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TNT 2: Devilution (Final beta released)


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afaik there's no secret line of communication between the Devilution dev team and the Cacowards, they just felt it was poor form to drag it out forever and delay recognizing the people whose hard work was 97% released last year.

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2 minutes ago, Screamapillar said:

Shame it was not released today, could line nice with anniversary. Oh well, looks like I misunderstood.

Would be more appropriate to release on June 17th, since that's when Final Doom came out.

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4 hours ago, Not Jabba said:

afaik there's no secret line of communication between the Devilution dev team and the Cacowards, they just felt it was poor form to drag it out forever and delay recognizing the people whose hard work was 97% released last year.

 

But apparently not poor form to put it up there next to projects that are 100% finished.

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Cacowards have been given to projects in a "near-final beta" state many times before. This isn't anything new.

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9 hours ago, Tycitron said:

Wait what the thing is fully done now? It's still on beta6 rn.

 

I guess since this award was given, yeah, Devilution is finished and should be released already. This map was only thing holding it back

 

 

Mordeth.png

Edited by Screamapillar
added too much images

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4 hours ago, Screamapillar said:

 

 

I guess since this award was given, yeah, Devilution is finished and should be released already. This map was only thing holding it back

 

 

Mordeth.png

YESSS LET'S GOOO!!!!! so happy for everyone finally being able to release this WAD fully! Now i can finally watch MtPain27's review of it when its out haha.

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Let's not get too excited. While this is might be a sign that it'll be considerably less time in beta than Abandon, it could be another month or two, unless someone knows something the rest of us don't that's worth speaking on (honestly though, I can't see the RC1 release date any more than 8 months and as little as 1 which is just sheer guesswork, but 26 is actually coming together now, if nothing else, but look at BTSX 3's cycle - it might still take a little bit of time - it would be funny if the RC1 release dates were within hours of each other or days but it is what it is regardless).

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Given the Cacowards I’m gonna assume that they’re pretty much done but in the final testing stages, which, please take your time, we can wait a little bit longer.

 

Congrats by the way! I know the Mordeth was inevitable but I’m sure finally getting it felt real good.

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  • 3 weeks later...
  • 2 weeks later...
  • 4 weeks later...

Anyone know how exactly to load this properly? There's a WAD and a DEH file in the folder, I'm assuming both are necessary? I know how to load the WAD with GZDoom (I drag the WAD over to the GZDoom EXE), but what about the DEH file?

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You'll only need to load the DEH file if playing vanilla or chocolate doom. For GZDoom and other ports, you just need the wad.

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14 minutes ago, Xaser said:

You'll only need to load the DEH file if playing vanilla or chocolate doom. For GZDoom and other ports, you just need the wad.

Thanks so much.

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9 hours ago, MentalParadox said:

Anyone know how exactly to load this properly? There's a WAD and a DEH file in the folder, I'm assuming both are necessary? I know how to load the WAD with GZDoom (I drag the WAD over to the GZDoom EXE), but what about the DEH file?

 

This is as good a time as any to suggest that you get yourself a launcher. There's plenty out there, I use Doom Launcher myself even if it's low-key kind of a pain to use sometimes. With as many maps and mods as there are out there, it's useful to have so you can get everything straight without having to fiddle with command lines and stuff.

 

A little tip with Doom Launcher: If you were to, say, run TNT2 in Chocolate Doom, you'd add it to the launcher, then right-click on it to open the .zip file that the launcher made, then add the DEH file to the zip. It's not super intuitive, but it helps keep clutter down. (And you can disable the .deh from the launch window as well.)

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In map 17, a Revenant can fall through the floor in this area:

lMZfDfG.png

In map 30, you can go through walls if you climb this toilet here:

4zoEUk4.png

EDIT: In map 33, you can get soft locked in the yellow key area if you don't open the blue door from the other side first:

Rx92GEs.png

Edited by Gothic

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  • 1 month later...

