Demonologist Posted November 11, 2021 Greetings, to whoever made map13 - that is some competent mapmaking, and a well-calculated challenge. My hat's off to you, mysterious anon, hope there's more where this one came from. 4 Quote Share this post Link to post
Infected Animal Posted November 14, 2021 The pistol sounds like a ghostly voice getting off, the shotgun doesn't have any sound, the submachinegun has a cocking back sound that doesn't do anything and gets annoying quick and all 3 of them don't use any ammo. I hope you can fix these for the next release cuz they're really strange and annoying 0 Quote Share this post Link to post
Shepardus Posted November 15, 2021 59 minutes ago, Infected Animal said: The pistol sounds like a ghostly voice getting off, the shotgun doesn't have any sound, the submachinegun has a cocking back sound that doesn't do anything and gets annoying quick and all 3 of them don't use any ammo. I hope you can fix these for the next release cuz they're really strange and annoying Sounds like you're not using a compatible source port. 4 Quote Share this post Link to post
ChopBlock223 Posted November 15, 2021 Yeah, that's a compat issue, only DSDA supports Ad Mortem currently, ports like GzDoom don't yet work. 2 Quote Share this post Link to post
P41R47 Posted November 15, 2021 From DOOM with Love is an interesting fork of DSDA-Doom that is also compatible with MBF21 2 Quote Share this post Link to post
Infected Animal Posted November 15, 2021 17 hours ago, Shepardus said: Sounds like you're not using a compatible source port. OOhhh, that explains it, sorry for the misreport 0 Quote Share this post Link to post
borogk Posted December 15, 2021 I discovered this WAD today, one of my friends directed it to me, saying it has some of my spritework. It's the first time my work showed up in any WAD, so naturally I was excited :) TLDR another person is credited as the sprites author and I don't think it's fair. Sprites are clearly copied from my work (not just inspired by, as shown in the details below). I'll put the details in spoilers, as they may contain, well, spoilers for this WAD ;) Spoiler Here are sprites credits in the supplied readme (AD_MORTEM.txt): *Sprites* -Green Halloween Barrels, Cacolatern, HUD by Vaeros. -"Gargoyles, Satyr, and other decoration items" from Realm667 -''Skeletons'' from Mayhem '19 -"Rocket w/ legs, Pumpkinhead, King boner'' by Punch you in the face man Two sets of sprites are highlighted - Rocket w/ legs and Pumpkinhead. These sprites are something I made and released as a part of my YT video project back in May - https://youtu.be/Mpcxe81k5BQ Direct link can be found in video's description, but I'll put it here too https://bit.ly/3bRDt4a SP00* from AD_MORTEM.WAD are copied from pumpkinman.wad SP03* from AD_MORTEM.WAD are copied from one of the mods involving "rocket with legs" (rwlchaser.pk3, rwlpinky.pk3 or rwlpinky.wad) The sprites are not a 100% match, but pretty darn close. Pumpkinman was recolored Rocket with legs looks upscaled and retouched here and there, but otherwise stays the same I've put couple of examples above, but the same is true for all the other rotational sprites. You can compare my WADs/PK3 and Ad Mortem WAD respectively. I wouldn't care if no credit would be given at all, but actually giving the credit to another person with no mention of me as the source - not cool! Sorry for the lengthy post, I hope it's just an honest mistake that can be cleared up :) don't want to start bad blood or anything. @Vaeros @punch you in the face man 7 Quote Share this post Link to post
punch you in the face man Posted December 15, 2021 21 minutes ago, borogk said: things Sorry about that. Definitely didn't intend to take credit for your work and I didn't even look at the credits until now. I'm guessing that Vaeros credited me because he wasn't given any other credits and assumed they were mine. We should've compiled credits for the resources we used more thoroughly before releasing the wad. There are some other sprite credits missing and those need to be cleared up for the next version. Vaeros has been MIA for a while, but I'll give him the missing credits for what I used. Thanks for bringing this to my attention, and again I apologize. 6 Quote Share this post Link to post
