ketmar Posted December 7, 2020 4 hours ago, Zylinderkatze said: "The future of this project": going "limit removing" or maybe porting it to Doom 2 (or both) k8vavoom version with dynamic lights, maybe? ;-) 4 hours ago, Zylinderkatze said: "Episode 2" yes!!! ;-) 1 Quote Share this post Link to post
wrkq Posted December 7, 2020 6 hours ago, Zylinderkatze said: Probably a healthy mix of both ^^ YES - but please with big emphasis on healthy. We want to have you around having fun for a long time, not becoming AusgebranntKatze... 2 Quote Share this post Link to post
Zylinderkatze Posted December 8, 2020 (edited) Tying up loose ends Cleaning up and polishing the maps is in full stride. Just in case you were wondering ^^; Remember how I like to use miniatures to show that something is happening somewhere else? I give you: The console that opens the exit door.. and the exit door! ^^ Now here's hoping that Vanilla will not get overwhelmed by the miniature :D I'll post more impressions when I have some to share. Also, I am about to generate the DeHacked / WhackEd stuff for Map titles and the outro text.. and generate new images for the Map names in the intermission screens. Trivia: Can you imagine that back in the day (199X) I used to cut up the map name images from the exisiting id levels to piece together the name images for my maps? Same with the Episode name. Boy, those were simpler times. Simpler- in a bad way xD Edited December 8, 2020 by Zylinderkatze 6 Quote Share this post Link to post
wrkq Posted December 8, 2020 ooo, dioramas <3 Also, you remind me of a story from the 90s where a design place sent a draft for some poster to a customer, and the customer asked if they can fax the edited version back in. "Just send the files back". "But we are cutting and pasting!". Cue hours of confusion until someone realized it's the original meaning of "cutting and pasting" - with scissors and paper glue. But yeah, doom font generators are a blessing. :p 1 Quote Share this post Link to post
Zylinderkatze Posted December 10, 2020 Palette problems? (SOLVED-ish) It seems like I had a bit of trouble with adding custom intermission map name graphics to my pwad (for Doom 1: WILV00 - WILV38.. relevant for me: WILV00 - WILV08). "Back in the day", they were just patched directly into DOOM.WAD with a batch file that executed dmgraph.. nowadays it's done with either Doomwriter or Eevee's text generator (or in a graphic program of your choice). Then you just move the file into your wad using SLADE, convert it to "Doom Gfx (Paletted)", make sure to maintain transparency.. and you're done. Right? I seemed to be doing something wrong. I tried graphic files generated through Doom Writer (v2) as well as Eevee's generator.. and also the old graphics from my original 199X project ..but no matter what I did, in game, all graphics looks like they weren't using the correct palette. This is what I did: 1) Drag the file into my pwad (in this case my oldschool GIF).. 2) Convert it to "Doom Gfx (Paletted)", Select "Transparent Colour.". 3) Check that it looks good (to me) in SLADE.. which it does.. 4) But then it looked like a garbled mess in game (regardless of the port) I had a similar problem when I originally imported those custom flats for the "Lebowski Rug hoax".. which I eventually fixed, back then, by going back into my graphics program and "forcing" the PLAYPAL onto the graphics I had created. That got me to try, by fluke, to just supply the palette myself. The reason I even thought of that was because the default option in the SLADE converter said "Existing/Global".. so I added the PLAYPAL (grabbed from the DOOM iwad) and voilà, it worked. A bit brown but okay. Better. xD So should I have picked a different option during conversion? Doomkid's handy video used the options above.. so maybe something else is the problem? I assumed that SLADE whould just default to the DOOM palette when nothing is supplied- but I guess i was assuming wrong? I mean it works for me now but I still have the lingering suspicion that I missed something ^^; I couldn't find the right solution / pointer anywhere on the net, including this forum.. so I thought I'd post this here anyways :) Now off to Night City! 3 Quote Share this post Link to post
