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Everything posted by Cursed Lemon
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Things about Doom you just found out
Cursed Lemon replied to Sigvatr's topic in Doom General Discussion
How actually fucking hard Nightmare is I'm currently making my first ever legitimate attempt to beat it (Chocolate Doom) and Jesus Christ almighty this is going to require me to turn into a completely different version of myself. -
Gonna go with the basic bitch answer of Downtown. Just not a fun map to play.
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[DOOM 64] Beta 64 Remastered RC V1.0 Now Available !
Cursed Lemon replied to styd051's topic in Map Releases & Development
I've been hoarding every Doom 64-related thing I can find lately and this will just be yet another welcome addition to the pile -
I prefer the original because for some reason I can't get my edits to the shotgun spread variable to stick in the BFG version :P
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Some good snowy or christmassy doom levels?
Cursed Lemon replied to DoomGappy's topic in Doom General Discussion
Invasion UAC I think has a couple snowy levels that are pretty cool, if I'm remembering correctly -
Playing Doom 64 TC in the original engine, question about secrets
Cursed Lemon posted a topic in Doom Editing Help
Hey guys, so just out of boredness I was playing through Doom 64 TC and the associated expansions The Reckoning and Redemption Denied in the original modified Doomsday engine (which is just awful let me tell you), and I noticed on a few maps I was unable to get 100% secret completion no matter how hard I scoured the map. It seems like more of a glitch than me not actually finding all the secrets. So I thought, eh I've never gotten into Doom map editing, maybe this would be an opportunity to load the maps up in Ultimate Doom Builder and check out some things. Specifically, I was following this video's example on how to locate and decrypt secrets. However, in UDB when I load up the TC, all sector effects are listed as "unknown" and there aren't any secrets listed when I search for type "9": Any idea what gives? EDIT: I should say that I load the wads in with game configuration "Doom: Doom 2 Format" since the game is based on the original Doom2.wad, maybe that's wrong? -
Playing Doom 64 TC in the original engine, question about secrets
Cursed Lemon replied to Cursed Lemon's topic in Doom Editing Help
It looks like the linedef types for secrets are just listed as "unknown" and the configuration file doesn't make it clear what I should be looking for. Looks like it's pretty much a dead end, Doom 64 CE it is then -
Playing Doom 64 TC in the original engine, question about secrets
Cursed Lemon replied to Cursed Lemon's topic in Doom Editing Help
Interesting, I was playing them through the original TC engine, maybe that's my whole problem to start? EDIT: I misunderstood and thought you meant the expansions were MEANT for D64EX -
Playing Doom 64 TC in the original engine, question about secrets
Cursed Lemon replied to Cursed Lemon's topic in Doom Editing Help
This isn't true for the expansions, for example the page for Redemption Denied lists "no official secrets" on majority of the maps. -
Playing Doom 64 TC in the original engine, question about secrets
Cursed Lemon replied to Cursed Lemon's topic in Doom Editing Help
Looks like the original Doombuilder will load the config file if I delete this string, guess it didn't like that there: But when I try to load the doom64_abstin.wad file, it gives me this error: I think I might be loading the wrong file when it asks me to select the associated IWAD, I was trying to just load doom2.wad Not sure where to go from here. -
Playing Doom 64 TC in the original engine, question about secrets
Cursed Lemon replied to Cursed Lemon's topic in Doom Editing Help
I hunted it down with Wayback Machine, that first error is what that's from. Also while I've got you on the phone "memory=entryrrrr/////" is life EDIT: A YAML checker says that that whole section around line 659 is fine, so don't know what's up. -
Playing Doom 64 TC in the original engine, question about secrets
Cursed Lemon replied to Cursed Lemon's topic in Doom Editing Help
So I just noticed there's a "d64_editors.zip" file included in the TC bundle with a .cfg file inside it that's apparently meant for Doom Builder. I went ahead and installed the original and put the .cfg file in place, however I get this error: There are no spaces there lol EDIT: Just tried the same thing with Doom Builder 2: I'm attaching the D64_builder.cfg file to the thread. D64_Builder.zip -
Are there any doom creepypastas? (locked: random low-quality posting from OP)
Cursed Lemon replied to PurplDanial's topic in Doom General Discussion
John Stalvern wai- okay just making sure -
Is there a way to bind multiple actions to a single key in GZDoom?
Cursed Lemon replied to Cursed Lemon's topic in Source Ports
Waddayaknow, that did it. Adding "wait 1" between each command used all the items in quick sequence. Thanks! -
Is there a way to bind multiple actions to a single key in GZDoom?
Cursed Lemon posted a topic in Source Ports
So I'm playing Hedon: Bloodrite which uses a fork of GZDoom and I'd like to be able to use multiple items at once without having to press five keys at the same time. I could bind these specific items to something easy like Y-U-I-O-P but I want to see if I can do this instead. I found this Reddit thread also asking the same question, however when I enter a bind manually into the console (and confirm it made it into the config file) as: bind O "use InventoryPotionofStoneskin; use InventoryPotionofHaste; use InventoryAmuletofShadows; use InventoryElementalRing; use InventoryChokeroftheBeast; use InventoryPotionofMight" The only item that gets activated when I use the "O" key is the last item, Potion of Might. Am I doing this wrong or is what I'm trying to do not feasible? -
I just realized that I literally never use SSG anymore
Cursed Lemon replied to Griffonki's topic in Doom General Discussion
This but unironically when playing Brutal Doom 64 They somehow took it from the best weapon in the game to the worst lmao -
Doom 1 E1 unrealistic space
Cursed Lemon replied to natashanightmare's topic in Doom General Discussion
Everything has to be bright and cheery at first so it can be dark and ominous later :B -
I mean Turok 2 looks pretty great
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Guys Guys, omfg I was just at a gas station after spending all night at the bar It's like 2:00am and the attendant had a book out on the counter he was reading I jokingly said "hey that looks like House of Leaves" because the text was all sideways and shit He was like, "yup" Then he was like, "so I'm assuming you've played that Doom mod" alskdjfa;'lskdjf;alksdjf;laksjdf;laksdjf;laksdjfjfkdelsjf;'lsdkfjas;ldkfj
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In GZDoom, is there a console command to summon existing allies to your location?
Cursed Lemon posted a topic in Source Ports
Just curious if this is a thing, I've been playing Hedon a lot and it's great, however the AI allies tend to get stuck in places or otherwise just don't follow as intelligently as one would like. Is there a command that can summon your active allies on the map to your general proximity? One that I could possibly bind to an arbitrary key? -
Does anyone know if the following event can be re-triggered: Or if you don't get it on your first try, are you boned for the rest of the playthrough? EDIT: Well I guess it says "continuous"
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Not sure why it wouldn't work then, you should just be able to specify "-file myhouse.pk3" in the arguments field.
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Put "myhouse.pk3" in the same directory as gzdoom.exe, then drag the .pk3 file onto the .exe
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But are you able to
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Okay so I'm trying to beat this thing without looking at ANY hints but I gotta know