borogk Posted December 15, 2021 1 hour ago, punch you in the face man said: Sorry about that. Definitely didn't intend to take credit for your work and I didn't even look at the credits until now. I'm guessing that Vaeros credited me because he wasn't given any other credits and assumed they were mine. We should've compiled credits for the resources we used more thoroughly before releasing the wad. There are some other sprite credits missing and those need to be cleared up for the next version. Vaeros has been MIA for a while, but I'll give him the missing credits for what I used. Thanks for bringing this to my attention, and again I apologize. No worries, thanks for the response! With so many resources small oversights are inevitable. I’d never think my one-off artwork would end up in a cool project like yours :) Cheers! 3 Quote Share this post Link to post
Ralphis Posted December 28, 2021 Hi guys, have been testing this in Odamex as we work on MBF21 support. A couple things: rsky1/rsky2/rsky3 graphics are not properly classified as patches (between the markers in the wad). Something to fix, but I think this is the only occurrence of this. In some ports, especially as MBF21 support is added, the sky may not render correctly. We didn't actually make note of the specific maps, but there are some spots that can soft lock on coop. This wad is a BLAST to play with friends but it seems like you can sometimes get permanently locked out of a room. 2 Quote Share this post Link to post
Xaser Posted December 28, 2021 7 hours ago, Ralphis said: rsky1/rsky2/rsky3 graphics are not properly classified as patches (between the markers in the wad). Something to fix, but I think this is the only occurrence of this. In some ports, especially as MBF21 support is added, the sky may not render correctly. Sorry for randomly butting in, but ideally this shouldn't make a difference. In vanilla, all it takes to add a graphic as a patch is putting it in the PNAMES lump (the PP_ markers are just an old convention from early wad editing tools and aren't actually used), and if the wad is directly replacing the RSKY* lumps then there's no need to do anything else since those are already defined in doom2.wad's PNAMES. If Oda is doing something different, maybe there's some old-zdoom legacy code doing something weirdly? Or maybe there's something else naughty with the wad -- on my phone right now so I can't check it out myself (what vile laziness! :P ) 1 Quote Share this post Link to post
ChopBlock223 Posted December 28, 2021 17 hours ago, Ralphis said: We didn't actually make note of the specific maps, but there are some spots that can soft lock on coop. This wad is a BLAST to play with friends but it seems like you can sometimes get permanently locked out of a room. Thanks for playing, glad to hear you had fun! Do you recall at all where these points were, even by description? Spoiler I must also say that Double Impact is one of my cherished favorites! 1 Quote Share this post Link to post
Ralphis Posted December 29, 2021 15 hours ago, Xaser said: Sorry for randomly butting in, but ideally this shouldn't make a difference. In vanilla, all it takes to add a graphic as a patch is putting it in the PNAMES lump (the PP_ markers are just an old convention from early wad editing tools and aren't actually used), and if the wad is directly replacing the RSKY* lumps then there's no need to do anything else since those are already defined in doom2.wad's PNAMES. If Oda is doing something different, maybe there's some old-zdoom legacy code doing something weirdly? Or maybe there's something else naughty with the wad -- on my phone right now so I can't check it out myself (what vile laziness! :P ) Fantastic. Thanks for the insight @Xaser. I'm not sure why the issue is popping up then, but will explore it further. 5 hours ago, ChopBlock223 said: Thanks for playing, glad to hear you had fun! Do you recall at all where these points were, even by description? Hide contents I must also say that Double Impact is one of my cherished favorites! We'll be running through it again many times so I'll try to get more concrete info. The library area of map05 was one of them, the cyb at the beginning of map10 presented a bit of an issue on respawn but not technically a "soft lock", and players got stuck in-place at the beginning of map13 on respawn but im not sure why at a glance. Also, thanks for the kind words and glad you enjoyed it! 3 Quote Share this post Link to post