Andromeda Posted December 10, 2020 18 minutes ago, Zylinderkatze said: Palette problems? (SOLVED-ish) It seems like I had a bit of trouble with adding custom intermission map name graphics to my pwad (for Doom 1: WILV00 - WILV38.. relevant for me: WILV00 - WILV08). "Back in the day", they were just patched directly into DOOM.WAD with a batch file that executed dmgraph.. nowadays it's done with either Doomwriter or Eevee's text generator (or in a graphic program of your choice). Then you just move the file into your wad using SLADE, convert it to "Doom Gfx (Paletted)", make sure to maintain transparency.. and you're done. Right? I seemed to be doing something wrong. I tried graphic files generated through Doom Writer (v2) as well as Eevee's generator.. and also the old graphics from my original 199X project ..but no matter what I did, in game, all graphics looks like they weren't using the correct palette. So should I have picked a different option during conversion? Doomkid's handy video used the options above.. so maybe something else is the problem? I assumed that SLADE whould just default to the DOOM palette when nothing is supplied- but I guess i was assuming wrong? I mean it works for me now but I still have the lingering suspicion that I missed something ^^; I couldn't find the right solution / pointer anywhere on the net, including this forum.. so I thought I'd post this here anyways :) Now off to Night City! This might be obvious, but have you set DOOM.WAD as the base resource? 1 Quote Share this post Link to post
Zylinderkatze Posted December 11, 2020 (edited) 23 hours ago, Andromeda said: This might be obvious, but have you set DOOM.WAD as the base resource? Oh.. yes it was. But thanks, I didn't even see that that was an option ^^; SLADE has two IWADs "stocked up" in my case, DOOM and DOOM2 and it was set to DOOM.WAD for this, correctly. But since it seems to work when I include the PLAYPAL (for the duration of the graphics file conversion), like stated above, I am happy with it for now. Even though there's likely still something not completely right, Speaking of happy! I am getting better and better with these transitions xD I am done with "revamping" my E1M1. It makes a whole lot more sense now. The "placeholder" computer room thingie next to the drill in the "L2" section of the map now looks like this from the outside: It's a tiny thing but I'm very pleased with the display next to it :3 It used to only have an "exit level" switch action.. which now instead just is a switch that "turns off the drill": To be fair, there's not just the switch but also two "W" actions ^^; This allows you to then also get into this completely new room! ..behind this inviting "door". The door opens up before then but: In there, pass by these pipes (that were previously in the way) to the console that finally opens the exit door to the transport ship you escape on. Phew. What a story. Basically, as it was planned from pretty much the beginning for this map, you have to switch off the drill / shut down the platfom in order to be able to leave. The way I managed to make that halfway believable / plausible / obvious (if the player even cares to wonder), is by having those pipes in the way, which raise when the drill is deactivated. I could go one step further still, perhaps: Put a switch in this last room that raises the pipes, however they won't rise high enough until you operate the switch that "turns off the drill". Not sure if this makes sense the way I'll describe it.. It has to do with a sector with its ceiling height raised by the "drill switch".. and by that it allows an ajacent sector (that's joined with the pipes) to also raise high enough for you to pass under (it's a door action right now which would probably work). However, I will leave it like this for now and instead focus on the other maps. If I get all of them cleaned up and polished in under a week then maybe I'll come back to this one and "tinker" a bit more.. ..but I want to get the WAD with all maps ready this year and I can't waste any more time on a map that's already checking all the required boxes. Fluff will be added only when and if there's still time for fluff xD Goodnight for now! Edited December 11, 2020 by Zylinderkatze 3 Quote Share this post Link to post
