Recent content by Shadow Hog

  1. Shadow Hog

    Milla Basset (v1)

    Aw man, you beat me to it. This is what happens when I get too caught up in too many things, I guess? Well I guess I can still finish my own Milla WAD, even still... Regardless, congrats on completing it, she looks quite good! I'm gonna have some fun comparing what you did with what I was/am...
  2. Shadow Hog

    [1.0.1] Flicky™ [V.2]

    Yup, that looks like exactly what I needed; thanks!
  3. Shadow Hog

    [1.0.1] Flicky™ [V.2]

    Dumb question, but where'd you get the raw kart sprites for this one? Cuz it's actually nicer than the sprites I have to work with, you get a wheel for multiple angles and some added anti-aliasing instead of just cutting off the cushion where Sonic's back would have otherwise started.
  4. Shadow Hog

    Lower unpegged lower wall textures displayed wrong (may be Image Heavy))

    The problem I have with it is that it now no longer lines up with the expected behavior of every other Doom-engine title out there. YMMV on how major that is, but it'll probably be nagging at me for a while. You're overthinking this a tad. Unpegging really only becomes useful if you can't align...
  5. Shadow Hog

    Lower unpegged lower wall textures displayed wrong (may be Image Heavy))

    Eh, I'm more of the mind that it should accurately reflect what it does in every other implementation of the Doom engine. Changing the flag to mean something entirely different while keeping the same name would be rather annoying for anyone who routinely edits for both games. I will ask this -...
  6. Shadow Hog

    Thoughts on a modern game engine

    1999. Otherwise you'd think SRB2 would've opted for it in 1998, given the not-insignificant engine improvements. Also, Quake came out in 1996, and as huge a proponent of OSS as John Carmack was, a one year turnaround time would've been rather awkward for id.
  7. Shadow Hog

    2.2 Preview - With Slopes!

    PrBoom+ does too, IIRC.
  8. Shadow Hog

    2.2 Preview - With Slopes!

    There seems to be a lot of misinformation in here about framerates. It sounds like a lot of people are thinking that you'd double the internal gamelogic to run at 70Hz or something. I know I've seen the idea floated about, but personally, the better approach would be to keep that ticking at...
  9. Shadow Hog

    Contest Discussion Topic (2.1.X)

    I tried to make another CTF stage happen last night, but couldn't quite wrap my head around how I wanted the layout to work, so since I won't get out of work today until well after the deadline, no awful speedmap CTF stage from me, sorry.
  10. Shadow Hog

    Contest Discussion Topic (2.1.X)

    Incidentally, guys, you can submit very-unfinished maps if you want. I submitted Incomplete Xmas Zone back in the day, after all. Granted, your odds of winning are lower if you don't finish, but if what is done is heavily-polished enough, then never say "never".
  11. Shadow Hog

    GFZ1's weird speedwall.

    Ironically, in Doom it was the walls that did align with the X or Y axes that produced a huge speed-up - at least, for Impassible two-sided linedefs.
  12. Shadow Hog

    A Trio of 2.2 Tidbits

    You'd probably have to clear it with the people who made the TEXTURES format if you don't want DoomBuilder to refuse to work with the resulting file.
  13. Shadow Hog

    Contest Discussion Topic (2.1.X)

    You can left-click to highlight only the linedefs you want to align to help mitigate this, at least.
  14. Shadow Hog

    Should I get a 3DS?

    It already has two excellent Ace Attorney games (well, one-and-a-half, given one's Professor Layton vs.), it has the only Fire Emblem game I've actually enjoyed, you can play classics as old as Link's Awakening or Ocarina of Time to as recent as friggin' Xenoblade on the go... Yes.
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