Gez Posted October 6, 2015 ScottGray said:Only problem is there's no ' in the font. That can be fixed. 0 Quote Share this post Link to post
ScottGray Posted October 6, 2015 Gez said:That can be fixed. By adding one to the DBIGFONT.LMP? 0 Quote Share this post Link to post
Job Posted October 6, 2015 Gez said:That can be fixed.That's good to hear. I was supposing if it couldn't, we'd just have to break it down from "it's" to "it is" for example. It'd look silly to have a contraction without the apostrophe, though. :) 0 Quote Share this post Link to post
Dexiaz Posted October 6, 2015 Thanks, Scott. I already did "EndGameC" and deleted other maps in last uploaded build. 0 Quote Share this post Link to post
ScottGray Posted October 6, 2015 Sorry man was looking at the wrong pk3. This Bigfont stuff is a pain in the ass, I can't convert the new png to DBIGFONT.LMP I was trying to use doomcrap-0.1.4's font generator but no joy. heres the new DBIGFONT image. https://www.mediafire.com/?r7b6fzrvlbg5kc2 Some one else fancy giving it a bash. 0 Quote Share this post Link to post
Gez Posted October 6, 2015 https://anonfiles.com/file/9bc4a34679bc51f544311ddeaaf57450 Here you go. I've added the ' and " character to the big font found in psxdoom.pk3. I didn't use ScottGray's image since, well, he posted it while I was working on mine. 0 Quote Share this post Link to post
ScottGray Posted October 6, 2015 Nice one Gez. What tools did you use to convert it to .lmp? 0 Quote Share this post Link to post
Gez Posted October 6, 2015 ImageTool. It was weird though. I used ImageTool to convert the bigfont to a BMP, then edited the BMP to add the characters, and then ImageTool again to convert the BMP back to bigfont. But then the palette got weird, instead of red characters they became blue for some reason. So I re-exported the font back to BMP, and re-reconverted this blue BMP back to font, and the colors were back to their original -- looks like ImageTool swapped the R and B channels during conversion, so swapping it back made things okay. 0 Quote Share this post Link to post
ScottGray Posted October 6, 2015 That's bizarre, that would have sent me into a rage and taken the colour out my hair working that out. I also had weird thing happen, I pasted Jobs ending text in into word to convert it to lower-case, then copied it to doom builder. At first the ' wouldn't display in game, so I went back and seen the ' were all present. After scratching my head raw I tried retyping the ' and they were different for some reason, really strange. Here they are again with the right kind of ' . http://www.mediafire.com/download/e2yl44pg0obi08r/d6end.zip 0 Quote Share this post Link to post
Gez Posted October 6, 2015 Yes, Word has "smart quotes" which means that it replaces the straight ' and " into slanted versions ‘ or ’ and “ or ”. Problem is, these left and right versions aren't ASCII characters so they depend on character encoding and font support that may not necessarily be present. http://www.techadvisory.org/2013/12/word-tip-turning-smart-quotes-off/ 0 Quote Share this post Link to post
ScottGray Posted October 6, 2015 smart quotes, I never realized they had a name. I suppose it's clever stuff .... "he says as the mouse pointer slowly moves to click on the guide to turn them off, forever!" 0 Quote Share this post Link to post
ScottGray Posted October 7, 2015 Guys I was thinking about nightmare imps. I know absolution is a long way off but there’s nothing wrong with having them ready. Maybe they could make a special appearance in NRFTL. Anyway here’s a prototype PSX Nightmare Imp. There’s a map in there called test01, if you warp to that you can see them in action. This is just a starting point, room for improvement in there am sure. ID 400 uses normal Imp sprite with subtractive blending enabled, new purple coloured fire ball, speed and all that based on the Doom64 stats. http://www.mediafire.com/download/ihc4c4asw04420w/PSXNMIMP.PK3 Actor PSXNightmareImp : PSXDoomImp 400 Health 60 PainChance 50 Speed 14 Actor PSXNightmareDoomImpBall : PSXDoomImpBall Speed 16 There’s also blue fireball sprites in there which I think look better and feel more PSXish. Just change both NMBL in the decorate.txt to NMB2 that will swap the sprites round. 0 Quote Share this post Link to post
Devalaous Posted October 7, 2015 Hmm, the beta for PSX Doom had nightmare imps that had the same double health as nightmare demons. I wouldn't be opposed to them being added to NRFTL with the original doubled health, as restoration of cut content, just like how we have Innermost Dens in Lost Levels. Its a shame no info exists on the fireballs it shot, aside from "just as deadly accurate" 0 Quote Share this post Link to post