Zylinderkatze Posted December 11, 2020 What did I do today? Glad you asked! "All toggle and no play make Z a dull K" That's not all I did. I also solved a few Visplanes / Drawsegs.. "congestions" (you're welcome), added 2 Barons of Hell (not telling where <3) and removed a few little bugs here and there. But yeah- my approach to what kind of lines I display on the automap and which ones I hide.. has changed while making the episode, so I have to adjust the older maps accordingly. Basically I hide all lines that belong to "eye candy" (which can't be stepped into / onto, like small outcrops, wall-inset computers, etc).. and many of the "ceiling height difference" indicator lines (unless they are part of the visible, noticable architecture). My goal is to make sure that the automap doesn't feel cluttered ^^ In the process I also hid many (most) of the switch outcrops, except the ones that I deem kind of hard to find. Usually you should always be able to see the next switch you need. either in the environment or on your automap. In the process I made my way all the way through to E1M7! So I already "processed" all of E1M1 through E1M6. Though that was almost entirely in-editor, meaning I still have to do some more testing in "Chocolate".. play everything all in one go (or rather "a map at a time", pistol start) to get a better feel for missing (or superfluous) ammo and health. Then the whole thing will also be done in each difficulty setting; I personally play in HMP (because I'm a casual player xD) and therefore that's what I balance for.. then I just throw in some extra monsters (and less health) for UV.. and the reverse for TYTD/NTR.. but obviously that's all just guesswork at that point so I will have to make sure you actually have enough ammo to kill each monster at each difficulty. But I'm satisfied with what I achieved so far ^^ If I keep going at this rate, I should be done by Monday. More news (and meaningful screenshots) when I have them :) Bye for now! 3 Quote Share this post Link to post
Zylinderkatze Posted December 13, 2020 (edited) Is this a big update? No.. sorry- this is just bite-sized. And my appetite isn't that severe, either.. so.. maybe more of a nibble? Nibble-sized. Before this makes even less sense, here's what I'm doing: Actually testing all levels on UV. After some careful balancing, this is how you finish E1M1 on UV with 100% kills: Don't mind the eyes.. I'm just testing for ammo ^^; Also, I realized that back in 199X, I was pretty mean to UV players. These were all in the original version already, too: The Barons, I mean. Had to "off" the last one with the 'saw. So.. maybe needs a clip or two more xD Aaaand then I realized that the level is "secret-gated".. which I swiftly remedied. There's a door that only opens when you leave the (secret) room with the Rocket Launcher. It's a very "hard to miss" secret.. but it's a secret nevertheless. So I gave the "WR Door open wait close" (90) action for that progress-relevant door to a line in the "non-secret" part of the map, too. Because this is one of my favorite levels and I wouldn't want it to be unfair in that way. It's already unfair enough in other ways xD I'll continue doing this (the testing, I mean) and then perhaps throw in another update later. If not, then tomorrow :) <End of transmission> ... *tchhhk~ shhh~ crrk~ * bzzzz~ ssss~ Attention. Attention. I just found out that the version of E1M3 I was working on in the compound Episode WAD was not up to the newest code- for some reason I had continued working on a copy of it which then ended up in the "M3-compare.wad" file, a version that was not saved as an individual WAD along with the others (and therefore not included in the Episode WAD). That was an unfortunate oversight. I noticed it because of two changes that I knew I had made but that weren't there (first one I thought "well maybe I didn't save it or something" but second one had me then check the "compare" version and yep, there it was. I copied over the second part (the one that made me suspicious enough to check).. didn't have to copy over the first fix because by then I had already recreated it manually ^^; E1M3 underwent a few fixes in the process (as stated above, but also others) and is now done and in that, "UV balanced". Ultra Violence, that is. Not Ultraviolet. I'll make sure to double-check the other maps as well to make sure nothing else will get lost. Edited December 14, 2020 by Zylinderkatze "Added Transmission" 3 Quote Share this post Link to post