Ralphis Posted December 30, 2021 Just as a follow up, the sky thing does appear to be an Odamex behavior because the skies were not defined in the mapinfo for those maps (nor by a linedef transfer, etc). It's something that will be "fixed" in Odamex, but it might be worth defining the skies with the mapinfo keys as well as it's possible some engines will fall back to a default sky as the new editing features are standardized. 1 Quote Share this post Link to post
punch you in the face man Posted March 4, 2022 Hello. In Vaeros's absence, an anon from /vr/ stepped up and compiled some map updates and various other fixes for an unoffical v4. Includes the DecoHack source like I promised a while ago. If you'd like to play Ad Mortem I'd recommend this version for the time being. Feel free to report any bugs that still may exist. Here are two download links:https://mega.nz/file/erwV0IbC#LE6uNgNAXh8CkxNhZpFxY3cxMWrS6_eaO92ZdotUfhohttps://www.mediafire.com/file/ng9rgx5l77wkofs/AD_MORTEMv4.zip/file 6 Quote Share this post Link to post
CryptidWorks Posted March 20, 2022 So I've attempted running both V3 and V4 in both the lastest 64-bit and 32-bit versions of GZDoom. I'm stuck with this weird glitch where the sounds on the weapons are totally broken and my ammo doesn't actually go down when I shoot. 0 Quote Share this post Link to post
ChopBlock223 Posted March 20, 2022 36 minutes ago, CryptidWorks said: So I've attempted running both V3 and V4 in both the lastest 64-bit and 32-bit versions of GZDoom. I'm stuck with this weird glitch where the sounds on the weapons are totally broken and my ammo doesn't actually go down when I shoot. Sorry to say, but GzDoom doesn't yet support all of this MBF21 stuff, so you'll have to play it in something like DSDA. Probably Graf will eventually add support for it, but if not, then a GzDoom patch can eventually be devised, providing replications of missing behavior. I could potentially do one of those, but it'll be no time soon, I'm very busy with my own project and I've got a lot of people waiting impatiently for me. 2 Quote Share this post Link to post
rzh Posted March 20, 2022 36 minutes ago, ChopBlock223 said: I'm very busy with my own project and I've got a lot of people waiting impatiently for me. 94 Protons? 1 Quote Share this post Link to post
CryptidWorks Posted March 20, 2022 1 hour ago, ChopBlock223 said: Sorry to say, but GzDoom doesn't yet support all of this MBF21 stuff, so you'll have to play it in something like DSDA. Probably Graf will eventually add support for it, but if not, then a GzDoom patch can eventually be devised, providing replications of missing behavior. I could potentially do one of those, but it'll be no time soon, I'm very busy with my own project and I've got a lot of people waiting impatiently for me. Downloaded DSDA with the launcher and got it working Thanks 1 Quote Share this post Link to post
Senty Posted March 24, 2022 I've been testing out AD MORTEM on GZDoom's dev builds, and it seems they've been ironing out the kinks of their MBF21 support. I immediately notice the gun sounds doesn't bug out compared to the stable version. I can't make anymore in-depth tests, as I've been busy with other things. 3 Quote Share this post Link to post
Ralphis Posted August 9, 2022 On 3/3/2022 at 8:01 PM, punch you in the face man said: Hello. In Vaeros's absence, an anon from /vr/ stepped up and compiled some map updates and various other fixes for an unoffical v4. Includes the DecoHack source like I promised a while ago. If you'd like to play Ad Mortem I'd recommend this version for the time being. Feel free to report any bugs that still may exist. Here are two download links:https://mega.nz/file/erwV0IbC#LE6uNgNAXh8CkxNhZpFxY3cxMWrS6_eaO92ZdotUfhohttps://www.mediafire.com/file/ng9rgx5l77wkofs/AD_MORTEMv4.zip/file Do you know if there were any subsequent updates to this wad that would have moved toward "finalizing" it? Ad Mortem is great and it deserves an official /idgames release. 5 Quote Share this post Link to post
