doomlayman
Members-
Content count
208 -
Joined
-
Last visited
-
In some Brutal Doom versions when one just starts a game there is a sprite sequence of the Doomguy popping his hand's joints. How could I prevent that?
-
How to cut the number of enemies percentagewise evenly as possible?
doomlayman replied to doomlayman's topic in Doom General
I just want to keep the amount of collectables but not of enemies. -
How to cut the number of enemies percentagewise evenly as possible?
doomlayman posted a topic in Doom General
I try to play The Ultimate Doom 2 on a regular level like Hurt Me Plenty or Ultra Violence but can't beat the hordes of monsters. I have tried playing this mod vanilla and with various weapon mods, but I still feel a bit overwhelmed. While I don't want to reduce the difficulty, I do want to reduce the number of enemies percentagewise evenly as possible. How would you suggest doing that? -
What frontend loader do you prefer and why? ZDL? Doom Launcher? Something else?
-
I ran pure vanilla via GZDOOM 4.10.0 with the pk3 and then when in game I tried to change: key_size = 8.0 This caused a collectable Red keycard to just disappear and since then I have exited and re-ran pure vanilla via GZDOOM 4.10.0 but I can't find collectable Red keycards at all -- not just them disappearing in front of me. What have I done wrong?
-
Continuous integration of any desired Doom mod
doomlayman replied to doomlayman's topic in Doom General
@Shepard AFAIK in some cases when people say continuous integration they actually mean continuous updating but I agree with you that covering all the different cloud storages for Doom mods can be very tough. I'll check Doom launcher (hopefully it's easy to integrate with GZDOOM and maybe also with ZDL) and thanks for mentioning it. I'd assume you primarily meant breaking game-saves. -
kevansevans I have opened the file you created for me with Microsoft Notepad and I primarily saw what I could name as "machine code". May I please see the source code? I would like to try study it and perhaps even try to modify it (I doubt that my little knowledge in Bash and JavaScript would allow me to do that but yeah man, I'll try gladly).
-
Thanks @Edward850 for these interesting insights. I misunderstand you there because it's just one of my intentions :)
-
Nah, I am just moderate radical :)
-
Not playing it? Why? I think it's a bit "over the top" mod but a nice mod... I wonder why you allegedly don't like it.
-
I just think it would be simpler or faster or more comfortable to minorly change Doom or even Doom total conversions source code files on the fly (given good coding with good code comments) without compiling anything and perhaps even also without decompiling anything. But, maybe comparing an HTML-JavaScript-CSS program to Doom isn't a good comparison anyway (even in the fastest computer possible for humans to create) becuase the first type of program is typically smaller by number of directories (1-10) and smaller by number of code lines (500-5,000) whilst the second type of program has many directories (11-1000) and a much larger number of code lines (5,001-50,000).
-
When I run a very complex HTML-JavaScript-CSS interpreted program on a web browser, I run that program not-compiled. If I am not mistaken, the original DOOM is made up of source code compiled into machine code, or just compiled and therefore not-interpreted. I believe that it was compiled for two main reasons, the first reason was to somewhat close the code legally, and the second reason was to ensure better performance and running it smoothly, but putting the legal issue aside for a moment, must we still compile the C language code of Doom today to run it smoothly? I mean if we would have some "C runner" just like a "web browser" kind of program with today's 2023 computers which are generally much more powerful then those in 1993, could we run Doom C language code directly, interpreted, not-compiled but still in good performance just as we would run a complex HTML-JavaScript-CSS program on a "web browser" directly, interpreted and not-compiled, smoothly?
-
There are some Doom mods (single WAD or single PK3s mainly) that I want to play on their latest version always. Manually tracking the time that each new version of them comes out and downloading and extracting it and overriding the existing identically named file anew, can be tiresome. Is there a program that makes continuous integration of any desired Doom mod? You input a list of WAD or PK3 mods by their (hopefully stable) file name and then have the latest version downloaded, extracted (if extracting is needed), overriding the old version of the mod (as long as you don't currently playing it) and all is done automatically on the background in your ZDOOM or GZDOOM directory. Game retailers like Xbox, GOG and others do that, so I guess that any free and open source community could too.
-
Shepardus I didn't set any value because I thought that there is a default option already loaded due to seeing a larger collectable Red keycard in pure vanilla...
-
One question please. In ZDL I ran ARROKOTH.wad and then lastly the KeyScaler mod but a Red keycard was in normal size. In ZDL I ran Brtual Doom Platinum 4.0 and then lastly the KeyScaler mod but a Red keycard was in Brutual Doom Platinum style. What could I try to do to ensure nothing could override the Key Scaler mod, especially when the KeyScaler mod runs last in the ZDL order?