Demon of the Well Posted June 5, 2017 Congratulations to Jaws, Dobu, Eris, and all the rest of the team. It's a cool set and a worthy successor to the motley adventure that was the original, and I'm proud to have been involved, even if only in a small way. 6 Quote Share this post Link to post
pulkmees Posted June 5, 2017 Playing through the maps and noticing a lot of cool new textures(rearranged from old ones, but still good). Are they from the original TNT or what's the deal? Any chance of a wad with only the new textures being released for others to use maybe ? Or maybe they are already uploaded somewhere ? 0 Quote Share this post Link to post
Gothic Posted June 5, 2017 (edited) I'm sure the current texture pack is still a mess, because there are still missing textures from TNT that Jaws deleted, but since nobody used these, the maps are unaffected. If I'm not mistaken, most of the textures can be found on the Realm667 repository. Edited June 5, 2017 by Gothic 0 Quote Share this post Link to post
Reisal Posted June 5, 2017 On 5/29/2017 at 6:34 PM, JohnnyTheWolf said: Awesome! Â Are there plans for a widescreen status bar, though? Â GZDoom lets you scale up your status bar in the scaling options. 0 Quote Share this post Link to post
Lila Feuer Posted June 5, 2017 I applaud the amount of effort that's gone into this and am definitely going to be giving this a go as soon as I get back into Doom. 1 Quote Share this post Link to post
NightFright Posted June 5, 2017 (edited) But then it also consumes more screen space. :P Â Anyway, it's not wrong. Widescreen statusbars are not really necessary any more. Edited June 5, 2017 by NightFright 0 Quote Share this post Link to post
Gothic Posted June 5, 2017 I wanted to add a widescreen status bar, but it looked bad on Doom Retro, and it didn't made any difference on PRboom. 0 Quote Share this post Link to post
PsychoGoatee Posted June 5, 2017 2 hours ago, dobu gabu maru said: If you downloaded the version with the 2017-06-05 edit, then that's the most current one. The text and .deh files didn't need to be edited after their respective dates. The one I downloaded just now from the idgames link has a 6/04 edit (around 7pm) for TNTR.wad, which the version I downloaded last night also had. Is there supposed to be one with a 6/05 modified date for the WAD file inside the zip? Â Congrats on completing this epic project too! 0 Quote Share this post Link to post
EffinghamHuffnagel Posted June 6, 2017 (edited) 55 minutes ago, PsychoGoatee said: The one I downloaded just now from the idgames link has a 6/04 edit (around 7pm) for TNTR.wad, which the version I downloaded last night also had. Is there supposed to be one with a 6/05 modified date for the WAD file inside the zip?  And does that one have the OB_WOLFSS string restored to the dehacked?  Edit: looking back through the thread, I saw that that obit string 'makes whacked crash when saving'. Does it make specific ports crash? Edited June 6, 2017 by EffinghamHuffnagel 0 Quote Share this post Link to post
mrthejoshmon Posted June 6, 2017 I have to say I adore the music in this wad, great stuff. 1 Quote Share this post Link to post
Gothic Posted June 6, 2017 (edited) delete please Edited June 6, 2017 by Gothic 0 Quote Share this post Link to post
Gothic Posted June 6, 2017 26 minutes ago, EffinghamHuffnagel said: And does that one have the OB_WOLFSS string restored to the dehacked?  Edit: looking back through the thread, I saw that that obit string 'makes whacked crash when saving'. Does it make specific ports crash? No, Whacked is not a port. 0 Quote Share this post Link to post
dobu gabu maru Posted June 6, 2017 1 hour ago, PsychoGoatee said: Is there supposed to be one with a 6/05 modified date for the WAD file inside the zip? As long as the file is 6/04 or 6/05, you'll be good. 1 Quote Share this post Link to post
EffinghamHuffnagel Posted June 6, 2017 2 hours ago, Gothic said: No, Whacked is not a port. Yes, I know Whacked is not a port. Since that obit string could have been added to the internal dehacked in Slade, I was wondering if it was left out because it also caused some ports to crash; if there was something weird about that specific string. 0 Quote Share this post Link to post
Gothic Posted June 6, 2017 It didn't do any harm to any port, but I ended removing it anyways. I should have added a LANGUAGE lump fixing that string but it's too late now. Oh well. 0 Quote Share this post Link to post
leodoom85 Posted June 6, 2017 After finishing a map, I'll play this mapset in it's entirety and have some fun... 0 Quote Share this post Link to post
Obsidian Posted June 6, 2017 2 hours ago, EffinghamHuffnagel said: Yes, I know Whacked is not a port. Since that obit string could have been added to the internal dehacked in Slade, I was wondering if it was left out because it also caused some ports to crash; if there was something weird about that specific string.  The obituary is for ports that can support it (mostly ZDoom derivatives, but there may be others): WhackEd will crash if you open the patch, but all you need to do is delete the line in Notepad and it'll be up and running again. The external patch doesn't need it though on account of it being purely for vanilla compatibility, so you're better off opening that. 0 Quote Share this post Link to post
