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>> No.4899004 [View]
File: 109 KB, 800x600, 1503797844163.png [View same] [iqdb] [saucenao] [google]
4899004

What is the difference between Doom: Doom 2 (Doom format) and GZDoom: Doom 2 (Doom format)?

>>4898954
You can use ZDL. It will load top to bottom the list of WADs/pk3s you give it.

>> No.4850180 [View]
File: 109 KB, 800x600, 1503797844163.png [View same] [iqdb] [saucenao] [google]
4850180

>>4850164
We got a UV-Fast player over here.

>> No.4217823 [View]
File: 109 KB, 800x600, Screenshot_Doom_20170827_001606.png [View same] [iqdb] [saucenao] [google]
4217823

Whoever made this map is fixated with Boom's scrolling features.
I swear there's something that scrolls in basically every room. Pic related is supposed to be static on a screen, I'm pretty sure, but the effect is made by putting a lamp texture on a surface and making it scroll insanely fast. Which doesn't look like static on a CRT screen, it looks like a rectangular grid pattern spazzing out on a screen.
If he'd have whipped up a basic television static texture (literally half a minute in photoshop), this effect might have actually worked.

There was also a series of mazelike hallways with a pattern of gray tiles and blue carpet, which looked ok, but given that there were about hundreds of linedefs between each enemy and me for them to make checks over (they could all see me through the gaps at the bottom of the walls), performance wasn't too hot here, they should probably have just made a couple of custom flats and saved a lot of effort and performance.
That there were invisible teleport spots dotting this little maze sporadically did make it hectic and confusing.

>>4217617
You sure?

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