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Doom Corner "for all Doom related discussion"
#3031 Posted 27 June 2019 - 11:03 PM
#3032 Posted 28 June 2019 - 12:58 AM
ReaperAA, on 27 June 2019 - 11:03 PM, said:
It is an awesome book that no show can come close to [IMHO].
#3033 Posted 29 June 2019 - 05:41 PM
#3035 Posted 29 June 2019 - 06:02 PM
#3036 Posted 29 June 2019 - 06:14 PM
Edit...
The Battlelord, on 24 June 2019 - 09:30 PM, said:
I haven't tried it myself but you can try this link I posted earlier.
This post has been edited by WorkWandaWork: 29 June 2019 - 07:43 PM
#3037 Posted 30 June 2019 - 01:33 AM
#3038 Posted 30 June 2019 - 01:35 AM
WorkWandaWork, on 29 June 2019 - 06:14 PM, said:
Edit...
I haven't tried it myself but you can try this link I posted earlier.
Thanks, already did the first day it was reuploaded
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It is not exactly the same obviously, the "original" was around 1.5 GB, some settings are a little bit different, also, it lacks the metal music.
Anyway, is not so much different and the music wads can be downloaded separately.
Create a new folder in the main directory and name it "Skins" (in the "original" the music wad was included in "res" folder, but it won't kick in in this one)., then insert the wad in Skins folder.I think it was this one IDKFAv2, but you can always keep the old stock musics, or even download the new versions.
For those who want to play a smooth game there are 2 tricks (in the second level you may really need it) :
- Go in video settings and lower the Scale Factor ie: from 1.0 to 0.50 (graphics may look crappy but playable).
- Start the game from "Launch_DR4" (NOT the Experimental one), this is like to use Polymost instead of Polymer, just increase a little bit the Gamma, or the game may looks darker than usual.
This post has been edited by The Battlelord: 30 June 2019 - 01:50 AM
#3040 Posted 13 July 2019 - 03:23 PM
https://twitter.com/...069769745457152
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#3041 Posted 13 July 2019 - 11:45 PM
DustFalcon85, on 13 July 2019 - 03:23 PM, said:
Ah, so it was you who bought it. I was strongly considering buying that listing to replace my very damaged copy, but I figured it'd do more good for someone else.
#3042 Posted 14 July 2019 - 02:15 AM
Marphy Black, on 13 July 2019 - 11:45 PM, said:
Wow ! Nice collection you've got there dude.
#3043 Posted 15 July 2019 - 01:49 PM
This post has been edited by Lazy Dog: 15 July 2019 - 02:13 PM
#3045 Posted 15 July 2019 - 02:51 PM
Ninety-Six, on 15 July 2019 - 02:26 PM, said:
Yep
I'm just playing normally.
This post has been edited by Lazy Dog: 15 July 2019 - 02:52 PM
#3046 Posted 23 July 2019 - 10:52 PM
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Dat split widescreen HUD! The only one that matters, the original, the classic, the one with the mugshot now properly fits in widescreen!
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https://forum.zdoom....hp?f=46&t=63863
Thank you NightFright for pushing the Doom modding scene forward!
This post has been edited by Zaxx: 23 July 2019 - 11:04 PM
#3047 Posted 23 July 2019 - 11:51 PM
#3048 Posted 23 July 2019 - 11:53 PM
#3049 Posted 24 July 2019 - 12:20 AM
https://forum.zdoom....hp?f=46&t=47539
And yep, there's a QuakeCon sale going on for everything Bethesda and that's usually better than their summer sale prices.
#3050 Posted 24 July 2019 - 02:07 AM
Zaxx, on 24 July 2019 - 12:20 AM, said:
https://forum.zdoom....hp?f=46&t=47539
ooh, thanke
#3051 Posted 24 July 2019 - 02:15 AM
Zaxx, on 23 July 2019 - 10:52 PM, said:
Glad that you like it! The idea for the split mode wasn't originally mine since it came from a ZDoom community member. Not to forget the whole project was started by DTDsphere and was merely continued by me later on. Anyway I did what I usually do: Take an existing concept and polish it as much as possible for a shiny result.
