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dististik

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About dististik

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  1. dististik

    SIGIL 2 !!!

    I use Woof! which has an option in it's settings to pistol start maps but DSDA-Doom also supports the -pistolstart command line argument which has the same effect. For GZDoom I recall seeing a mod floating around that both gave you a live level stat count over the classic HUD for kills, items, and secrets as well as making you pistol start, but if my memory is betraying me and it only does the former I'm 100% certain there's a mod out there that just resets your inventory every map.
  2. dististik

    This is Woof! 12.0.2 (Dec 13, 2023)

    Found a strange midtext bleeding issue in Eviternity 2 map18 (RC4) in the north-east of the main hub. This graphical bug doesn't happen on DSDA-Doom (neither on hardware or software rendering), looking at the map itself my limited knowledge doesn't see anything wrong with how it's set up, and Dragonfly also thinks it seems that nothing is wrong with the map itself. Screenshot:
  3. dististik

    SIGIL 2 !!!

    IDCLEV works for both IWADs, in Ultimate Doom/Doom 1 the number order is episode then map instead of the two digit map number (for example you'd type "IDCLEV28" for E2M8). I haven't tried yet personally since my port of choice supports internally enforcing pistol starts, but from what I recall UMAPINFO implementations should let you do IDCLEV61 for Sigil II's first map and so on.
  4. dististik

    [RC5] EVITERNITY II - RC5 Released!

    Found a couple graphical bugs today while continuing my playthrough. Firstly, a very tiny slime trail in the big opening area in MAP34 (not sure how you'd go about fixing it and it is quite minor, I'm surprised I even accidentally caught it): And secondly, on MAP18 there's strange midtex bleeding that I got on Woof! past the cool fake 3D bridge. I'm not sure if this is the fault of the port or something fixable on the mapping end; I know Woof! isn't a target port (and it doesn't show up in either OpenGL or Software in DSDA-Doom) but still thought it was worth bringing up:
  5. dististik

    [RC5] EVITERNITY II - RC5 Released!

    Noticed while playing today, in map14 the sector at -2144, -1728 (sorry I don't know UDB well enough to find it's exact number) seems to have a deep water effect alongside all the other little patches like it in that small area. Not sure if intended/unavoidable or if anyone else has reported it yet so I figured it wouldn't hurt to point it out.
  6. dististik

    This is Woof! 12.0.2 (Dec 13, 2023)

    I'm honestly a little bummed at being unable to change automap colors since I've liked being able to both check that menu for what colors equal what in the case of heavily modified palettes and I like having a distinct color for level exit lines. Would at least the latter be able to be modified via a config file?
  7. dististik

    [RC5] EVITERNITY II - RC5 Released!

    Posters, t-shirts, or just smaller prints would be awesome.
  8. dististik

    [RC5] EVITERNITY II - RC5 Released!

    Woof wasn't a target port (as has been stated earlier) so the newest build not accounting for zero length sound files wasn't considered for the project. You can either use an older build (11.3.0 was what I was using at first) or use a replacement for that sound that rfomin posted until Woof updates to fix the issue.
  9. dististik

    [RC5] EVITERNITY II - RC5 Released!

    A little late to add to this, but Eviternity 2 was running fine for me in 11.3.0; in fact it refused to open in 12.0.0 for some reason which is very interesting to me unless the sound effect just doesn't come up at all in the first 7 maps.
  10. dististik

    [RC5] EVITERNITY II - RC5 Released!

    I was convinced this was a bit until I downloaded it. Congrats on release, this is very exciting!
  11. dististik

    New to Classic DOOM? Read this tutorial for help!

    In essence, yes. IWAD would be short for "Internal WAD", it has everything the engine is looking for in order to run so it has all of the base assets the normal unmodified game comes with. Custom levels would usually come as PWADs (Patch WAD) instead and only replace/add things that custom level set needs to have in order to be played. To play a PWAD you'd load an IWAD first, and then the PWAD on top of it, if that makes sense.
  12. dististik

    On abusing saving in doom

    I mean, unless hyper optimizing how quickly you nebulously get good is the only reason you play this game, I don't super think it matters whether you (or anyone for that matter) are good at Doom. Saving less will probably demand growth at a faster rate, but if you're having a good time saving frequently I see no reason not to.
  13. Here's an updated version fixing the texture alignment issues (I hope). I can also swap out the flat I used in that area if you'd like it to be something that looks less out of place but if the misalignment there doesn't bother you I'd like to keep it. PTTWRI_MAP04_v2.zip
  14. dististik

    This is Woof! 12.0.2 (Dec 13, 2023)

    I recall there being a lump supported by PrBoom+um that let you define the color each thing type's blood, my memory may be playing tricks on me but does anything similar exist in Woof (and if not is adding it as a feature a possibility)?
  15. That's just untrue. Looking at the last 5 albums I bought on Bandcamp OGG is at worst 60% of the size of MP3 and just via surface level familiarity of the way they compress information, OGG's difference in file size is very notably significant. For one song the difference may not be earth shatteringly enormous but it will absolutely save on space. Apologies if my post came across as saying people should only use MIDI backing tracks because it's what's expected. I was mostly trying to point out that'd be why someone would be surprised if a map used a different format of music. For what it's worth, I loved the composition for the map and thought it fit perfectly; mappers should feel free to use any music they'd like for their maps (copyright infringement notwithstanding, but obviously that doesn't apply here).
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