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About OnionTaco22
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Doom Launcher - Doom frontend & database v3.7.4 (12/2023)
OnionTaco22 replied to hobomaster22's topic in Doom General
I just downloaded this launcher and it is awesome. It feels a lot more organized and overall nicer than the launcher I was already using (AceCorp Launcher). Being able to just select the mods I want to use instead of having to make pre-sets or manually add mods I want to use. -
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what was the firsrt doom game you played
OnionTaco22 replied to coletomars32's topic in Doom General
Doom (2016) -
I looked through and saw the replace thing in one of the examples which was what I was looking for. Thank you :) edit: I did some more testing with it and it doesn't seem to replace weapons that I start with. For example I am trying to make the pistol have an alt fire mode where it shoots a three round burst (which already works), however in order to get that pistol I have to spawn it via the command bar. Do you have to do something else to change the starting pistol?
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I think I remember seeing on the ZDoom wiki that you can change already existing actors with zscript (or maybe decorate) although I forgot where it was and how you do it. I would like to know if anyone may have the link to the page or could say how to do it. :)
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Only one I use during actual playthroughs is iddt if I cant find out how to progress. Other than that I use idclip for testing maps and occasionally I will just mess around with stuff like iddqd and idkfa
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Thank you! It did work. Although just a small question, how long is a tick? It seems closer to a second than I thought it would.
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I have been trying to make a new switch texture however i can't get it to work. I have the two textures named SW1STRGR and SW2STRGR as they are based off of the STARGR1 texture. I looked at the ZDoom wiki page for ANIMDEFS and wrote some code that looks like this: SWITCH SW1STRGR ON PIC SW2STRGR tics 105 SOUND dsswtchn OFF PIC SW1STRGR tics 105 SOUND dsswtchn I have changed around some stuff in it but I cant get it to actually change the texture. GZDoom does not show any error when I launch it, so I feel like it's something to do with the tics value but I'm not sure. Also the switch sound plays when I interact with it.
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No because I honestly didn't know it existed. Though I will give it a go.
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Oh alright. Though would it be worth trying to use Doom 64 ex or just stick with the rerelease?
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Is it possible to use the wad from the Doom 64 rerelease for doom 64? I tried doing it though it gave me an error saying this: Knowing me, it might be something I'm doing wrong but I would like to know if I need something else.
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how do you use the warp parameters in prboom+
OnionTaco22 replied to OnionTaco22's topic in Source Ports
Just gave it a try and it does seem a bit better than prboom+ due to some smaller things. Doesn't seem like too much of a difference between the two but I haven't fully tested it yet to really be able to say anything. Also may need to read a bit more about it to fully understand all the changes. Thank you for telling me about it :) -
how do you use the warp parameters in prboom+
OnionTaco22 replied to OnionTaco22's topic in Source Ports
I found what the problem was... I wasn't writing the iwad as I was using the built in launcher so I didn't think I needed to specify the iwad if you can't tell I'm new to using prboom+ and generally using source ports... Thanks for the help :) -
how do you use the warp parameters in prboom+
OnionTaco22 replied to OnionTaco22's topic in Source Ports
Just realised i forgot to mention that i use Windows Powershell to open prboom+ and for some reason that still doesn't seem to work as it only detects the first number putting me in the episode one map with the same number as the episode (for example I could put it -warp 3 6 and I will be put in E1M3) -
I keep trying to use the warp parameter for ultimate doom in prboom+ but I'm not sure how it works. I have tried writing things like -warp E3M1 or just -warp 19 and some other random things but none of them work and i cant seem to find anything that helps...
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I have been looking for a mod that will extend the levels of episode one by a bit while still now making them stupidly hard but I haven't found one yet, so does anyone know a good one??