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Wadmodder Shalton

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Everything posted by Wadmodder Shalton

  1. Wadmodder Shalton

    Classic Doom - New Update on Steam

    One has to remap those ZDaemon/Zandronum maps to be downgraded to either Limit-Removing, Boom or MBF map format.
  2. Wadmodder Shalton

    Classic Doom - New Update on Steam

    So in otherwords the demo recording system in KEX Engine Doom is kinda busted.
  3. Wadmodder Shalton

    Classic Doom - New Update on Steam

    Well the KEX engine does even have the ability to record demos. The previous Unity port didn't have this. Nevermind then.
  4. Wadmodder Shalton

    Classic Doom - New Update on Steam

    @Edward850 I wonder if it would be possible for Nightdive to fix some of the mapping errors/mistakes/oddities that id Software never fixed for the pre-Legacy of Rust maps, as those still exist since 1993 to 1996 (2010 and 2019 for No Rest for The Living and John Romero's Sigil respectively), like the stuck shotgunner from Underhalls, some map things across Doom 1 & 2 being unused due to them not being set to any difficulties, the broken secrets of E4M3 and E4M7 in Ultimate Doom, the southwest teleporter in The Citadel not working in I'm Too Young To Die and Hey Not Too Rough skill levels, etc. Only time will tell in future patches/updates.
  5. Wadmodder Shalton

    Classic Doom - New Update on Steam

    If the Legacy of Rust mentions MBF21 in its Readme, then does it mean that the KEX engine also supports MBF & MBF21 WADs or is it just Boom WADs?
  6. Wadmodder Shalton

    Classic Doom - New Update on Steam

    Since some new unseen development content has been released in this remaster's id Vault, hopefully @Revenant100 can use these recently unearthed assets in the Minor Sprite Fix Project.
  7. Wadmodder Shalton

    Classic Doom - New Update on Steam

    Yet, Night Dive still hasn't fixed many of the mapping mistakes and oddities from the pre-Legacy of Rust maps, as those still exist since 1993 to 1996 (2010 and 2019 for No Rest for The Living and John Romero's Sigil respectively), like the stuck shotgunner from Underhalls, some map things across Doom 1 & 2 being unused due to them not being set to any difficulties, the southwest teleporter in The Citadel not working in I'm Too Young To Die and Hey Not Too Rough skill levels, etc. Given that Night Dive has now taken over the development of Doom 1 & 2's remaster from id Software's previous developer partner Nerve Software as part of changing the engine from Unity to the KEX engine, some more quality of life improvements for the pre-Legacy of Rust maps would be appreciated. I guess only @Kaiser & @sponge can agree on terms on how map fixes for the pre-Legacy of Rust maps can be implemented.
  8. Wadmodder Shalton

    Classic Doom - New Update on Steam

    Yeah, Night Dive should create a upload rule on which PWADs are permitted on their internal server.
  9. Wadmodder Shalton

    Classic Doom - New Update on Steam

    Is there any differences between each of the IWADs in the new update compared to the older releases? EDIT: They are the same as the Unity port from 2019 with some of the same map oddities still present, like the shotgunner trapped in the wall in Underhalls.
  10. Wadmodder Shalton

    Classic Doom - New Update on Steam

    So does that mean it more than just Boom WAD support and includes support for MBF & MBF21 WADs as well? I guess on @Kaiser and @sponge can give an answer.
  11. Wadmodder Shalton

    Classic Doom - New Update on Steam

    This update probably puts an end to the official iOS and Android versions Doom 1 & 2 as they still use Unity and because the KEX engine doesn't have a version for iOS and Android.
  12. Wadmodder Shalton

    Classic Doom - New Update on Steam

    I guess the Unity port is getting replaced with a KEX engine remaster, which could also include native ports for the Xbox Series X/S and PS5, as id Software and ZeniMax probably knew about the Unity runtime fee controversy from last year, so this was a plan in the making as they probably didn't want to pay any royalties with Unity. If only @sponge can confirm this.
  13. Wadmodder Shalton

    Art You No Longer Love

    Any modern TV show. I don't watch that much TV at home TBH, as I mainly use YouTube to watch my entertainment now, include a few movies that occasionally peek my interest when they are Free with Ads for a limited time. And sometimes modern movie releases as well, outside of when my family wants to go to a theater. Sometimes old PC games from my childhood as well, and console games as I would use emulation for the latter category. Virtual Machines are a thing that I just can't stop think about, and sometimes either go back to it or let it go out of sheer curiosity.
  14. Wadmodder Shalton

    Things about Doom you just found out

    I wonder what 1990s PC software lays inside that building.
  15. Wadmodder Shalton

    What are some WADs that deserve a new MIDI Pack?

