Search found 83 matches
- 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
- 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;
Not entirely true, at least in my experience. OBLIGE maps can use a lot of fine tuning after being made....since Oblige already makes pleasing maps...
- 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.
- 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.
- 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. 

- 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 ...
- 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
- 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.
- 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 ...
- 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.

literally the greatest words spoken on the forums byfar
- 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.
- 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.
- 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

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.
- 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).
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).
- 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 ...