Zylinderkatze Posted December 15, 2020 Finetuning UV In this example: E1M5 I think it's coming along nicely xD Rejoice! I'm over 50% done with finetuning the UV difficulty settings for the whole episode.. there seems to be a slight increase in Barons, for some reason x3 I also fixed a few minor flow bugs (and one missing lower texture in E1M4!) in the process. On a different note: I am currently trying to think of a suiting name for the new version of this episode because I want to keep the old name for the 199X version of it. You know how it goes, finding a sensible, sensical name often takes longer than working out the concept or even realizing the whole product xD I am contemplating calling it something that abbreviates to "URE" but all that I come up with it too long for display as an episode name in the game start episode list. Then again, "URE" is kind of the name of the whole concept (more info on that upon release ^^) so using that abbreviation for just one episode is kind of wasteful. Maybe I'll just call it something factual, like the "1997 vs 2020" (or "199X vs. 2020") that I've been using in the description text files I gave out with the "compare" wads. Then again, the episode itself will just be the "2020" version of it. Maybe just simply "URE 2020"? I'm sure something will come to me. I do have fallback ideas (many of which are kind of cheesy ^^). But I want the name to "live up to the effort I put into it". Hmm.. I have an idea. I'll try something and get back to you xD 3 Quote Share this post Link to post
wrkq Posted December 15, 2020 Recursive acronym? URE stands for URE: Remastered Edition. Or for that matter, : Radically Enhanced. 1 Quote Share this post Link to post
ketmar Posted December 15, 2020 5 hours ago, Zylinderkatze said: You know how it goes, finding a sensible, sensical name often takes longer than working out the concept or even realizing the whole product xD oh, that naming thing... i can't even express my deepest understanding of it... also, Upcoming Release: Enjoyable. maybe not the best name, but that's how i feel about it. 1 Quote Share this post Link to post
taufan99 Posted December 15, 2020 If you opt for a sensible name, I'd rather suggest a unique name, based on your username. How about, "The Cylindrical Cat's Memoirs"? ;) 1 Quote Share this post Link to post
wrkq Posted December 16, 2020 To be honest I always thought he qualified as a Cat In A (top)Hat... but then he also pretends to be a spicy tomato at the same time, so what do I know? :p 1 Quote Share this post Link to post
Zylinderkatze Posted December 30, 2020 Wait, no.. hold on. What? Yes. No, seriously: YES. URE2020 is done. In 2020. I am as surprised as you are. You don't really want to read, though, right? You want to play! So GO ON AND PLAY! Download now: URE2020.zip (currently still my own server, will be changed to the "/idgames"-link once it's processed and accepted.. fingers crossed) Oh.. so you don't want to play? Or can't, right now? Or you are already back after playing and have questions? I have answers! Q: "Your last post was December 15th and you said you were 50% done with finetuning.. why did it take you another 2 weeks to get it all done?" A: <unintelligible mumbled grumbling> I'm glad you asked! So after the levels were all done, retouched, adjusted and tweaked, I thought "well.. in 199X I had a bunch of graphics replaced, too, like the TITLEPIC and such.. it would be kind of lame if 2020 had less content than 199X, right?" ..right. So I thought about which way to go with it, played around a bit with approaches on how to do it.. and.. well.. it took a while until I was satisfied xD I went back and forth a few times, too- one map name changed in the process and I had to remove a walk-transition from one level to the next (E1M6 to E1M7), because it didn't make sense in the greater picture. You may see what I mean when you play the Episode. Which you actually can, now. Because it's published. Did I mention that already? Q: "But two weeks?" A: That's barely even a question.. you can't just put a questionmark at the end of a sentence and make it a question? ..Yes. Two weeks. Maybe I also added a bit of detail to a few maps to improve continuity. Maybe I added some more eye candy. Maybe I discovered a few bugs that I had previously overlooked.. it's complicated, okay? Sheesh. Q: "Do you need a minute?" A: No.. I'm fine, I'm fine. You can cut this out later, right? .. Wait- what do you mean we're live? Actually, a whole lot of the reasons for the delay are detailed in the