    Nathan Lineback's Mars War - basically give it a TNT MIDI Pack treatment by remixing the Tracker MIDI conversions and the few other songs.
  16. Oh, and There's also a few other Textures & Flats that were recycled from Wolfenstein 3D which @GermanPeter pointed out in three of his videos where he details textures reused in id Software's mid-1990s titles.
  17. Wadmodder Shalton

    Random Video Thread

  18. Wadmodder Shalton

    Porting Disasters Thread

    Half-Life Deathmatch Source - a mediocre port of the Multiplayer of Half-Life 1 with similar bugs to HLS since SteamPipe, but with the addition of every entity in the maps being duplicated. Also, the recent unlisting of Half-Life Source from Steam proves that an outdated software patching law funded by the ESA, SIIA and BSA isn't feasible for Valve for their unmaintained PC games. Thankfully, ModDb user BloodyMuffin has taken the effort to create the "Fixed" mod for Half-Life Source, proving that even modders are superior to any of Valve's employees when it comes to permanently neglected products. I really also wonder what initial development of both HLS and HLDMS on the original 2007-2012 Orange Box branch of the Source engine between 2009-2010 that would result in the bugs of both HL1 Source engine ports that resulted in the initial Source 2009/MP branch version being scrapped, only for the 2013 SteamPipe branch update to result in the bugs we see in both HLS & HLDMS today. Was it a similar 3D Pinball - Space Cadet 64-bit Itaniumn and x64 porting situation that caused these bugs to be introduced? Was it incompatibilities with older code between Source 2004/2006 and Source 2007/2009 that resulted in newly introduced bugs? Was it a lack of competence that resulted in the initial Source 2007/2009 iteration of HLS & HLDMS to be scrapped, only to be brought back with the SteamPipe update in a form of an accidental Beta release? I guess only former Valve employee @DCasali can provide me answers regarding the scrapped initial Source 2007/2009 iteration of HLS/HLDMS.
  19. Now for the MediaClips derived textures which are as follows: SKY1 (Doom 1) - Based on 014.BMP from the MediaClips Majestic Places CD-ROM SKY2 (Doom 1) - Based on a combination of ZION.BMP and SUNRISE.BMP from the MediaClips Wild Places CD-ROM SKY3 (Doom 1) - Based on a combination of 092.BMP and 060.BMP from the MediaClips Majestic Places CD-ROM, with the stalagmite origins unknown RSKY1 (Doom II) - Based on SUNSETBG.BMP from the MediaClips Wild Places CD-ROM RSKY2 (Doom II) - Based on COLUMBIA.BMP from the MediaClips World View CD-ROM, with the city backdrop origins unknown MFLR8_3 - Based on ROCKGRAS.BMP from the MediaClips Wild Places CD-ROM MFLR8_4 - Based on TRACKS.BMP from the MediaClips Wild Places CD-ROM RSKY3 from Doom II seems to be a combination of SKINFACE colored red and one of the FIREWALL frames, with the mountains from Doom 1's SKY2 scaled down and edited. The mountains from Doom II's RSKY3 might had also originated from one of the other BMP/PCX/TIF files from either the MediaClips Majestic Places or Wild Places CD-ROMs, but as of now the exact photo source hasn't been found. SKY4 from The Ultimate Doom is clearly just the sky from Episode 3's PFUB1 & PFUB2 ending graphics mirrored and edited to be a sky. It's also possible that MFLR8_2 also originated from other BMP/PCX/TIF files from the MediaClips Wild Places CD-ROM, but as of now the exact photo source hasn't been found. Oh, and the DoomWiki's Sky article needs to be updated for the source of Thy Flesh Consumed's sky texture being from Episode 3's ending.
  20. Wadmodder Shalton

    Delisted games

    Other than Epic's current focus on their de facto franchise Fortnite and the Epic Online Services, I wonder if the Duke Nukem Forever 2001 build leak which contains almost the entire Unreal Engine 1 source code (and supposedly rumorly contained "UE1 Master Server" code) had anything to do with their decision to discontinue digital distribution of the Unreal series of games.
  21. Wadmodder Shalton

    What "Lost Media" are you interested in?

    A new lead regarding the TF2 Brotherhood of Arms beta build: Somewhere between 2001-2003 the Warez group DEViANCE leaked the build from Valve's insecure FTP server at some point in the early-2000s, and this didn't get any attention on the internet like the Half-Life 2 beta leak of 2003 as I've mentioned on a previous post. So far though, the build that DEViANCE is as of now nowhere to be found.
  22. Wadmodder Shalton

    How would you rank the Build Engine games?

    For my tier list, it would be as follows: S - Duke Nukem 3D, Blood, Ion Fury A - Shadow Warrior, A.W.O.L B - Powerslave C - Redneck Rampage, Redneck Rampage Rides Again, Witchaven, Witchaven 2 D - Redneck Deer Huntin, TekWar, WWII GI, NAM F - Extreme Paintbrawl, Rock'n Shaolin: Legend of Seven Paladins 3D, Liquidator
  23. Wadmodder Shalton

    Random Image Thread

  24. If you play Garry's Mod then you have a strong chance that you heard of GMDoom, an addon that brings Doom 1 & 2 assets to the Source engine, but I wonder if anyone has tried FreeDoom assets in GMDoom itself if it was possible. If not one could try and make a modified version of GMDoom to bring FreeDoom assets to the Source engine, maybe call it "GMFreeDoom" or "FreeGMDoom" or something like that. I want to see if bring FreeDoom assets to the Source engine would be possible.
  25. Quoting myself here, but I wonder if sound effects from other operating systems released between the early-1980s and early to mid 1990s were used as sources for the sounds in Doom 1 & 2. One could search in the files of Windows 3.0 MME (Multimedia Extensions), Windows 3.1, OS/2 Warp 3, classic MacOS versions 1 through 7 and probably other Unix-based operating systems to find more leads for Doom 1 & 2's sound sources. Perhaps other early pre-IBM PC home computer sounds were used for Doom 1 & 2's sound sources as well.
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