Xerenogan Posted March 17, 2023 On 3/16/2023 at 11:47 AM, BluePineapple72 said: Sometime this afternoon I'll try and finish the remaining player sprites but no promises. I'll *maybe* get them done after work. Again, no promises. The final version of the wad will be available next week though. Oooh! Looking forward to it. I really like the skin and mugshot. 1 Quote Share this post Link to post
Peccatum Mihzamiz Posted March 18, 2023 (edited) @Keyboard_Doomer If you like this custom player sprite you might also enjoy the one that @BluePineapple72 made for PUSS: Pac-Man Doom. Check it out :) I believe that one is already in an Odamex collection. Edited March 18, 2023 by Peccatum Mihzamiz 1 Quote Share this post Link to post
BluePineapple72 Posted March 18, 2023 19 minutes ago, Peccatum Mihzamiz said: @Keyboard_Doomer If you like this custom player sprite you might also enjoy the one that @BluePineapple72 made for PUSS: Pac-Man Doom. Check it out :) I believe that one is already in an Odamex collection. It’s in Insanity Deathmatch Skin edition. 90% sure that’s for Zandronum. 1 Quote Share this post Link to post
BluePineapple72 Posted March 20, 2023 Version 1 has arrived! I'll be doing a small update to fix any nagging issues that are present in any future playtests (like aspect ratios and softlocks) WELCOME! ZORGLO BLAZCOWICZ! 10 Quote Share this post Link to post
Keyboard_Doomer Posted March 27, 2023 In addition to what I already reported here are some more issues that were noticed in the second half of the wad: MAP16: - players will get stuck behind a tree (thing 104) if they fall behind it either from sector 14 or (with infinitely tall actors disabled) from sector 25 - 10 monsters (things 158-167) don't teleport in because they have the ambush flag - it seems like there's no way to kill the archvile (thing 4) that keeps reviving the chaingunner (thing 3) so both of them prevent getting 100% kills - missing texture on line 149 MAP18: - missing textures on lines 391 and 521 - HOM on line 2328 if software rendering is used - Judging from the 2FO_BM01 texture usage modern source ports seem to generally render transparent parts of a texture on 1-sided linedefs as black. However, this was not the case in vanilla or Boom so in a port that doesn't implement this the texture looks hopelessly broken. The texture also looks differently in software rendering in PrBoom+/DSDA-Doom than it does in OpenGL and in other ports. MAP20: - stuck if archviles blast you into sector 357 or 373 MAP21: - it's easy to go around the torches on the pyramid at the start so players can then get stuck by falling to the base level on both sides (sections of sectors 112 and 175 between the torches) - a slight misalignment on line 3088, also maybe the wrong texture on line 3024 (visible in the previous screenshot) and line 1675? MAP22: - HOM coming from sectors 960 and 962 if more than one tag 18 linedef is crossed (which is almost certain to happen) MAP23: - players can get stuck by falling from sector 445 to sector 633 MAP24: - nitpicking here but the texture alignment on several lines near sector 488 could be improved MAP25: - monsters in the closets in the south area of the map do not wake up and thus never teleport in - a voodoo doll (thing 274) is in the void instead of sector 893 MAP30: - Same as MAP01, there are textures with text that don't have both dimensions that are a power of 2 so they look broken in ZDaemon. boom_compatible actually went ahead and changed this in the TEXTURE1 as part of the coopfix and I'm sure he'll be happy if you decide to use the modified lump. Also, one of the player sprites, PLAYC4C6 is misnamed as PLAYC4C8 so it doesn't show in-game. As before, thanks to boom_compatible for some of these reports and here's a copy-paste from the coopfix README of the multiplayer-specific issues he fixed for last week's TNS: MAP18: - There is a W1 elevator in the start area. Build a teleport to the next area. - Players can fall between sector 78 and 86 and get stuck. Adjusted the geometry of sector 78 to avoid this issue. MAP21: - Only one player can go to the skulls keys area. Removed the tag from sector 360 (5->0). - If a player use the red skull on lines 6929/7736/7745 HOM will occur and the path will be blocked. Removed the line action from these lines. MAP25: - Players can get stuck in the BFG area (sector 62) if someone opens the doors (sectors 26/437, tag 21) for this area after the 2 S1 switches. Modified line 6236 (2->86) to WR and built a voodoo doll loop. - Crossing line 4376 closes the path to the blue skull area with sector 668 (tag 11) and players in the previous area can't progress. Modified line 3303 (0->1) to DR. Modified line 3301 (32->26) to DR. MAP28: - Lines 177/178/179/180 are W1 teleport. Modified these lines (39->97) to WR. - Crossing line 10309 raises sector 758 (tag 50) closing the path to the red skull area. Modified line 7813 (0->13599) to open the path again. MAP29: - Lines 4700/4679/4692/4680 are W1 teleport. Modified these lines (39->97) to WR. - Archvile can launch the player outside the playable area (sector 772). Impassable lines where needed. 2 Quote Share this post Link to post