Speaking of Map14 and Map33, is Map33 an older version of Map14? They have a lot of similarities and 14 seems like a revamped and modernized version of 33.

 

I feel Map33 has quite a bit of history behind it. Just recently discovered that it was part of Plutonia 2 at one point (back in 2001!)

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Hello, I apologize if I'm bumping the thread, but will there be a map26 with monsters? I just downloaded the latest beta and it appears that map26 still seems like a transition map with no monsters nor secrets, even in the latest beta.

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Supposedly it's been under construction for some time but I would have thought it'd be out by now.

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14 hours ago, ReaperAA said:

Speaking of Map14 and Map33, is Map33 an older version of Map14? They have a lot of similarities and 14 seems like a revamped and modernized version of 33.

 

I feel Map33 has quite a bit of history behind it. Just recently discovered that it was part of Plutonia 2 at one point (back in 2001!)

 

Hey @ReaperAA Thanks for the interest in this map.   I originally started this map back in '97 and submitted the finished map to Plutonia2 in late '99/early 00.   It then was cut and fell into obscurity until Tarnsman (?) asked to use it for this project.   I was under the impression that it'd be a single map but was surprised to see two variations here.   (not a bad surprise)

 

Eventually you will see another variation of this map when I finish tinkering with my newest version (no planned release date for this version).

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Posted (edited)
14 hours ago, joepallai said:

Hey @ReaperAA Thanks for the interest in this map.   I originally started this map back in '97 and submitted the finished map to Plutonia2 in late '99/early 00.   It then was cut and fell into obscurity until Tarnsman (?) asked to use it for this project.   I was under the impression that it'd be a single map but was surprised to see two variations here.   (not a bad surprise)

 

Eventually you will see another variation of this map when I finish tinkering with my newest version (no planned release date for this version).

 

Dang the map is only 2 years younger than me :p. Even your other map, Aztecorum was already there in 2001/2002 betas.

 

Going slightly off topic, but the Plutonia 2's August 2002 beta also has a nice adventure style map by Lee @Szymanski which would have been a great fit for a TNT wad, but obviously it is too late for TNT2 new. Though I kind of wish that map was salvaged at some point.

Edited by ReaperAA

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17 hours ago, joepallai said:

I originally started this map back in '97 and submitted the finished map to Plutonia2 in late '99/early 00. It then was cut and fell into obscurity until Tarnsman (?) asked to use it for this project.

Damn, this map should have won the Mordeth award.

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Spoiler

image.png.b99d514e9706a1791fd177ae1543d8e0.png

 

I did do a search before posting, since I'm obviously a bit late to the party. Anyway, I don't know if this was intentional or just someone forgot to lower the ceiling sectors. It's in the blue armor secret in MAP05.

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5 minutes ago, june gloom said:
  Hide contents

image.png.b99d514e9706a1791fd177ae1543d8e0.png

 

I did do a search before posting, since I'm obviously a bit late to the party. Anyway, I don't know if this was intentional or just someone forgot to lower the ceiling sectors. It's in the blue armor secret in MAP05.

What port are you playing in? It looks like the vanilla shadowcasting trick where you raise the ceiling flats out of sight and leave the sides untextured (or use AASHITTY for the same effect without worrying about Doom Builder auto-applying textures to them), so that the surrounding light level bleeds across. GZDoom generally manages to support this in hardware mode, but some other hardware-rendered ports might still have trouble with it.

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Posted (edited)

It's GZDoom, and I recognize the shapes as the lights being cast from in front of the blue armor, as well as the pedestal the armor is on.

 

[ETA] I looked at it in SLADE and the ceiling heights are definitely not flush with the surroundings.

Edited by june gloom

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This is probably worth bugreporting to GZDoom -- that particular texture isn't meant to be drawn at all.

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Just tried this one out for a bit. This is certainly the most TNT WAD to ever TNT.

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