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eev

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About eev

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  1. eev

    Doom 32x: Evil Reincarnate - A 32x Doom mod

    What about it having just a blue outline? Although maybe the screen is too small for this
  2. Been having a great time playing this, I think you achieved your goal really well :) Found a leaky texture in Map10, captured on KEX and DSDA-DOOM
  3. I'm a big fan of the SS replacements to be honest, they gib very satisfyingly.
  4. Congrats on the release! It really makes it feel like Doom 64 got extended with new monsters and maps, the terraformer looks amazing. I have some questions though, are the passwords real? Loading a game is just the regular load menu, so I figure they probably aren't but am wondering if it's planned. No save menu is also an interesting choice for this, so are you always looking to keep the game in line with the N64 version in areas outside the visual polish and missing elements from Doom II?
  5. It's also incomplete so someone would have to finish what's missing. Ain't worth it.
  6. Thinking it'd be better to hold off on the mandatory GAMECONF requirement until the save problem is patched out. People that play now will have issues with the WADs.
  7. Switches aren't animating when pressed, iirc the port is more strict with how to structure lumps so maybe you have to move them around a bit.
  8. Too much doomworld is depressing.

  9. eev

    The Official DoomTools Thread

    Whoops you did mention that, I completely missed it for all this time... sorry.
  10. eev

    The Official DoomTools Thread

    Per the example found at the DECOHack help guide: TNT1 A 4 { A_SpawnObject(DoomImpBall, 0.0, 0.0, 0.0, 16.0, 4.0, 0.0, 0.0) A_SpawnObject(DoomImpBall, 0.0, 0.0, 0.0, 16.0, -4.0, 0.0, 0.0) A_SpawnObject(DoomImpBall, 0.0, 0.0, 0.0, 16.0, 0.0, 4.0, 0.0) A_SpawnObject(DoomImpBall, 0.0, 0.0, 0.0, 16.0, 0.0, -4.0, 0.0) } You could even couple this with some #define preprocessor directives if you end up doing the same thing for multiple things: #define A_SuperFatAttack { A_FatAttack1 A_FatAttack2 A_FatAttack3 } MANC H 10 Bright A_SuperFatAttack ...which the preprocessor will turn into: MANC H 10 Bright { A_FatAttack1 A_FatAttack2 A_FatAttack3 } ...and compiles down to: MANC H 0 Bright A_FatAttack1 MANC H 0 Bright A_FatAttack2 MANC H 10 Bright A_FatAttack3 This works, but the preprocessor can't take defines written like so: #define A_SuperFatAttack { A_FatAttack1 A_FatAttack2 A_FatAttack3 } It's not bad here, but when trying to define an action that has more complex elements, like MBF21 actions with parameters, the line can get really long and it turns hard to read. Is there another way of doing it? If not, could this be a feature in the future?
  11. eev

    ID24 - a new feature set standard

    This also assumes the mods you're playing will be using those new resources, which isn't necessarily true as you can just... Make maps that don't use them.
  12. Was playing a bit, I honestly misjudged this mod on first glance, it does feel like a tasteful revamp of the game with a new tone and it fits surprisingly well with maps of chaos. A suggestion though, the enemies were having some boom behaviors like falling off ledges. You can prevent the KEX port from going off the desired compatibility by including a GAMECONF lump in the WAD, could go like this: This would set it to vanilla compatibility to keep it consistent, you could set executable to limitremoving as well just in case. Hope to see the new universal version soon!
  13. Any chance of dehacked blood color support being added? It's technically not part of the MBF21 spec and it actually originates from Eternity iirc, but it made its way to Woof, DSDA, Doom Retro and possibly more. I used it in my mod, but I believe other MBF21 projects have used it as well (Sadly, they escape my mind at the moment). It's a great feature to make monsters more distinct. Kex Port: Other:
  14. The most common issue with the Until it is Done achievement seems to be that it doesn't count in Doom 1, so you should farm it in Doom 2 or so.
  15. I've uploaded my small mod here . Not sure if I'll get to upload more, but that weird username is indeed my account. And yeah whoops the official title at the start really messes it up, will change. @Redneckerz DW username: eev Bethesda.net: dam79 User page: https://mods.bethesda.net/en/doom_doomii/all?author_displayname=dam79
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