There are many approaches for a "perfect" HUD and many people out there will still prefer other solutions, but I think this one is a good compromise for those that wish to keep the vanilla-style visuals. Plus it works with most Doom pwads that merely replace the statusbar graphics.
This post has been edited by NightFright: 24 July 2019 - 03:26 AM
#3052 Posted 24 July 2019 - 08:38 AM
Zaxx, on 24 July 2019 - 12:20 AM, said:
Whaaaat!? Daaamn, i was waiting for them in August, like usual lol
#3053 Posted 24 July 2019 - 01:24 PM
NightFright, on 24 July 2019 - 02:15 AM, said:
And vanilla style visuals is why I think that not having the option to make the HUD widescreen friendly was something that was dearly missing from GZDoom. The thing is that nowadays HUDs are simpler and cleaner, it is a goal to make them as unremarkable as possible while in the case of Doom even from the functionally almost useless mugshot you can see that id wanted to make something flashy. That's how a HUD for an FPS game looked like in those days and I think that should be preserved even if we have different looking monitors. For Doom that's even pretty easy to do since the HUD is divided into panels, there's no fancy artwork on the sides etc.
#3054 Posted 24 July 2019 - 04:00 PM
I just wanted to make the split bar look as authentic as possible without losing the mugshot which is in my opinion the most characteristic feature of the Doom statusbar, plus it indicates from which direction damage comes from. Other approaches had the arms panel there and I found a different approach for that. It turned out OK, I think.
This post has been edited by NightFright: 24 July 2019 - 04:03 PM
#3055 Posted 24 July 2019 - 04:25 PM
I know that it's certainly something Sgt Mark IV wanted to do at some point because he made a few simple HUDs that had the mugshot on them but imo he was never good at HUD design.
This post has been edited by Zaxx: 24 July 2019 - 04:27 PM
#3056 Posted 24 July 2019 - 04:45 PM
This post has been edited by NightFright: 24 July 2019 - 04:46 PM
#3057 Posted 26 July 2019 - 06:51 AM
https://nintendoever...n-switch-today/
Doom 1 and 2 include 4-player local deathmatch and coop! I don't think that means splitscreen, but it would be nice if it did, given the Switch's natural affinity for couch multiplayer.
Here’s an overview of each title:
Quote
The expansion, Episode IV: Thy Flesh Consumed, with 9 additional action-packed levels
Local 4 player deathmatch
Local 4 player co-op
-The re-release of DOOM II includes:
The Master Levels, 20 additional levels made by the community and supervised by the developers
Local 4 player multiplayer
Local 4 player co-op
To save Earth, you must descend into the depths of hell, survive demon hordes, and take part in the fiercest battle ever.
DOOM 3 includes:
-the Resurrection of Evil and The Lost Missions expansion packs.
Doom, Doom II, and Doom 3 cost £3.99, £3.99, and £7.99 respectively. Stay tuned for US pricing.
EDIT: "Update (26th July, 15:40 BST): And suddenly, links to both DOOM II and DOOM 3 have suddenly stopped working. You can still see the game page for the original DOOM, however.
Did someone at Nintendo jump the gun here? A possible leak from QuakeCon taking place this weekend? It certainly seems so. Hopefully all the games will release today as originally stated."
EDIT 2: Apparently now even Doom I has been removed. What the heck is going on?
EDIT 3: Well, someone bought it before it went down. When they launched it this unskippable screen pops up.
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So you can't play it until you get a Bethesda account. You at least can play offline later, but this is a freaking stupid move. Why in the world do you need an online account to play Doom??
Looks like Doom 3 requires a BNet account for "certain features." Who knows what they are. There's no multiplayer for it.
This post has been edited by MusicallyInspired: 26 July 2019 - 09:46 AM
#3058 Posted 26 July 2019 - 12:15 PM
https://twitter.com/...817042614226944
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#3059 Posted 26 July 2019 - 12:48 PM
Apparently there are still XBLA graphic thumbnail files in the data. Someone did find the WAD file so it's just the engine recreated I guess.
But still, eww. Hard pass.
This post has been edited by MusicallyInspired: 26 July 2019 - 12:48 PM
#3060 Posted 26 July 2019 - 01:39 PM
This post has been edited by HulkNukem: 26 July 2019 - 01:44 PM