Search found 93 matches

by Tenement Funster
Mon Feb 16, 2015 1:07 pm
Forum: General
Topic: Removing PoV warp in software renderer - Is it possible?
Replies: 18
Views: 3392

Removing PoV warp in software renderer - Is it possible?

Idk if that question even makes sense... maybe I'm a moron for asking... I really like the aesthetics of the software renderer, but I generally stick to OpenGL just for proper mouse-look. Is there any way/mod to either: faithfully duplicate the visuals of the software renderer in to OpenGL, or to ...
by Tenement Funster
Tue Nov 08, 2011 9:01 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 807359

Re: Brütal Doom v0.13: Epic Bugfixes!

The new rifle sprite is WAAAAAAY better than in .12. I don't mind the shotgun. And as far as sound goes, I didn't even know they were new...

Not a fan of the new plasma gun, and the BFG looks like he's pointing it way up in the air.
by Tenement Funster
Sat Nov 05, 2011 3:13 pm
Forum: Abandoned/Dead Projects
Topic: Blake Stone TC Project Log
Replies: 24
Views: 5257

Re: Blake Stone TC Project Log

I played Blake Stone when I was a wee boy back in the day. I don't remember anything but the general look of it and really liking it as a kid.

Keeping my eye on this!
by Tenement Funster
Sat Nov 05, 2011 3:11 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 807359

Re: Brutal Doom v0.12: Oh yes... there will be more blood!

When can we expect a GZdoom version of v13? Not to sound impatient, but I just love those new shotgun sprites :D Also, unbelievably dumb question, but if I have a save file running Brutal Doom v12, could I just continue using that same save file when v13 releases? I'd hate to abandon all my ...
by Tenement Funster
Sun Oct 30, 2011 8:20 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 807359

Re: Brutal Doom v0.12: Oh yes... there will be more blood!

I've only played a couple maps with this, and I'm having a lot of fun. My only complaint at the moment is that using the iron-sights on the rifle is kind of misleading as to where it aims. Naturally I want to use the sight of the gun to aim with, but of course the game is going to fire where the ...
by Tenement Funster
Sun Oct 30, 2011 12:56 pm
Forum: Abandoned/Dead Projects
Topic: DM Monsters 1.1 (Monsters like real players!)
Replies: 16
Views: 2289

Re: DM Monsters 1.1 (Monsters like real players!)

Pretty neat idea, but honestly I just don't think it works out. I stood in the hallway of Map01 with the imp at the end of the hall mindlessly getting stuck up on the wall, and when he got near me he just ended up throwing 3 fireballs right in to the floor or wall. I was standing still the whole time.
by Tenement Funster
Sat Oct 29, 2011 9:38 pm
Forum: General
Topic: How do I use custom brightmaps?
Replies: 11
Views: 2618

Re: How do I use custom brightmaps?

Well, I did a fresh download of GZDoom and it worked just by dragging it in. I don't know what I did to make it not work before, or maybe just all the different tests were me trying to get it to work on map01 (where the zombies don't light up, never knew that!) And now I've got the custom brightmaps ...
by Tenement Funster
Sat Oct 29, 2011 7:30 pm
Forum: General
Topic: How do I use custom brightmaps?
Replies: 11
Views: 2618

Re: How do I use custom brightmaps?

I had the GZDoom brightmaps yes, but afaik, it never did/does anything. I've never messed with the file though. Now I've downloaded some giant pack of brightmaps and don't know what to do with it. All I really care about are the bright eyes and enemies lighting up when firing so I can see stuff ...
by Tenement Funster
Sat Oct 29, 2011 6:48 pm
Forum: General
Topic: How do I use custom brightmaps?
Replies: 11
Views: 2618

How do I use custom brightmaps?

All I want to do is have the brightmaps that make monsters' eyes always bright and visible and stuff like that. I can't quite figure out how to apply these brightmaps, although a little wiki investigation leads me to believe I need to create a wad that links the various game elements with the ...
by Tenement Funster
Fri Sep 19, 2008 9:24 am
Forum: Abandoned/Dead Projects
Topic: RoE Weapons (Rebirth of Evil)[shotgun 35%
Replies: 50
Views: 4125

Re: RoE Weapons Pack (Rebirth of Evil)

esselfortium wrote:Please allow me to apologize in advance.
Spoiler: I'm so sorry
Looks about right.
by Tenement Funster
Sat Sep 13, 2008 10:44 am
Forum: Levels
Topic: [WIP] Wicked Onslaught
Replies: 5
Views: 1006

Re: [WIP] Wicked Onslaught

Wow, I had all that stuff in mind when I went back to edit map01 and I still forgot to fix the texture errors (and that non-damage nukage thing for map02). It'll DEFINITELY be fixed for the next update. I'll work on balancing out the ammo too. Most of my play testing goes towards making sure all the ...
by Tenement Funster
Sat Sep 13, 2008 9:48 am
Forum: Levels
Topic: [WIP] Wicked Onslaught
Replies: 5
Views: 1006

Re: [WIP] Wicked Onslaught

I finished up map02 and figured out/fixed the skybox issue in map01 (no HoM in Zdoom now!), along with a few very small changes there. I still can't figure out the dropped shadow sector thing at the red key room though :( I put up the new file in the first post with some screens of map02. It's much ...
by Tenement Funster
Wed Sep 10, 2008 6:45 am
Forum: Levels
Topic: [WIP] Wicked Onslaught
Replies: 5
Views: 1006

Re: [WIP] Wicked Onslaught

Thanks for the input Phobus. That sucks though, as the dropped shadow sector and the shadows going through the floor don't occur in GZDoom/Skulltag. I have no idea why the red key floats; the size-box in Doom Builder doesn't touch the window, which is what I originally thought was causing the issue ...
by Tenement Funster
Wed Sep 10, 2008 6:03 am
Forum: Levels
Topic: [WIP] Wicked Onslaught
Replies: 5
Views: 1006

[WIP] Wicked Onslaught

After a hitting the books hard and learning the in's and out's of Doom Builder, I bring you my first ever project: Wicked Onslaught. I'd like for this to eventually be a full 32-level megawad, but I'm not sure if I'll ever get to that point. However, I plan to just keep adding and adding until I ...
by Tenement Funster
Thu Sep 04, 2008 1:35 am
Forum: Gameplay Mods
Topic: Doom Enhanced v1.1 - Test before I newstuff it!
Replies: 24
Views: 5241

Re: Doom Enhanced v1.1 - Test before I newstuff it!

Should do something like Beautiful Doom and smooth out the animations for the guns and some blood squirtage. This, a thousand times this. I'd be in heaven if I could get the weapons and blood spurts of Beautiful Doom and the everything else from Doom Enhanced. I played a good bit of online Co-op ...

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