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Doomworld Maximum Project 2023 - Uploaded!


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25 minutes ago, Obsidian said:

 

Very much appreciated. :)

 

Oh yeah, and @lubba127? Your map appears to exceed the resource limit and also replaces stock resources, are you able to fix it or shall I just remove it from the compilation? Same deal as the last 2, get back to me with an update within a week. 👍

I sure can. I'll see if I can get it done tonight, hardest part should be trimming down file size.

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Okie doke, so trimming the fat is a lot harder than I thought it'd be... I'm gonna do some more tomorrow because I need to start getting creative with what I can cut - odds are I can't sneak past you to smuggle in a megabyte and a half of extra asset data lol.

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15 minutes ago, lubba127 said:

Okie doke, so trimming the fat is a lot harder than I thought it'd be... I'm gonna do some more tomorrow because I need to start getting creative with what I can cut - odds are I can't sneak past you to smuggle in a megabyte and a half of extra asset data lol.

 

I think I can allow a bit of leeway for the file size (the original rule was mainly to stop people handing in 100mb monstrosities or maps with entire unaltered texture sets shoved into them), but only on the condition that you rename the textures you used with a three-letter prefix to prevent any resource clashes. Hopefully that's a bit more agreeable.

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12 minutes ago, Obsidian said:

 

I think I can allow a bit of leeway for the file size (the original rule was mainly to stop people handing in 100mb monstrosities or maps with entire unaltered texture sets shoved into them), but only on the condition that you rename the textures you used with a three-letter prefix to prevent any resource clashes. Hopefully that's a bit more agreeable.

Sure, is there any way for me to rename all of my textures without de-texturing the entire map or will I just have to accept the tedium of repainting it?

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48 minutes ago, lubba127 said:

Sure, is there any way for me to rename all of my textures without de-texturing the entire map or will I just have to accept the tedium of repainting it?

 

You can at the very least use the Find and Replace tool in your map editor of choice, but for the most part it will just be busy work. I do have to insist on it though: I already get too many submissions where the mappers don't bother changing their texture names and it leads to scenarios where 2 (or more) mappers have all attributed the same texture names to completely different textures. If I'm gonna waive the rules for you, I'd prefer to waive just the one.

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@Obsidian just one more question... when compiling, do you add each WAD into a central pk3 file where all the assets exist attached to the pk3? I ask because it would make my job a lot easier if the compilation already housed resources that I'd be using like OTEX lumps or WFALL lumps; say someone has already submitted a WAD that uses OTEX or waterfall textures, I could delete most of my texture repository in service of file size while also not needing to repaint the whole map.

 

The answer is probably no, and in the time between sending this message and you reading I will already be going through the process of repainting, but maybe it's something to consider for next time? For you and I both.

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The need to maintain compatibility with non-GZDoom source ports (which is mainly just DSDA-Doom at this point) necessitates the continued usage of the wad file format. I will however say that both OTEX and the WFALL# textures have been used in other submissions, so if you'd like to exclude those from your submission I wouldn't mind.

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3 hours ago, Obsidian said:

The need to maintain compatibility with non-GZDoom source ports (which is mainly just DSDA-Doom at this point) necessitates the continued usage of the wad file format. I will however say that both OTEX and the WFALL# textures have been used in other submissions, so if you'd like to exclude those from your submission I wouldn't mind.

cool! so I just axed all of the OTEX and WFALL textures and added "L" as a prefix to every remaining texture and flat. retextured the whole map with the help of the find function, and all and all I really hope this will work with the rest of the DMP WAD. Sorry my submission has been such a pain and thank you very much for all the help! 

FIXED

 

ParadiseDMPdemo.zip

Edited by lubba127
an alt+tab revealed I am a bit dim -_-

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8 hours ago, Obsidian said:

 

Erm...

 

Screenshot_Doom_20240121_212407.pngScreenshot_Doom_20240121_212150.png

editing this post again to submit yet another revision, this time ran through OTEX and replacing every missing texture I could find. SHOULD be good now. Thank you for your patience. ParadiseDMPdemov2.zip

Edited by lubba127
correction, file upload

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On 1/1/2024 at 6:24 PM, Obsidian said:

I'll look to get the first playable version out sometime this month though.

End of month. Where? >:(

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Great! Everything's working fine on my map (unlike in DMP2016 where it was put in map 35 slot, which screwed the music and the sky in vanilla, heh). The hub is cool too, heh.

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its not opening with my latest prboom msg appeared was

"111:13 string too long. Maximum size is 8 characters..."

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1 hour ago, Zahid said:

its not opening with my latest prboom msg appeared was

"111:13 string too long. Maximum size is 8 characters..."

 

It's probably worth mentioning that this beta should be played with either GZDoom or DSDA-Doom thanks to the map aspects utilized in some of the submissions. If a PrBoom+ version were to be made, it would have to exclude the maps made with those particular ports in mind: it's not a task I am considering taking up, but if someone else wants to take the liberty of doing so I will not mind in the slightest.

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23 minutes ago, Obsidian said:

 

It's probably worth mentioning that this beta should be played with either GZDoom or DSDA-Doom thanks to the map aspects utilized in some of the submissions. If a PrBoom+ version were to be made, it would have to exclude the maps made with those particular ports in mind: it's not a task I am considering taking up, but if someone else wants to take the liberty of doing so I will not mind in the slightest.

 

i'm on DSDA-Doom v0.27.5 and have the same issue (also it does not like that the soundinfo calls for compy3 and compy4: lumps that don't even exist

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I may be missing something but regardless of which map I select in the hub area, the portal takes me to the first map. 

Love the hub area, btw :)

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8 hours ago, Phoenyx said:

The same issue happens on DSDA-Doom too

 

3 hours ago, stochastic said:

I may be missing something but regardless of which map I select in the hub area, the portal takes me to the first map.

 

oh balls

 

I'll put out an update before the end of today, heh.

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Alright, so I managed to address the problems people reported, but now DSDA-Doom gives me a generic Signal 11 error when I try to run the compilation. Here's the updated version if anyone thinks they can figure this out: my best hypothesis is that DSDA-Doom (much like Eternity) doesn't like the presence of PNGs in the wad, but at this moment in time I can't find any documentation that would confirm it.

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I've already started to shamelessly record a modded playthrough on my Youtube if anyone's interested. I played the first level with Colourful Hell Plus.

 

Spoiler

 

 

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Giving the Cacodemons the ability to infight does kinda hose the difficulty, it must be said. :P Cheers for the video.

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We have an update! Massive thanks to violentlycar on Discord for figuring out what was causing the DSDA-Doom crash, I fixed it up and now version 1.1 is ready!

 

Also thanks to @General Rainbow Bacon and @Xenaero for doing some pre-beta testing for me, y'all are an absolute godsend. I didn't mention y'all in the initial post, so I'm doing it here. :P

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