Search found 28 matches

by ETPC
Wed Mar 26, 2014 6:25 pm
Forum: Gameplay Mods
Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Replies: 2010
Views: 676552

Re: Smooth Animations Project - Take 2!

This is a fantastic looking mod. I've dreamed for so long about smoother animations in Doom. Only complaints are that the SSG when it's firing is slightlyyyyyyyyyy off center (like around one pixel maybe) and I don't know if the imp 'falling foward' death animation really works. However, that last ...
by ETPC
Thu Dec 23, 2010 11:06 pm
Forum: Levels
Topic: Unloved II [BETA1 released]
Replies: 102
Views: 19322

Re: [WIP] Unloved II

Oh my god, HELL YES. Unloved is like my favorite wad. Everything about it was just amazing.

As for interpretations of what it all means, hell, we could make a whole thread about that.
by ETPC
Sat Jun 27, 2009 9:26 pm
Forum: General
Topic: Problems with CAH:SE
Replies: 2
Views: 314

Problems with CAH:SE

I've been having some trouble in CAH:SE, in particular, the generator complex. I'm supposed to turn on the turbines but for some reason, I can't swim up to get out and if I noclip, I just start moving backwards. I'm using GZDoom 1.2.1.375. Is there anything I might have missed in the level or is it ...
by ETPC
Sat Apr 18, 2009 2:37 pm
Forum: General
Topic: SEVERE framerate problems in certain wads
Replies: 5
Views: 526

Re: SEVERE framerate problems in certain wads

Apologies for the double post. I just tried playing COTD:A and playing with the settings. Nearly every combination I tried resulted in either worse framerates or no impact at all. Settings I played with include Filtering (I usually use mipmapping, I don't fancy the look of the other filters, but ...
by ETPC
Fri Apr 17, 2009 3:45 pm
Forum: General
Topic: SEVERE framerate problems in certain wads
Replies: 5
Views: 526

Re: SEVERE framerate problems in certain wads

On the GZDoom fourms, Graf said this: "Certain constructs will have performance issues. All the maps you list are among those which are known to cause problems. The biggest performance killer is to use multiple stencil based portals recursively (e.g. horizons in a skybox.) Reflective floors that ...
by ETPC
Fri Apr 17, 2009 3:06 pm
Forum: Abandoned/Dead Projects
Topic: [WIP] Rebel Moon Rising
Replies: 26
Views: 4026

Re: [WIP] Rebel Moon Rising

RMR was an above-average shooter with some very cool ideas. It was sad to see the developers get into legal trouble with GTI which caused the sequel to be canned :(. I can't wait to see this!

btw, have you read the book? It fills in a lot of the back story.
by ETPC
Fri Apr 17, 2009 3:00 pm
Forum: General
Topic: SEVERE framerate problems in certain wads
Replies: 5
Views: 526

SEVERE framerate problems in certain wads

I already posted this on the GZDoom fourms, but I thought it couldn't hurt to post it here as well. Recently, I've been having a lot of problems with speed and framerate in some wads. High-detail wads such as UTNT, COTD:A and CAH among others run at poor framerates. This is pretty weird, seeing how ...
by ETPC
Wed Jan 14, 2009 1:46 pm
Forum: General
Topic: Stuck in Remain 3
Replies: 7
Views: 497

Re: Stuck in Remain 3

I feel like such a idiot, but to be fair, how are you supposed to spot that?

Thanks :D
by ETPC
Tue Jan 13, 2009 6:29 pm
Forum: General
Topic: Stuck in Remain 3
Replies: 7
Views: 497

Stuck in Remain 3

I'm stuck in map02 of Remain 3 (http://www.doomworld.com/idgames/?id=15426), specifically at the broken bridge at the start. I just got the yellow key, but I have no idea to get across. Is a script supposed to trigger? I'm running GZDoom 1.1.6 (r292). I also get a texture error about "unknown ...
by ETPC
Thu Dec 25, 2008 2:26 pm
Forum: General
Topic: Problem with DSV2 (Blackness)
Replies: 13
Views: 557

Re: Problem with DSV2 (Blackness)

An hour. AN HOUR! Even "back in the day" building nodes rarely took more than a couple of minutes on a 486. Building a reject, now that could sometimes take a long time. But never an hour. I can't remember the last time I had a node build take more than a handful of seconds - and that includes with ...
by ETPC
Thu Dec 25, 2008 1:42 pm
Forum: General
Topic: Problem with DSV2 (Blackness)
Replies: 13
Views: 557

Re: Problem with DSV2 (Blackness)

I have no idea why it took so long :?. The only thing I can think of is that I had another instance of DB running for reference. Guess I'm starting over. Oh, btw Graf, all I have to do is rebuild the boxes around the anchors and set the tags, right? Or is it more complicated then that? Edit: Guess ...
by ETPC
Thu Dec 25, 2008 1:37 pm
Forum: General
Topic: Problem with DSV2 (Blackness)
Replies: 13
Views: 557

Re: Problem with DSV2 (Blackness)

It's taken an hour so far. Goddamnit.

Oh well, it wasen't that hard to do. Just kind of annoying. I'll try again.
by ETPC
Thu Dec 25, 2008 1:14 pm
Forum: General
Topic: Problem with DSV2 (Blackness)
Replies: 13
Views: 557

Re: Problem with DSV2 (Blackness)

How long does it usually take to build nodes? All I did was expand the room where the polyobject anchors were and rebuilt the subsectors for each in map02.
by ETPC
Thu Dec 25, 2008 11:52 am
Forum: General
Topic: Problem with DSV2 (Blackness)
Replies: 13
Views: 557

Re: Problem with DSV2 (Blackness)

If I wanted to fix the maps, how hard would it be? I do wanna learn this kinda stuff :) Edit: Scratch that. I have no idea where to even begin :(. Grab Doom Builder and start reading up about polyobjects in the ZDoom Wiki :D If you don't understand what a word or term means, look it up in the wiki ...
by ETPC
Thu Dec 25, 2008 11:29 am
Forum: General
Topic: Problem with DSV2 (Blackness)
Replies: 13
Views: 557

Re: Problem with DSV2 (Blackness)

If I wanted to fix the maps, how hard would it be? I do wanna learn this kinda stuff :)

Edit: Scratch that. I have no idea where to even begin :(.

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