ChopBlock223 Posted August 9, 2022 2 hours ago, Ralphis said: Do you know if there were any subsequent updates to this wad that would have moved toward "finalizing" it? Ad Mortem is great and it deserves an official /idgames release. The way I recall Vaeros putting is it that he wanted to wrap it up for this Halloween. Hopefully he'll return and be part of doing that, I had this map in mind I wanted to do last year but just couldn't due to bad time management and mapper's block, and I know Vaeros had more weapon reskins in mind. The looming threat of continuing Ad Mortem puts fire in my ass, let's hope I'll have 94 Protons Of /vr/ in shape by then. 2 Quote Share this post Link to post
MacGuffin Posted August 9, 2022 5 hours ago, ChopBlock223 said: Hopefully he'll return and be part of doing that Even if he doesn't, there's plenty of anons willing to take charge in his absence and finish what was started. Stay tuned. 3 Quote Share this post Link to post
Ralphis Posted August 9, 2022 That's great news. @ChopBlock223 @MacGuffin do either of you know if there are some credits floating around right now for who contributed/made some of the custom sprites and textures? 0 Quote Share this post Link to post
punch you in the face man Posted August 10, 2022 2 hours ago, Ralphis said: do either of you know if there are some credits floating around right now for who contributed/made some of the custom sprites and textures? There's a newer unofficial version of Ad Mortem with updated credits, should have everything. Didn't get around to posting it here for a while because I'm not the one who made it. https://mega.nz/folder/e7Al3RyJ#5wvEjr9AupzvZzTcYDqFzg 6 Quote Share this post Link to post
Ralphis Posted August 10, 2022 2 hours ago, punch you in the face man said: There's a newer unofficial version of Ad Mortem with updated credits, should have everything. Didn't get around to posting it here for a while because I'm not the one who made it. https://mega.nz/folder/e7Al3RyJ#5wvEjr9AupzvZzTcYDqFzg Thanks for the help! 2 Quote Share this post Link to post
Vaeros Posted October 24, 2022 (edited) kept you waiting, huh? It's spooky month, are you bored? wanna play some hard halloween-themed maps? Well, what are you waiting for. play some AD-fucking-Mortem right NOW or king boner will haunt you at night. AD MORTEM - ''PHASE 2'' Update: -Some bugs and issues from older maps are now fixed. -More graphics/sprite rework! Special thanks to: Chopblock223 and Captain Mozzarella. -A new enemy has appeared: "The Gremlin" -9 New spooky Maps (screenshots included): Spoiler Map07: "Little Church of Horrors" by Anon Map09: "Bold Catechumen" by RancidSam Map10: "Every Damn Night" by Hand-peleed Map11: "Keelhaul Handball" by donk_konk Map13: ''Return to Castle Cacostein'' by Anon Map15: "As Above, So below" by Sitri Map17: "Under a Bloated Fungoid Moon" by Coffee Achiever. Map19: "Don't cry, Marine'' by GuyWithTeaCup Map23: "Tears from God" by LunchLunch Download file is on the front page/OP. Important note: I really want to say thanks to the anon who lead and managed this project and everyone who collaborated with more new content and maps during my absence. You guys did an awesome job. See you in Phase 3. :] Edited October 24, 2022 by Vaeros 24 Quote Share this post Link to post
Vaeros Posted October 25, 2022 I just want to point out that the WAD works pretty fine and it's playable with the latest version of GZDoom. I hadn't checked that out before, My bad! 3 Quote Share this post Link to post
LateToDOOM2020 Posted October 25, 2022 This is amazing! I booted it up and the music and monsters are so different than what I expect for my typical doom wads I play. Great WAD🎃 4 Quote Share this post Link to post
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