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Dimension of the Boomed


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Well maybe not all red ones, since I remember that blinking base switch is a major exception, but medieval Q switches that are red are distinct from brown ones in that they're shootable, at least in official levels.

 

Finished it, haven't encountered any other real problems. There are distinct messages in Doom for locked D actions and locked S actions - one prompts that door can't be opened, the other that object can't be activated. It seems that new messages don't have this distinction, likely duplicated. I remember more than one occasion when a locked button told me that a door can't be opened.

 

And one of my vintage retarded nitpicks: MAP07 sectors 1416 and 1467 - floor too bright? Not sure if intentional. This is just something I accidentally spotted without looking for any of such things, so I don't know if there's anything similar in the vicinity.

 

Lighting is probably the most impressive thing about this wad, besides "scripting". I'm usually not fond of complicated lighting, and a lot of the attempts to emulate newer engines' smooth lighting look off, but here it was pulled off really well.

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  • 1 month later...

I've updated my compatibility patch for Samsara. The only difference is that the Lost Soul's maximum health changed without me noticing so I had to correct that.

Speaking of mods, are you running into any unexpected trouble with your QCDE and truecolor versions? I thought you said you'd release it after seeing what might have to be adjusted for the next version of QCDE, but I haven't heard anything since that was updated at the end of August.

samsara-dotbcompat.rar

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I had a bit of trouble with version 1.5 and got distracted by other things for a bit. But 1.5 has been updated recently so I ought to check how that works. In terms of progress, maps 1 to 7 are converted to QCDE, and I don't foresee any particular problems in converting Ziggurat.

 

---

 

Yeah, 1.5.1 works fine. Here's the beta version for those interested, because it certainly could use some testing. In the meantime I'll crack on with converting Ziggurat.

 

 

DotB_QCDE.jpg.7e08494e73aae71390e3de63de7e37d7.jpg

 


I've play tested it extensively with Ranger, but there undoubtedly are bugs and glitches remaining, which I would be very grateful to hear about. Please let me know if you find anything odd, wrong or plain broken either here or on the ZDoom forum.

Edited by Urthar

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I played through it with Caleb and nothing went wrong there, and now I'm currently halfway through a playthrough as Terminator to see if any spaces are too small for him. So far, the only one I've noticed is right at the end of map01, where there's a large health pickup behind the slipgate.

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Oh yeah, heavies are physically bigger... and slower too which might break a few lift and door timings. Ok, something to add the list.

Edited by Urthar

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So I'm done with the Terminator playthrough now, and only found one other space I couldn't get into:

Screenshot_Doom_20180929_113225.png.1bdb73f1f9ffdaca4bc0c123c42ffa32.png

The secret unlocked in there is still accessible if you shoot the switch from the water below, but you kind of have to guess where to aim.

On another note, just about anyone can jump over these bars in map05, so they should probably be higher:

Screenshot_Doom_20180929_120343.png.31ae06422acb2d8cc0e3af8eff2dba8c.png

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@SiFi270 Thanks, should all be fixed now, probably.

 

The full version is now available, see first post.

 

3fpts5T.jpg

 

Since QC:DE has it's own separate music pack anyway, I elected to replace the Quake OST with suitable Midi alternatives by the following composers:

  • Parallel Dimensions, Retribution Dawns - Silent Zorah
  • Burial Chamber - Nabernizer
  • Become The Hunted, Barons Province, The Ravens Nest - Jimmy
  • Egypt, Demetria  - Ribbiks

It also reduces the file size quite dramatically, and gives the QC:DE version a more upbeat feel.

 

Changes have been made to the QC:DE monsters, to smooth out the single player experience for this mapset. Generally they act more like their Quake originals, and the DeathKnight and Scrag projectiles are now easier to manage. Additionally, I did a full difficulty pass on all the maps, and fine tuned stuff.

 

The weapon-mod-friendly true-colour version is up next, and hopefully it should be fairly quick to build since I won't have to test any gameplay changes, and I can lift a lot of work out of the QC:DE version.

Edited by Urthar

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The space behind the map01 exit is still too tight for heavy champions. Also this one's on me for not checking before because I just decided I was done after map06, but the difficulty selection portals in map07 are also too small, but the one leading back from the episode selection hub to the first room is already the right size, as are the ones taking you out of the last episode's room.

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  • 2 weeks later...

Thanks SiFi270, hopefully everything is fixed now.

 

Screenshot.jpg.1885e52b484bff40ce95d650ae17eca6.jpg

 

Additionally the True Colour mod friendly version is now available and the original has also been updated. Mods using compatiblity patches, probably no longer need them.

 

See the first post for links and details.