text file that comes with the ZIP archive above. It's also available as a "standalone" file :) As to why I didn't post on here during that time.. well.. uh.. <eyes his own forum rank> ..timing? To summarize (something I am excellent at, just look at how short my forum posts are!), it has to do with music: A friend of mine offered to make MIDIs for the episode but he wasn't available until a point where it was way too late to get everything done in 2020. However, by then I was already in the mindset that I didn't want to leave the music in my WAD unreplaced, because the default DOOM songs in the default DOOM order didn't.. vibe with my maps. @tam (who has been working on actual handmade music for the URE project since the middle of 2020) kind of depended on me to get done with the levels, in order to work together on finalizing the song selection and order. But I was too focused on the "vanilla" side of things (in other words: MIDI) and left her hanging. I'm seriously sorry about that. I know that she'll have news about her music wad, soon- but no thanks to me. I did find many good MIDI tracks among the hundreds of files on doommidis.com and even narrowed it down to the 9 I needed.. but some either didn't really sound good in Chocolate- or in a port with a less restricted MIDI implementation.. which left me dissatisfied. All this went on while I was also trying to support my friend in his efforts to make MIDIs since 5 days ago: @Doomkid was his kind and supportive self about me trying to combat my friend's MIDI woes.. and also pointed me to other forum members, like: @Lippeth, who wasn't only helpful about MIDI questions but who could even be cautiously coaxed into active participation! While you're reading this, he's actually working on his own spin on MIDIs for URE 2020. Awesome? That's an understatement. @pcorf and @Eris Falling were quite helpful as well; The music that ended up in my "final 9" was mostly theirs. However, things ended up taking a different turn! Q: "Could you please get to the point? The suspense.. please" A: Funny you'd mention Suspense.. because Lippeth brought up a good point, which I'll paraphrase thus: "Why pick random, free tracks to add 'just because', when custom music is rather close to being finished?" I believe he mentioned that before he became an active participant in providing said custom music xD So.. instead I am using the original DOOM1 music, but in a hand picked manner that matches each map's mood. And.. since I'm using the track from E1M5, that's why it's.. funny.. because.. Suspense? You know..? Hey where are you going? Another successful interview. So yes. There will be music. Custom music. And soon. I'm excited :3 It is not yet completely clear whether the efforts of my friend and of Lippeth will be a "joint venture" where they split the 9 maps between each other.. or if both of them will each make a whole set with their own spin on things.. but Tam is definitely unleashing a full set. So there's a lot that's still to come! ___ Footnote: I already know that I'm going to pay for it (figuratively) that I wasn't more active in seeking out playtesters each time a map reached beta. Tam received an advance copy just before I started writing this forum post and bruh'd me, twice, about the way in which you leave E1M5.. because it's.. not obvious. Chances are, I might have to make amends once more reviews come in. I'll be smarter next time. I hope. 8 Quote Share this post Link to post
tamara mochaccina Posted December 30, 2020 (edited) 7 minutes ago, Zylinderkatze said: I'm seriously sorry about that. I will never forgive you @Zylinderkatze. You have made the last seven months of my life unending agony- NAH BUT FR I am so excited to see this thing finally come out! I've been silently observing this thing evolve since the cute forklift and AAAA 7 minutes ago, Zylinderkatze said: I know that she'll have news about her music wad, soon Nah I need more time to finish the music. Nowhere near done yet. Edited December 30, 2020 by tam 3 Quote Share this post Link to post
taufan99 Posted December 30, 2020 Big congratulations! I'll have fun playing this, for sure. 1 Quote Share this post Link to post
