother cleaning up the models or animations.
by meatman12
Sun Apr 16, 2017 8:23 am
Forum: Editing (Archive)
Topic: GZDoom builder problem with TIDs
Replies: 2
Views: 236

Re: GZDoom builder problem with TIDs

You must put #include "zcommon.acs" (With quotes) at the beginning.
by meatman12
Sat Apr 15, 2017 8:08 pm
Forum: Levels
Topic: Plain ol' Doom 2 Community Mapping Project
Replies: 131
Views: 14834

Re: Plain ol' Doom 2 Community Mapping Project

Image
You gotta admit those are alot of sectors! It makes GZDoom Builder, Doom Builder, GZ and QZDoom lag ALOT. PRBoom+ runs it fine though. Also, alot of original Doom maps have areas where you can jump out of bounds, so don't worry about those.
by meatman12
Sat Apr 15, 2017 6:55 pm
Forum: Script Library
Topic: Tilt++ - Unified Camera Tilt Mod v1.65 - small bug fix!
Replies: 64
Views: 68979

Re: Tilt++ - Unified Camera Tilt Mod [UPDATED]

When jumping the screen jitters sharply left & right.
Also, there should be the option to disable the screen tilting slightly while moving sideways (Not tilting entirely, but to keep it's angle constantly).
by meatman12
Sat Apr 15, 2017 5:59 pm
Forum: Levels
Topic: Plain ol' Doom 2 Community Mapping Project
Replies: 131
Views: 14834

Re: Plain ol' Doom 2 Community Mapping Project

First thing I have to say is: This map is SUPER laggy for me. Normally maps run really well, but this one in particular had alot of fps drops. I'm playing without AO, super sampling, anti-aliasing, bloom, etc. The culprit seems to be TONS of sectors. This can be fixed relatively easily by reducing ...

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