Firedust Posted November 12, 2022 Will this work in prboom or zandronum? I don't really want to install dsda doom or eternity. 0 Share this post Link to post
OpenRift Posted November 12, 2022 ....Wait this is real what the fuck??? Well now I know what I'm doing for the next 24 hours, lol. 0 Share this post Link to post
esselfortium Posted November 12, 2022 Just now, Firedust said: Will this work in prboom or zandronum? I don't really want to install dsda doom or eternity. Pr will probably work but expect a lot of graphical glitches, with bright white pixels and some monsters looking glitchy. DSDA has the same problem. Zandronum won't work. 2 Share this post Link to post
OpenRift Posted November 12, 2022 (edited) 1 minute ago, Firedust said: Will this work in prboom or zandronum? I don't really want to install dsda doom or eternity. EDIT: Ignore this. 0 Share this post Link to post
Gothic Posted November 12, 2022 This seems like a great time to use Eternity more, and I'm glad it lets me drag and drop the whole zip. 0 Share this post Link to post
esselfortium Posted November 12, 2022 7 minutes ago, Gothic said: This seems like a great time to use Eternity more, and I'm glad it lets me drag and drop the whole zip. In case you're using a dev build of EE rather than the latest official release, make sure it's from at least September 3rd of this year, as there was a dehacked-related savegame bug that affects this wad. 0 Share this post Link to post
TasAcri Posted November 12, 2022 (edited) 45 minutes ago, holaareola said: On Win 11, right click on chocolate-doom.exe, click show more options and then create shortcut. Then right click and select properties on your new shortcut (or highlight it and press alt+enter) and then change the target to something like below:o Doom folder. Thanks :) Will this also work with Woof? It has an autoload folder but i'm not sure if it can load both wads at the same time this way. 0 Share this post Link to post
Urthar Posted November 12, 2022 Wow! That's some impressive black magic hackery and attention to detail. 0 Share this post Link to post
Dweller Dark Posted November 12, 2022 I'll have to give this a go sometime, but I did notice that the episode select menu doesn't show any episodes in Nugget Doom. I loaded the 3 files (A, B, and the deh file) with DoomLauncher too, if that happens to be relevant. Though I'm still able to get past that menu and start the first map, so it's not the most concerning issue. 0 Share this post Link to post
Edward850 Posted November 12, 2022 2 hours ago, Gregor said: I'm fascinated with the red see-through floor in the E1M1 opening room. I don't understand exactly how this works, or more specifically, why the floor texture seems to overdraw the wall textures and not the other way around. But it looks absolutely gorgeous. Because that's literally just how Doom's renderer works. It draws floor and ceiling planes before masked walls, and there's no clipping performed if there's no seg split (no visplane is generated if the sector properties are identical, so it treats it all as the same plane draw). 2 Share this post Link to post
esselfortium Posted November 12, 2022 3 minutes ago, Dweller said: I'll have to give this a go sometime, but I did notice that the episode select menu doesn't show any episodes in Nugget Doom. I loaded the 3 files (A, B, and the deh file) with DoomLauncher too, if that happens to be relevant. Though I'm still able to get past that menu and start the first map, so it's not the most concerning issue. Thanks for the report. It's a known bug and will be fixed in the next build. 1 Share this post Link to post
Gregor Posted November 12, 2022 3 minutes ago, Edward850 said: Because that's literally just how Doom's renderer works. It draws floor and ceiling planes before masked walls, and there's no clipping performed if there's no seg split (no visplane is generated if the sector properties are identical, so it treats it all as the same plane draw). Could you define "masked walls"? You mean the linedef with the red texture that is "hidden" inside the floor sector or the fact that the texture in question has some form of grid pattern backed into it?? 0 Share this post Link to post
Edward850 Posted November 12, 2022 (edited) 11 minutes ago, Gregor said: Could you define "masked walls"? You mean the linedef with the red texture that is "hidden" inside the floor sector or the fact that the texture in question has some form of grid pattern backed into it?? Correct, I mean the wall itself. I say masked* as a weird term that comes from different game engines, but I do just mean 2-sided midtextures. *Like sprites they are drawn with a special draw routine to handle gaps in the image columns. 1 Share this post Link to post
Yhe1 Posted November 12, 2022 So this is meant to be played with auto aim? Is there anyway to add a crosshair to Prboom Plus? Thanks! 0 Share this post Link to post