ketmar Posted December 30, 2020 (edited) what? URE2020 actually released in 2020?! that's so amateurish, Real Gamedevs never release anything in the exact year they promised to. i am disappoint. congrats! and sorry for not giving you more playtesting feedback. i really hope that you're still full of ideas and enthusiasm, and we'll see another dev thread like this one in 2021. or even several of them. ;-) now, sorry, i have to go and fix my sourceport, so i could play your wad. breaking things is fun, but playing with broken code is... difficult. ;-) thank you for this release, and for this thread too. i don't even know which one i love more. ;-) Edited December 30, 2020 by ketmar 2 Quote Share this post Link to post
wrkq Posted December 30, 2020 (edited) What in the inferno? It's out? BEFORE THE DEADLINE?! Did you... ... oh, you did strike a deal. That took some patience to stay quiet on the forum and reserve 666th post for this :p Congrats on the release, relax, enjoy your new years champagne and don't let any criticism from players get too you very hard. Maybe there'll be enough of things pointed out to release a v1.1+music sometime around February, maybe not; remember that chasing perfection never ends. :) That said, hope you won't have us wait another 25 years before releasing another map because daymn. :) EDIT: TITLEPIC + HELP1 pic are great and informational - but gotta say, darn nice work with the episode map! Edited December 30, 2020 by wrkq 3 Quote Share this post Link to post
adamastor Posted December 30, 2020 It's been unleashed upon the world. And in time for New Year's Eve. Many thanks for this awesome mapset, Zylinderkatze. 1 Quote Share this post Link to post
Zylinderkatze Posted December 30, 2020 (edited) It's time to leave the shackles behind~ I'm officially not evil anymore. Whew. That was a scary moment. And of course as soon as everything's live, you realize that there are some glaring errors that you never noticed before, that frankly.. had to be new because how could you have overlooked them for all this time? This, for example.. *shudders* The first thing you see when you start the first map.. >_> Yeah. That actually is new. But that doesn't make it any less awkward. I adjusted the height of this ceiling as one of the last things.. ..and I somehow forgot to check the Y-axis texture alignment of the surrounding area afterwards. That's what happens when you make last minute adjustments to your project ^^;; Such a noob mistake. I also discovered a few mis-tagged enemies, resulting in a.. "Demon-and-Spectre huddle" in one spot E1M8. And that's one of the ones I didn't catch. That's not even considering the ones I did catch. ..so.. yeah. 12 hours ago, wrkq said: release a v1.1 Pretty much xD To be fair, though, after I posted that "it's done" entry last night (at 4am xD), I was pretty much done, too. I hope everyone will enjoy the levels- and please do not hold back criticism, because I know there's still room for improvement. Maybe more than "room".. maybe more like.. house for improvement. ^^; Also, as I'm sure some have noticed, I decided against including the old version of the game.. because it should.. "shine" on its own. It has a very retro titlepic of its own that was thankfully(?) preserved.. along with a map screen, too.. just a whole bunch of stuff. And it's all very 90's-terrible. It'll come out.. I dunno.. when I set my mind to it? Not within the next week. But here's a treat.. the original 1996 title pic of the beta when I saved it to that disk: So 90's. So much going on. Thanks, 1996's Zylinderkatze xD And yes, if you zoom in or have good eyes, you can see that I ran things under the.. imagined "company name" of Alpha-Epsylon Productions back then. Because I thought that was cool. I wonder what my 2045 self will think about my current self, looking back xD But after all that rollercoaster of emotions.. feedback! 13 hours ago, tam said: Nowhere near done yet. Thank you, Tam, for the ongoing support, cooperation and provided sanity. The "thanks for the provided sanity" actually goes to all of you here, as well. Thanks for all the support! <3 13 hours ago, InDOOMnesia said: Big congratulations! I'll have fun playing this, for sure. Thanks! So much :) I hope you do- but please don't hesitate to let me know if you don't. And why ^^; 13 hours ago, ketmar said: i am disappoint. Thanks, dad. xD 13 hours ago, ketmar said: sorry for not giving you more playtesting feedback Oh, that was never your job or obligation, though.. I should've actually called out for dedicated playtesters- that's what I meant when I ranted about