Dexiaz Posted October 7, 2015 Nightmare Imps would be awesome in Absolution mappack. Don't know about NRFTL. I found this issue: I think I should just "lift" lowered sector. What do you think? UPD: Fixed: P.S.: What do you think about release trailer when this project will be finished? 0 Quote Share this post Link to post
Tritnew Posted October 7, 2015 Lift lower would be better, about a release trailer, I'd love one. ;v; Anyways, I have to agree that the Nightmare Imps would fit better for Absoulution. 0 Quote Share this post Link to post
Dexiaz Posted October 8, 2015 Tritnew said:Lift lower would be better I can't do it lower due to Face-blocks on Cyberdemon area. But thanks. Trailer is already done, but I'll upload it only when project will be finished on 100% (that's why video called "Release trailer"). P.S.: Ok with Nightmare Imps, but what about MotherDemon? 0 Quote Share this post Link to post
Tritnew Posted October 8, 2015 DeXiaZ said:I can't do it lower due to Face-blocks on Cyberdemon area. But thanks. Trailer is already done, but I'll upload it only when project will be finished on 100% (that's why video called "Release trailer"). P.S.: Ok with Nightmare Imps, but what about MotherDemon? Would be Interesting to see the Mother Demon, but Is Absolution going to be DOOM 64, but with PSX DOOM? I think a Cyberdemon would be better as the final boss, but I'd like to see how the Mother Demon would be If the sprites and movements were done PSX style. 0 Quote Share this post Link to post
Devalaous Posted October 8, 2015 Dexiaz, did you make sure that edit also applied to Forsaken Keep, if its a shared area? 0 Quote Share this post Link to post
RichardDS90 Posted October 8, 2015 Wow. The new walls at the end of Forsaken Keep/Warrens actually looks a lot better. Impressive. :) 0 Quote Share this post Link to post
Dexiaz Posted October 8, 2015 Ragnor said:Dexiaz, did you make sure that edit also applied to Forsaken Keep, if its a shared area? I always thought that Forsaken Keep isn't Warrens. Just same locations on planet/dimension. I'll fix it later if it makes sense Well, ending-text isn't finished? 0 Quote Share this post Link to post
Job Posted October 8, 2015 Ragnor said:Dexiaz, did you make sure that edit also applied to Forsaken Keep, if its a shared area?Why, oh why, did I see Foreskin Keep in that? :( 0 Quote Share this post Link to post
Devalaous Posted October 9, 2015 DeXiaZ said:I always thought that Forsaken Keep isn't Warrens. Just same locations on planet/dimension. I'll fix it later if it makes sense Well, ending-text isn't finished? Throughout development there's been issues with edits to one of the levels not being carried over to the other. Just making sure it doesn't happen again :) Job said:Why, oh why, did I see Foreskin Keep in that? :( Remember, you can circumcise the cacos by sealing the door behind you :) 0 Quote Share this post Link to post
Job Posted October 9, 2015 Ragnor said:Remember, you can circumcise the cacos by sealing the door behind you :)Well played! 0 Quote Share this post Link to post
Tritnew Posted October 9, 2015 You can circumcise them with your own fist by using a berserk pack tho. 0 Quote Share this post Link to post
Dexiaz Posted October 9, 2015 OK, guys! Here we go: http://www.mediafire.com/download/9hn12dsohckaffh/PSXLOST_build_09.10.2015_by_DeXiaZ.7z Fixed all found bugs (maps lost01, lost11, lost18, lost21, lost29, lost62), fixed ending text (D6END [Scrolling in the end text] by ScottGray + DBIGFONT.lmp by Gez), added old-new titlepic (specially for The Lost Levels by me and BaronOfStuff) Well...what's now? I only know I must redone my psxlostmus.pk3 but only after final release of the psxlost.pk3 Is this .pk3 finally finished? 0 Quote Share this post Link to post
Devalaous Posted October 9, 2015 I assume this is where Eris got the name "The Innermost Dens" from, a thing Tom Mustaine himself said :p I'll give the new PK3 a look shortly, im working on some Terraria stuff atm thats higher priority. 0 Quote Share this post Link to post
Dexiaz Posted October 9, 2015 I fixed name as "Innermost Dens" 2 or 3 builds ago. So it's ok. 0 Quote Share this post Link to post
Tristan Posted October 9, 2015 Yeah, I found it kinda funny that Mustaine cited MAP14 as his favourite map in Doom 2, then immediately got its name wrong, so its a silly reference to that :) 0 Quote Share this post Link to post
Nrg01 Posted October 10, 2015 Lost18 - Black Tower. I guess this is the same situation DeXiaZ found at The Warrens level. Gonna keep looking around. Using God Mode, fooling around, looking for bugs. 0 Quote Share this post Link to post
Devalaous Posted October 10, 2015 Wonder if we should rename Black Tower to Black Keep..its not really a tower no more.. 0 Quote Share this post Link to post
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