Comment History  (0 - 30 of 48)
Kippykip
Kippykip - - 48 comments @ Super Shotgun in The Ultimate Doom

I'm very late but it is vanilla compatible in a technical sense, however vanilla and chocolate doom crash if pwads don't replace every single sprite for some reason.
I don't really wanna include the entire doom sprite set as there's big copyright issues there. But if you wanna merge the S_START and S_END from a doom.wad it should work on vanilla

Good karma+1 vote
Kippykip
Kippykip - - 48 comments @ FastDoom V1.0

Looking back to last year, yeah I think it was a bit much unless you were only specifically playing slaughter maps.
I've made a new variant today in the V1.1 update where it keeps the vanilla speed and momentum, but retains the air movement ability. Perhaps you could give that version a try?

Good karma+1 vote
Kippykip
Kippykip - - 48 comments @ Knee Deep In The Inferno v1

Bro this is epic!

Good karma+3 votes
Kippykip
Kippykip - - 48 comments @ Super Shotgun in The Ultimate Doom

It has one in E4M2, E4M4, and E4M7

Good karma+1 vote
Kippykip
Kippykip - - 48 comments @ GBA Doom 1 in the SouthPaw Engine

Boy have I got news for you:
Youtube.com
Romhacking.net

It's not a hack, but a full fledged re-port instead.

Good karma+5 votes
Kippykip
Kippykip - - 48 comments @ GBA Doom 1 in the SouthPaw Engine

Same here my dude

Good karma+2 votes
Kippykip
Kippykip - - 48 comments @ GBA Doom II - Total Conversion for GZDoom

Yes, as I changed the AI to match the weird missing AI like on the GBA port.

Good karma+2 votes
Kippykip
Kippykip - - 48 comments @ Super Shotgun in The Ultimate Doom

Hahaha thanks! Glad you like it.

Good karma+1 vote
Kippykip
Kippykip - - 48 comments @ Half-Life 2 Weapons RIP 3.25b (Final)

This is really cool!

Good karma+2 votes
Kippykip
Kippykip - - 48 comments @ OpenGL E1M1 with 3d ceiling lights

This is actually really cool!

Good karma+1 vote
Kippykip
Kippykip - - 48 comments @ Super Shotgun in The Ultimate Doom

I'm late but probably not, most if not all my mods are intended for vanilla GZDoom.

Good karma+2 votes
Kippykip
Kippykip - - 48 comments @ GBA Doom II - Total Conversion for GZDoom

Really? GZDoom should run on anything, even computers without OpenGL as it has ZDoom's software renderer in there too.

Good karma+1 vote
Kippykip
Kippykip - - 48 comments @ De-Brownify for Doom II

Cheers!

Good karma+1 vote
Kippykip
Kippykip - - 48 comments @ De-Brownify for Doom II

Ayy great to see you back!

Good karma+2 votes
Kippykip
Kippykip - - 48 comments @ GBA Doom II - Total Conversion for GZDoom

I'm pretty late but you'll have to run it in GZDoom, as ZDoom hasn't been updated in a while therefore the fog and numerous other things in the TC won't work.

The mod itself runs GZDoom in the software renderer anyway for the palettes etc, so it'll act just like it would in ZDoom anyway.

Good karma+1 vote
Kippykip
Kippykip - - 48 comments @ Doom 64: Retribution (Version 1.4a)

I actually enjoy this mod, I never played Doom 64 and always wanted to but never did since I never has a Nintendo 64 and didn't want to bother emulating it. I played the jdoom/kickstarter TC years ago but didn't like that doom engine so I didn't play very far.

Just had a look today to see whether anyone's made a Doom64 TC for GZDoom and found this. I really really like this version, I also like the smoothdoom 64 weapons as I found the animations on OG Doom 64 looked pretty lazy.

Good job!

Good karma+2 votes
Kippykip
Kippykip - - 48 comments @ GBA Doom II - Total Conversion for GZDoom

It's because the TC uses the software renderer mode of GZDoom. It's required for the COLORMAP to show the GBA way.
Since you use hq4x, I'm guessing you don't care about the TC accuracy anyway so just edit autoexec.cfg and change the line:
vid_renderer 0
to
vid_renderer 1

Good karma+1 vote
Kippykip
Kippykip - - 48 comments @ GBA Doom II - Total Conversion for GZDoom

Oh wow thanks! This is a big help considering I don't much time these days to beat the Doom games from start to finish again.

Also yeah on Suburbs I thought that the closet is too early aswell when I was fixing it, but I found out on the PC version there's a wall that lowers in front of the hidden closet when you get the key. But on GBA is is no wall in the closet at all. So if you shoot around that area they all come out. Quite interesting.

And yeah the "fire switches" were always like that even on PC, I always had fun with the courtyard switch when I was a kid hahaha.

I'll definitely check the other maps, I noticed the GBA converter tool doesn't convert maps 100% right. But I'd still like to get the TC in a fully playable state.

But honestly thanks for all this information, this will be very helpful!

Also for the "Doom II GBA weapons for PC" should I copy the HUD aswell? I might actually end up making that mod hahaha.