Edited by Urthar

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I was going to dowload the mapset, but Mediafire would have none of it and decided to redirect me to a file I had downloaded previously. I eventually managed to download the thing, but it promped me to download a ZIP file with a suspicious name that contained god knows what immediately afterwards. I strongly suggest you to take the time to upload your stuff somewhere else, if possible.

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I checked the links and downloaded the files, and everything seemed ok. No idea what's happening there, but I'll look into mirroring the files at ModDB. I did realise however that the fontdefs in TrueColour break in Zandronium, so stick with GZDoom until I fix that.

 

For the time being, I'll temporary upload TrueColour here since it's under the 25MB limit.

Edited by Urthar

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3 hours ago, Urthar said:

I checked the links and downloaded the files, and everything seemed ok.

 

It's not a problem with the links themselves, or something that happens all the time. It's just Mediafire as a whole. It's full of ads, and sometimes it'll open more tabs with even more ads (which sometimes try to download things to your computer). Not the greatest site, is all I'm saying.

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Ah right, I see. I use uBlock Origin, but I have noticed recently that Mediafire has been nagging me to unblock it whenever I download from it. (Naturally, I always decline.) I'm in process of hosting the files on MODDB, but it will take at least a few days to authorise.

 

That was quicker than expected, updated links in first post to point at ModDB.

Here's the general mod page.

Edited by Urthar

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Updated the True Colour version to DOTB_TC3


Fixed crash bug at cluster intermission in Zandronum.
Renamed Quake monster sprites to protect against being possibly overwritten by a mod.
Added additional resources in early levels to compensate for elevated threat of low-tier enemies in various mods, as per NGX's suggestion.

Edited by Urthar

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  • 1 month later...

Congratulations on winning this year's Cacowards! A truly well-deserved award! DOTB was my personal favourite of this year and I hope that the next episode(s), whenever they come, will be as good and as imaginative as this perfect example of your skillfulness with the editor!

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AL-97 beat me to it, but I'd nevertheless also like to congratulate you on the well-deserved Cacoward. Such a beautifully crafted episode and a definite highlight of the year for me too.

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Congrats from my side, too! Right after the first test candidate I saw the potential of this wad, mentioning how smoothly the Quake graphics have been implemented and how enjoyable it is to play the maps.

 

Now it's time to write what we are all thinking: What are the chances for a second episode?

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Looks good, but most of the sounds are missing!

 

 

Fixed it.  I usually install wads in a separate directory from GZDoom, but wads have been loading with errors and missing data when they're loaded in a directory other than the directory GZDoom is in. Weird.

Edited by Dave_Billing
Issue resolved.

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9 hours ago, Dave_Billing said:

Looks good, but most of the sounds are missing!

 

 

Fixed it.  I usually install wads in a separate directory from GZDoom, but wads have been loading with errors and missing data when they're loaded in a directory other than the directory GZDoom is in. Weird.

Use a launcher like ZDL instead of dragging and dropping files.

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19 hours ago, VGA said:

Use a launcher like ZDL instead of dragging and dropping files.

I configured Windows 10 to associate the files with GZDoom.  It used to work flawlessly but now it causes problems.

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  • 2 weeks later...
  • 3 weeks later...
On 12/11/2018 at 1:43 PM, Urthar said:

Thank you all kindly, hopefully before the end of next year this will be a thing...

 

ZMagic.png.82c2d7b7da5b638a87ff3ff226e26ddc.png

 

mind sharing how you've created this ceiling?

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Ellipse Tool to create 2 concentric ellipses matching the ceiling texture, then draw in the segments and apply 181 plane slope thingy.

ZMagicCeiling.jpg.ce045520213dc7acc6fc565356cc8f07.jpg

In the Textures Lump I'm also extending the edge of the texture from 192 to 256. In ZDoom a texture that isn't a power of 2 in size will generally screw up if applied to a sloped surface or flat.

 

I'm also using an additional trick to get rid of a visible texture seam, by joining the central quadrants together and applying a second version of the texture, but you could get the same result by just creating a single 512x512 instead of using two 256x256's.

ZMagicTexture.jpg.1d840846c581e515b0e1507a8dad0dfd.jpg

Edited by Urthar

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  • 6 months later...

I hate to bump an old thread like this, but I really enjoy using the modified chaingun and I was wondering if anybody had a link to a mini mod that replaces the standard chaingun with the modified one

Edited by TheWolfman00001

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1 hour ago, TheWolfman00001 said:

I hate to bump an old thread like this, but I really enjoy using the modified chaingun and I was wondering if anybody had a link to a mini mod that replaces the standard chaingun with the modified one

 

Here you go: MGUN.zip

 

(It doesn't work in ChocolateDoom, but it tested fine in CrispyDoom and ZDoom, so I guess it should be ok.)

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