FearTheReaper Posted June 6, 2017 (edited) I figured as much  it's the same file when loading savegame didn't bombed me out to desktop with wrong game version message. Still, I'm using Crispy Doom for this as normal Choco lacks any alt hud for widescreen view, plus these colored status bar numbers are useful. I see status bar is variation of earlier tested one since Devilution split, to look like displayers/panel glass. ;p Edited June 6, 2017 by FearTheReaper 0 Quote Share this post Link to post
Officer D Posted June 6, 2017 Currently best mapset 2017 for me. Thank you to the makers. 2 Quote Share this post Link to post
Pirx Posted June 6, 2017 17 hours ago, dobu gabu maru said: Hey y'all, the update is live! This should be the *final* version, of course, assuming we caught all the bugs.  Download TNT:Revilution here  Special thanks to Gothic for doing all the DEHACKED work, and to anyone else that caught the bugs beforehand. The team put a lot of hours into this adventure, so I hope you guys enjoy all our hard work!  Here are some nifty pics of the project:  Reveal hidden contents               thumbs up for the official release!  i have followed discussion only loosely since the club played an unfinished version, now i'm curious to see how it turned out.   0 Quote Share this post Link to post
Gez Posted June 6, 2017 There's a weird bug in MAP07. Line #1143 has a floor donut action on tag 0. Now people generally won't discover that because it's just the edge of a step. But if they accidentally press space while climbing the stairs, the level warps strangely. (Also, sector #84 is tagged when it shouldn't be. The time I wasted trying to find the "secret" that was opened along with the lowering of the platform, because I heard these clunk sounds that stopped sooner than the platform's...) 0 Quote Share this post Link to post
FearTheReaper Posted June 6, 2017 In cases like this when it's finally done... "It's not a bug, it's a feature" ;D 0 Quote Share this post Link to post
dobu gabu maru Posted June 6, 2017 3 hours ago, Gez said: There's a weird bug in MAP07. Ah, damn. Jaws is still project lead so I defer all coordination & judgment to him, but my personal stance is not to update the wad until there's an egregious game-breaking bug, or enough of them that it warrants an update (I'm mainly stating this to tell folks not to worry about waiting for a final2.0 update). Thanks for taking note of it! 0 Quote Share this post Link to post
Gothic Posted June 6, 2017 (edited) 5 hours ago, dobu gabu maru said: an egregious game-breaking bug. Literally unplayable. Â Â Â Changing this (and adding a LANGUAGE lump) won't affect your saves on chocodoom or gzdoom, so a sneaky update wouldn't be that bad (not sure about demos though). Also this only gets noticed on gzdoom. Edited June 6, 2017 by Gothic 0 Quote Share this post Link to post
Gez Posted June 7, 2017 Moar bugs, this time in MAP14: the secret blue area that led to the western balcony of the starting room no longer leads there. There are a few problems with that. with mouselook, you can see the lack of texture where the connecting sector was removed, look here behind the crosshair: https://i.imgur.com/G1wLyH4.png that makes it a secret you can't reach in normal conditions, because there's no way to go to sector #92 (still marked secret) without flying or noclipping line #2313 still has a "lift" effect that doesn't work anymore, but if you trigger it you still hear "clunk" sounds and it's weird 1 Quote Share this post Link to post
SSGmaster Posted June 8, 2017 I played the first 14 maps and it's pretty good so far but damn map 3 and map 4 were hard for earlier maps of a TNT mapset. I like the "kill us" door and I wonder why we don't see that kind of textures more often in doom wads because it's a nice touch imo (kinda like the corridor before the TP room to hell in Doom 3). 1 Quote Share this post Link to post
Gez Posted June 8, 2017 Very minor stuff this time.  MAP16: a few lines that have no reason to be hidden from the automap; remnant of when the tunnels were branching out I guess. https://i.imgur.com/HTt1DFj.png https://i.imgur.com/uEBu8tM.png  MAP17: a cell pack in the void, remnant of a removed secret. (In the pillar with the knights, near the cyberdemon.) 0 Quote Share this post Link to post
leodoom85 Posted June 8, 2017 I'm currently playing at map 16 with Complex Doom+LCA and I'm having a blast with this mapset. The music is also really good. The maps are not hard to navigate, so it's hard to get lost. That "KILL US" door texture is a nice addition and it was the first thing that caught my attention...This mapset is a serious candidate for a cacoward. Great job for the people who contributed in this mapset!!! 1 Quote Share this post Link to post
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