Good karma+1 vote
Kippykip
Kippykip - - 48 comments @ GBA Doom II - Total Conversion for GZDoom

I'd be happy to do that but would others be willing to download it?
Oh yeah for ***** and giggles I made a personal TNT.WAD variant of this TC because I've always wanted to see a GBA Final Doom when I was younger.

Good karma+1 vote
Kippykip
Kippykip - - 48 comments @ GBA Doom II - Total Conversion for GZDoom

Yep you were right, I just uploaded V1.1.1 to fix it. I must've broke it accidentally when I was fixing the Bullet Puffs.

Good karma+1 vote
Kippykip
Kippykip - - 48 comments @ GBA Doom II - Total Conversion for GZDoom

Wtf really? I don't think I changed anything regarding that. Lemme check mine

Good karma+1 vote
Kippykip
Kippykip - - 48 comments @ GBA Doom II - Total Conversion for GZDoom

Just letting you know I've uploaded a V1.1 that fixes a couple maps while also fixing some other issues.
Thanks for reporting the Industrial Zone bug! In the map editor it had the switch set as a "walkover" and not a "switch".

I noticed on one of the teleporters on the same map, the graphic was misaligned. I'll have to compare it when I reach that map on the actual GBA version.

Good karma+1 vote
Kippykip
Kippykip - - 48 comments @ GBA Doom II - Total Conversion for GZDoom

Yes in fact quite a lot of GBA Doom II sprites have holes because there's a few bits in the GBA palette that also act as transparent (Index 00 and 0A, you may notice in the PLAYPAL it's got pink pixels there). When they converted graphics over to the GBA, they didn't take PC sprites that used those indexes into account and as a result, quite a lot of sprites have holes.

Funnily enough when the HUD graphics were ported over, it used a ONE of those index's which would normally be black on the PC Doom's PLAYPAL but they released it like that anyway.
Both indexes are unaffected on flats, HUD graphics, and textures but on sprites both those indexes are transparent which is why the status bar has a pink square instead of transparency. Same goes for the black/pink dots on the skull keys.

If you're interested, I fixed all the palette quirks and the majority of the holes in the GBA version through an IPS patch on my website:
Kippykip.com
Everything is uncensored too!

My converter tool handles the transparency quirks already, but some angles that don't exist on the GBA version (such as right angle chain-gunners) I noticed GZDoom is loading some of the original sprites through DOOM2.WAD under the new GBA palette, hence some purple on the right angle chain-gunner frames. I'll have to fix that. This might be happening with other sprites as well.

Wasn't aware the chaingunner hitboxes were smaller, however I did know the player itself had a smaller hitbox. You could slide between the Red door stopped on Suburbs on GBA and skip all of the level.
Although I haven't modified the player radius on this mod but I plan to.

Also I thought the bullet impacts were the same size, it was just GBA Doom 1 they were bigger?
I'll have to investigate! I did make them not slide up and got rid of the physics on the blood impacts like how it acts on the port though!

Thanks for telling me this info, I'll try to fix as much as I can in the next update! ☺

Good karma+2 votes
Kippykip
Kippykip - - 48 comments @ GBA Doom II - Total Conversion for GZDoom

Might have to manually fix some maps, I noticed there was an issue with Suburbs with the monster closet and the end of Groose.
I'll see if I can fix it in Doom Builder.

Good karma+1 vote
Kippykip
Kippykip - - 48 comments @ GBA Doom II Total Conversion - V1.0

It's all good hahaha, I probably should've specified it auto loads.
Anyway enjoy the mod!

Good karma+2 votes
Kippykip
Kippykip - - 48 comments @ GBA Doom II - Total Conversion for GZDoom

The purple pixel on the HUD is on the GBA original.
However the purple on the other stuff shouldn't be there (they should be transparent!)
I'll have to play around, seems like the right angle chaingunner sprites are using the PC's versions which is why purple bits are showing up (on GBA it mirrors it, hence they didn't copy over in the mod, oops).

I should probably have a good look at it later on, I also found the super secret level is broken at the end and the commander keen's are off-center vertically.

Good karma+3 votes
Kippykip
Kippykip - - 48 comments @ GBA Doom II - Total Conversion for GZDoom

Wait sorry, rocket boxes give 10 instead of 5*
But glad your enjoying it, I actually played GBA Doom II more than on PC back in the day. So it's a little bit special to me for some reason.

Good karma+1 vote
Kippykip
Kippykip - - 48 comments @ GBA Doom II Total Conversion - V1.0

Had a bit of a play and found out what's going on.
You are running 2 instances of the mod! The gzdoom.ini is already configured to autoload the GBA Doom II TC.

If you drag the WAD on top of GZDoom, it'll be loading it through the ini and also as a command line (there will also be warnings talking about duplicate entries on launch)

To fix it, just launch GZDoom.exe on it's own.

Good karma+2 votes
Kippykip
Kippykip - - 48 comments @ GBA Doom II - Total Conversion for GZDoom

Had a bit of a play and found out what's going on.
You are running 2 instances of the mod! The gzdoom.ini is already configured to autoload the GBA Doom II TC.

If you drag the WAD on top of GZDoom, it'll be loading it through the ini and also as a command line (there will also be warnings talking about duplicate entries on launch)

To fix it, just launch GZDoom.exe on it's own.

Good karma+1 vote