Search found 20 matches
Re: SIGIL
I like Jimmy's midi's more, when playing Sigil, to be honest. It feels more fitting. That's not to say the Buckethead tracks are bad - it's more that I feel the midi's blend with the atmosphere better. So many people say the midi, So I will go with the midi for my first play through. Atmosphere is ...
- Mon Jan 20, 2020 5:37 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.3.3 released
- Replies: 34
- Views: 53131
Re: GZDoom 4.3.3 released
OK, that's what I'll do.Rachael wrote:It's up to you, you can do whatever you want with it - but most people just overwrite and replace.
- Mon Jan 20, 2020 5:28 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.3.3 released
- Replies: 34
- Views: 53131
Re: GZDoom 4.3.3 released
Should I overwrite to update or delete and replace the old one?
SIGIL
What's everyone's opinion, should SIGIL be played with the MIDI soundtrack first or the Buckethead soundtrack?
- Sun Jan 19, 2020 11:00 pm
- Forum: Technical Issues
- Topic: DOOM II UNITY NERVE.WAD
- Replies: 17
- Views: 6757
Re: DOOM II UNITY NERVE.WAD
different secret level After comparing the automap views posted on wad-archive.com, it is obvious the geometry of the red key door has been slightly edited. But they are still basically the same level, of course. OK thanks! That helps! :D I'll just use the downloadable SIGIL, since it can be added ...
- Sun Jan 19, 2020 9:22 am
- Forum: Technical Issues
- Topic: DOOM II UNITY NERVE.WAD
- Replies: 17
- Views: 6757
Re: DOOM II UNITY NERVE.WAD
So, the SIGIL you get with unity has a different secret level than the SIGIL Compatible you can download?Diabolución wrote:The secret map (of Sigil) is somehow modified, but I cannot tell how exactly because I don’t have access to a copy.
- Sun Jan 19, 2020 9:20 am
- Forum: Technical Issues
- Topic: DOOM II UNITY NERVE.WAD
- Replies: 17
- Views: 6757
Re: DOOM II UNITY NERVE.WAD
Oh, I already did it. Turns out Ubuntu has xdelta3 in its package repo so I was able to use that. I already created the PR: https://github.com/Doom-Utils/iwad-patches/pull/11 However, this will allow me to see if the BFG and XBLA versions differ. (edit: And it turns out - they're exactly the same ...
- Sat Jan 18, 2020 4:23 pm
- Forum: Technical Issues
- Topic: DOOM II UNITY NERVE.WAD
- Replies: 17
- Views: 6757
Re: DOOM II UNITY NERVE.WAD
ThanksRachael wrote:Addressed in this PR: https://github.com/coelckers/gzdoom/pull/1022/files
Had to get a copy of it in order to test this.

Edit: Does anyone know if there is any difference between SIGIL that you get with the UNITY version of DOOM and the SIGIL you can download?
- Tue Jan 14, 2020 7:01 pm
- Forum: Technical Issues
- Topic: Unity DOOM Ripper
- Replies: 4
- Views: 615
Re: Unity DOOM Ripper
Thanks!Rachael wrote:I highly doubt kevansevans nor Github would have any reason to plug malware into that thing. Chrome is just being overly paranoid.


- Tue Jan 14, 2020 5:18 pm
- Forum: Technical Issues
- Topic: Unity DOOM Ripper
- Replies: 4
- Views: 615
Re: Unity DOOM Ripper
That command would be to build the ripper from source, not to extract the WADs. You should download the EXE instead. Can you give a link to where I can download the EXE? Edit: found the EXE in the releases section of github. I clicked download and Chrome is saying "UDR_1_2_1.exe is not commonly ...
- Tue Jan 14, 2020 4:46 pm
- Forum: Technical Issues
- Topic: Unity DOOM Ripper
- Replies: 4
- Views: 615
Unity DOOM Ripper
I was trying to get the wads from thee Unity version of DOOM via this tool https://github.com/kevansevans/Unity-Doom-Ripper , but I am confused about "open terminal and run command haxe build.hxml within the source directory" Do I extract Unity DOOM ripper to a specific folder then run the command?
- Tue Jan 14, 2020 2:20 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Reset After Death
- Replies: 6
- Views: 3037
Re: Reset After Death
Gzdoom autosaves at the beginning of the each level, except first, so you could just load last autosave. If you dont turn it off of course. Load last autosave is the issue. I want the ability to autosave or manual without it using that save when I die. Say i have a shotgun, a pistol, and 100 armor ...
- Mon Jan 13, 2020 10:32 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Reset After Death
- Replies: 6
- Views: 3037
Re: Reset After Death
Just noting that this probably could be done in a mod. It would consist of two main parts: 1. A script that toggles a user cvar according to current dead/alive status. 2. Assignable key that checks that cvar and calls "map *" or "+use" ("-use" must be accounted here, too). Or, maybe just binding ...
- Mon Jan 13, 2020 9:49 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Reset After Death
- Replies: 6
- Views: 3037
Reset After Death
Currently if you die, you press the spacebar and you reload the last save. I think there should be an option to restart instead. Yes, you could warp to the current map or don't save at all, but I feel there should be an option in the settings that allows you to choose whether you want to reload from ...
- Mon Jan 13, 2020 6:14 pm
- Forum: General
- Topic: Pistol Start After Death
- Replies: 4
- Views: 610
Re: Pistol Start After Death
oops, sorry about that. if you turn off autosaves won't you start at the beginning of the level without any gear? yeah, I just checked it and it works. go to misc options and turn off autosaves. Yeah it seems to but as soon as you make a save of any kind the game will reload from there. So, if I do ...