the lack of playtesting, in my last post ^^; 13 hours ago, ketmar said: my sourceport You mean.. k8vavoom!? :o 13 hours ago, ketmar said: i don't even know which one i love more Aww.. thanks :3 That goes both ways! I enjoy the forum communication just as much as the actual mapping ^^ 12 hours ago, wrkq said: BEFORE THE DEADLINE?! "After the deadline is before the deadline". Wait. No. That doesn't make sense. Yes, I suppose.. but really just very barely. And with bugs, no less. But I guess that makes it real? 12 hours ago, wrkq said: That took some patience It might've. Yes. Just a smidge. I did roam the forums and pestered some directly invovled people through direct messages, though. Sorry for that, btw, those people xD 12 hours ago, wrkq said: chasing perfection never ends Indeed. I know there will always be something to improve- even after the obvious mistakes are gone; Parts to make easier, harder, more fun, more challenging, less bland.. But this project, as it is.. will.. hopefully.. not undergo more than maybe one official revision to crush all the bugs that slipped through with this initial release.. and then that revised WAD will be wad.. what it is. And remain that way. By this I mean: I will likely go through this "thing" and fix stuff actual misalignments and mistagged difficulties- and anything that everyone who plays it might find.. but I will not change level architecture anymore. Aside from maybe finding a way to better hint at how to finish E1M5 >_> 12 hours ago, wrkq said: wait another 25 years I don't want to promise anything.. I actually don't have any direct comparison / personal metrics on how much more (or less) time it takes me to make a new level from scratch compared to remodeling and "fixing" an exisiting map. So I can't know if I'll get done with "Episode 2" in 2021.. but right now that is what I am at least considering to do ^^; Actually I can cheat a little because E2M1 is already done.. It's the only thing from 2010 that survived. 12 hours ago, wrkq said: darn nice work with the episode map Thanks, I do believe it was a ("just under a") week well spent ^^ 6 hours ago, Adamast0r said: Many thanks You're more than welcome. I really hope it'll be fun to play. ... Now excuse me while I wash off all the evilness xD Edited December 30, 2020 by Zylinderkatze 4 Quote Share this post Link to post
tamara mochaccina Posted December 30, 2020 I just hope people love my music as much as I loved the levels ^^" 3 Quote Share this post Link to post
ketmar Posted December 30, 2020 1 hour ago, Zylinderkatze said: You mean.. k8vavoom!? :o that's the only way i'm playing Doom. because if you're not using your own sourceport, who else will do? ;-) also, we'll have shadowmapping in the next build, yay! and yes, sprites casts shadows too. aren't you excited and already want to create some maps for it?! ;-) (i hope nobody noticed how i... stealthly injected k8vavoom PR into this thread) 2 Quote Share this post Link to post
wrkq Posted December 30, 2020 4 hours ago, Zylinderkatze said: I'm officially not evil anymore. Whew. That was a scary moment. ... wha? But... Oh, you mean back from hell evil to standard cat evil? ^^; 4 hours ago, Zylinderkatze said: And of course as soon as everything's live, you realize that there are some glaring errors that you never noticed before, that frankly.. had to be new because how could you have overlooked them for all this time? Yeeeep, it always happens Relaaaaaax. :) 4 hours ago, Zylinderkatze said: ..so.. yeah. 16 hours ago, wrkq said: release a v1.1 Pretty much xD Ahem. Don't forget the important part. 16 hours ago, wrkq said: sometime around February or later. Let your gears cool down and don't over-rev for a while. :) 4 hours ago, Zylinderkatze said: (at 4am xD) Can confirm! 4 hours ago, Zylinderkatze said: So 90's. So much going on. Thanks, 1996's Zylinderkatze xD Does... does that Cyberdemon has a protruding square chin added? And yeah, that's just about the right mood for a 1996 titlepic. :p 4 hours ago, Zylinderkatze said: So I can't know if I'll get done with "Episode 2" in 2021.. but right now that is what I am at least considering to do ^^; Take it slow, take it easy, have fun with it. :) 2 Quote Share this post Link to post