_sink Posted November 12, 2022 it was so cool to be shown all this cool shit early and get to test it too. long live kdizd long live kdikdizd 0 Share this post Link to post
Gregor Posted November 12, 2022 12 minutes ago, Yhe1 said: So this is meant to be played with auto aim? Is there anyway to add a crosshair to Prboom Plus? Thanks! if you're using prboom-plus-um, you can enable mouse aim under general options with "allow vertical aiming" (penultimate page) and crosshair in status bar/hud menu under setup. keep in mind that certain visual tricks in this mapset require software rendering, so you would have to contend with distorted 3D. 0 Share this post Link to post
brinks Posted November 12, 2022 Man, it feels like this began a lifetime ago... So great to see it released to the public after all these years! Big props to essel and everyone else who sank countless hours into this master class of vanilla mapping wizardry! 0 Share this post Link to post
ImpRevenant Posted November 12, 2022 This is a modding wonder, props to the whole team for making this, I don't even know who you achieved half of this! 1 Share this post Link to post
JXC Posted November 12, 2022 The sliding door texture in Map 16 (M4) is glitchy in the latest version of Crispy Doom. 0 Share this post Link to post
Lizardcommando Posted November 13, 2022 I've been playing through with PRBoom Plus for a little bit with no noticeable problems so far. I just got to the second map. Pretty amazing that this was made with the original doom2.exe in mind. 1 Share this post Link to post
deathz0r Posted November 13, 2022 Having tested this on vanilla with a REAL 90s PC, I can say that you need a Pentium MMX @ 166Mhz and SDRAM to run this somewhat smoothly but there's only so much you can do to get around the 8MB heap size limit of vanilla, so there's still unavoidable stutter especially when there's lots of textures and flats. Using doom32 and having sufficient RAM (most likely 32MB) will most likely remove the main performance bottleneck, but I was interested in making sure that KDiZDiZD [WORKS IN INTENDED SOURCE PORT] and I'm glad that I got to see cool shit going on and helped point out performance bottlenecks. It makes me want to see FastDoom's dehacked support get improved massively, because I'm curious to see it working at good speed on a 486DX4-100. 16 Share this post Link to post
Revenant Posted November 13, 2022 I'm so glad demons aren't real. This was truly the feel-good film of the summer. 7 Share this post Link to post
rfomin Posted November 13, 2022 7 hours ago, TasAcri said: Will this also work with Woof? It has an autoload folder but i'm not sure if it can load both wads at the same time this way. It works in Woof from my testing. Recent versions of Woof support ZIP archives, so you can just run -file kdikdizd.zip. 3 Share this post Link to post
JXC Posted November 13, 2022 I realized that the sliding door found at the beginning of M4 works if you turn off uncapped framerate. Otherwise, it glitches. 0 Share this post Link to post
rfomin Posted November 13, 2022 48 minutes ago, JXC said: I realized that the sliding door found at the beginning of M4 works if you turn off uncapped framerate. Otherwise, it glitches. In which port? There is a visual glitch in Crispy Doom. It seems to work correctly in PrBoom+/DSDA-Doom/Woof. 0 Share this post Link to post
deathz0r Posted November 13, 2022 2 minutes ago, rfomin said: In which port? There is a visual glitch in Crispy Doom. It seems to work correctly in PrBoom+/DSDA-Doom/Woof. This definitely happens with PrBoom+/DSDA-Doom when uncapped framerate is enabled - that's a side effect with how they handle the interpolation between gametics which is very noticeable with any instant-speed movement. 1 Share this post Link to post
129thVisplane Posted November 13, 2022 btw playing on choco, i seem to have found some rather tutti-frutti-licious computers in toxin refinery, both sides of the exit room stairs: (theres probably more little bits of tutti frutti out there and most other sourceports don't care but these caught my eye so i thought i'd report) Spoiler 2 Share this post Link to post
Sectorslayer Posted November 13, 2022 I just played a bit in Crispy. Absolutly solid references. And then the visuals! Vanilla trickery at it's best! This is so fkng amazing... Don't dare to open the editor and spoil the magic. I'm still in denial. 0 Share this post Link to post
Julia Nechaevskaya Posted November 13, 2022 Absolutely unbelievable in every single aspect! And barely it is possible to play without staring into visual aesthetics and wondering about mapping tricks. 3 Share this post Link to post
Fluuschoen Posted November 13, 2022 Oh, so it's vanilla-compatible? You w0t m8? Now, I'm MUCH MORE interested. 0 Share this post Link to post