OneSwellFella Posted May 24 Hey, it's the plays-Doom-on-his-phone guy. Just wanted to say that I'm up to map 28 I think? Still on HMP with Led's Generic Weapons. It's slow going, but you made a great wad. 1 Quote Share this post Link to post
bofu Posted June 13 Apologies for the bump, I had to release one more update which fixes a potential softlock in MAP33, as well as an elevator platform being damaging when it shouldn't have been (thanks @Mr. Meanor for bringing both things to my attention!) The final boss has also gotten a damage upgrade for melee attacks, there's been a very slight rebalancing of MAP26, additional coop-spawn enemies for MAP33, and a potential crash was fixed with the widescreen graphics patch when playing back demos. 3 Quote Share this post Link to post
treulosetomate Posted June 17 Hi! I have question. On 10/4/2021 at 10:50 PM, bofu said: Compatibility with MBF21-enabled source ports and GZDoom, with recommended/required compatibility settings bundled right into the WAD itself. How does this work exactly? Do I choose MBF (strict) or Default? When I choose Default, it gives me the same flags as with any other WAD. 0 Quote Share this post Link to post
bofu Posted June 17 (edited) 5 minutes ago, treulosetomate said: Hi! I have question. How does this work exactly? Do I choose MBF (strict) or Default? When I choose Default, it gives me the same flags as with any other WAD. I believe Default should be fine. I embedded options into the wad itself, but the important pieces are that "Boom Scrollers are additive" is true and that MBF21 features are enabled. In the last stable version of GZDoom, there was a floor movement behavior setting that I had to set due to a bug in GZDoom, but that should be fixed in the newest stable version (not that it will affect you either way). Edited June 17 by bofu 0 Quote Share this post Link to post
treulosetomate Posted June 17 4 minutes ago, bofu said: I believe Default should be fine. I embedded options into the wad itself, but the important pieces are that "Boom Scrollers are additive" is true and that MBF21 features are enabled. In the last stable version of GZDoom, there was a floor movement behavior setting that I had to set due to a bug in GZDoom, but that should be fixed in the newest stable version (not that it will affect you either way). "Boom Scrollers are additive" is set to "yes" in MBF (strict) but "no" in Default. :o 0 Quote Share this post Link to post
bofu Posted June 17 1 hour ago, treulosetomate said: "Boom Scrollers are additive" is set to "yes" in MBF (strict) but "no" in Default. :o I think the wad overwrites it via ZMAPINFO, so you shouldn't need to change it. 0 Quote Share this post Link to post
treulosetomate Posted June 18 Ok, thanks. I'm wondering, because I can still run over/under monsters on Default. If anything breaks, I'll just switch the boom scrollers manually. 1 Quote Share this post Link to post
bofu Posted June 18 5 hours ago, treulosetomate said: Ok, thanks. I'm wondering, because I can still run over/under monsters on Default. If anything breaks, I'll just switch the boom scrollers manually. Nothing should break with going over/under monsters. You may notice an enemy or two escape a monster closet early. Boom Scrollers is the only real crucial setting in the latest GZDoom as it can cause softlocks in a few maps if not set. MBF might be the one I was thinking about. 1 Quote Share this post Link to post
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