Zylinderkatze Posted December 30, 2020 (edited) 5 hours ago, tam said: I just hope people love my music as much as I loved the levels ^^" I, for one, absolutely love the music you put out, Tam! I have to admit I didn't get to play the full experience (the URE2020 wad with your music on top) until just now.. but now that I did (using GzDoom to load both resources and have the HQ audio supported), it feels even more "complete" than just the levels by themselves. I wholeheartedly recommend that those using a port that sup..port..s.. custom audio (ogg) should try URE2020 with Tam's music for it :3 Edited December 31, 2020 by Zylinderkatze 1 Quote Share this post Link to post
Zylinderkatze Posted December 30, 2020 3 hours ago, ketmar said: nobody noticed nobody noticed. Though for some reason I kind of want to try and write levels with k8vavoom support.. weird. No idea where that thought came from. 4 Quote Share this post Link to post
Zylinderkatze Posted December 31, 2020 23 hours ago, wrkq said: a protruding square chin You know, that's very likely just a scaling or resampling thing. I was a weird child.. but not cyberdemon-square-chin-adding weird ^^; On 12/30/2020 at 10:26 PM, wrkq said: Relaaaaaax Actually, I'm pretty chill right now. I know that this isn't the most important thing in the world.. and every level can be finished.. so I'm good for now ^^; On 12/30/2020 at 10:26 PM, wrkq said: don't over-rev for a while I actually didn't really feel like I was going too hard or too fast, even towards the end. And I'm still inspired and excited to continue. Some time in early 2021. Not right now xD 2 Quote Share this post Link to post
Zylinderkatze Posted January 5, 2021 (edited) Three posts in one? How does he do it? And.. why? 1: What is that I hear? Oh.. oh! It's music! =D I just listened to some of the stuff that @Lippeth is working on, for this WAD.. and I am positively blown away. It's the MIDI Yin to my Episode's Yang, much like @tam's Metal Riffs were the Yang to my Episode's Yin. I can only very hardly wait to play the whole WAD with Lippeth's music added. So many different layers and levels of musical delight :3 2: Where'd it go? Furthermore, The email I received in response to my "/idgames" upload (the "Idgames upload verification" one) gave me a "Undelivered Mail Returned to Sender" when I replied to it.. I read somewhere else on this forum that the mails are still getting through but.. since that was a week ago, I don't know- I have no experience with how long the verification process takes and I don't even know if the mail went through. I sent a message to Bloodshedder but I have a feeling they get tons of messages and mine might drown in that flood. I suppose we'll see what will happen ^^; 3: Mancubus Surprise. Alternative title: Who gave ZK access to DOOM2? I've had the wakeup & attack sounds of the Mancubus enemy stuck in my head for a few days now and decided to act on it. I had an idea that gradually formed in my head and here's the current state of things: Going well, I see! It's a very early throw.. there's even less detail in there as in URE2020.. but I do enjoy the way it is going so far xD I still need to get the hang of how to best use the Doom2-particular enemies, try out some tricks.. you know, the usual. But this scene already plays out the way I wanted it to. It's a very unfair combination of projectile- and hitscan-enemies, though.. but I survived! See? That means it's too easy. Also, I'm not sure where this map is going to go from here.. I think I'll instead focus on URE2021 (in its own thread, no less- stay tuned!) ..and leave this thread for the remaining "bugfix-", "/idgames-" and "music-" updates that actually relate to this subject xD Edited January 5, 2021 by Zylinderkatze 5 Quote Share this post Link to post
wrkq Posted January 5, 2021 1 hour ago, Zylinderkatze said: Alternative title: Who gave ZK access to DOOM2? Brace yourselves... 1 Quote Share this post Link to post
Zylinderkatze Posted January 7, 2021 (edited) Oh.. guess what! I started a new thread. So much for "waiting until February" >_> In it, I mentioned the drawings that I found (remember)? And when I looked at them again, I realized that one of the examples I showed in a followup post.. (this one) ..actually already (kind of) went into the game.. namely E1M9. (here) Not sure how obvious that is to someone who isn't me.. but I though that was kind of cool to point out x3 Edited January 7, 2021 by Zylinderkatze 6 Quote Share this post Link to post
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