BluePineapple72 Posted March 27, 2023 10 hours ago, Keyboard_Doomer said: In addition to what I already reported here are some more issues that were noticed in the second half of the wad: MAP16: - players will get stuck behind a tree (thing 104) if they fall behind it either from sector 14 or (with infinitely tall actors disabled) from sector 25 - 10 monsters (things 158-167) don't teleport in because they have the ambush flag - it seems like there's no way to kill the archvile (thing 4) that keeps reviving the chaingunner (thing 3) so both of them prevent getting 100% kills - missing texture on line 149 MAP18: - missing textures on lines 391 and 521 - HOM on line 2328 if software rendering is used - Judging from the 2FO_BM01 texture usage modern source ports seem to generally render transparent parts of a texture on 1-sided linedefs as black. However, this was not the case in vanilla or Boom so in a port that doesn't implement this the texture looks hopelessly broken. The texture also looks differently in software rendering in PrBoom+/DSDA-Doom than it does in OpenGL and in other ports. MAP20: - stuck if archviles blast you into sector 357 or 373 MAP21: - it's easy to go around the torches on the pyramid at the start so players can then get stuck by falling to the base level on both sides (sections of sectors 112 and 175 between the torches) - a slight misalignment on line 3088, also maybe the wrong texture on line 3024 (visible in the previous screenshot) and line 1675? MAP22: - HOM coming from sectors 960 and 962 if more than one tag 18 linedef is crossed (which is almost certain to happen) MAP23: - players can get stuck by falling from sector 445 to sector 633 MAP24: - nitpicking here but the texture alignment on several lines near sector 488 could be improved MAP25: - monsters in the closets in the south area of the map do not wake up and thus never teleport in - a voodoo doll (thing 274) is in the void instead of sector 893 MAP30: - Same as MAP01, there are textures with text that don't have both dimensions that are a power of 2 so they look broken in ZDaemon. boom_compatible actually went ahead and changed this in the TEXTURE1 as part of the coopfix and I'm sure he'll be happy if you decide to use the modified lump. Also, one of the player sprites, PLAYC4C6 is misnamed as PLAYC4C8 so it doesn't show in-game. As before, thanks to boom_compatible for some of these reports and here's a copy-paste from the coopfix README of the multiplayer-specific issues he fixed for last week's TNS: Reveal hidden contents MAP18: - There is a W1 elevator in the start area. Build a teleport to the next area. - Players can fall between sector 78 and 86 and get stuck. Adjusted the geometry of sector 78 to avoid this issue. MAP21: - Only one player can go to the skulls keys area. Removed the tag from sector 360 (5->0). - If a player use the red skull on lines 6929/7736/7745 HOM will occur and the path will be blocked. Removed the line action from these lines. MAP25: - Players can get stuck in the BFG area (sector 62) if someone opens the doors (sectors 26/437, tag 21) for this area after the 2 S1 switches. Modified line 6236 (2->86) to WR and built a voodoo doll loop. - Crossing line 4376 closes the path to the blue skull area with sector 668 (tag 11) and players in the previous area can't progress. Modified line 3303 (0->1) to DR. Modified line 3301 (32->26) to DR. MAP28: - Lines 177/178/179/180 are W1 teleport. Modified these lines (39->97) to WR. - Crossing line 10309 raises sector 758 (tag 50) closing the path to the red skull area. Modified line 7813 (0->13599) to open the path again. MAP29: - Lines 4700/4679/4692/4680 are W1 teleport. Modified these lines (39->97) to WR. - Archvile can launch the player outside the playable area (sector 772). Impassable lines where needed. Bless you for these comments. Especially the lump. Will save me A LOT of time. 0 Quote Share this post Link to post
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