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Everything posted by Darch
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Thank you! I've replaced those graphics and included you in the credits. Pirate Doom 3: Call of Booty
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Thanks, @Aurelius! I had a 'custom colormap' that wasn't really compatible with this palette. Generating a new one with Slade did the trick.
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So, I'm messing around with an experimental palette that doesn't follow the Doom pattern (the colors are unsorted). I converted some textures to it with Slade and everything was fine until I opened DoomBuilder: the textures looked like this in 'visual mode' (they displayed correctly in the texture browser screen) Then I ran it with GZDoom; it displayed correctly in truecolor, but not in software mode: So, my question is, do all custom palettes need to follow the same color pattern as the default Doom palette? (I'm going to replace all the graphics, so no worries about the HUD.)
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Wrong sector tag :P Fixed, thanks!
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Yes, thanks! I haven't uploaded it to IDGames yet, and there will be a co-op version without the music changers. Unfortunately, if I move that exit line a bit further, I'll have to build an entire scenario outside of that building, especially if players decide to look back. Fixed, thanks!
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Yes, in the future, I still want to watch some playthroughs to make sure everything is alright. Thanks!! Both sides have the same triggers. The intended way to lower the platform is by shooting the spinning target, but you can also lower it by pressing on it. This can only be fixed if port developers allow voodoo dolls to activate music changers, which is not possible at the moment. As far as I know, only ZDoom and GZDoom allow this.
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I have a widescreen statusbar done too, I removed it because some ports didn't support it. Here it is, in case someone want to use it: And I believe the image used for the background is this: edited with correct status bar graphic, the other one had an older font
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Here's the final version: DOWNLOAD The main changes between this version and the latest beta are: - Witch Doctor and his minions' sprites recolored by @plums(big thanks!!) - Most secrets have been marked again - New grog bottle sprite and some additional decorations - MAP27 rebalanced to be quicker and easier - New Colormap by plums - Tons of texture alignments, graphic clean ups and slimetrails fixes. Also, big thanks to @Scuba Steve for improving all weapon graphics and animations, along with many other graphic enhancements. And many thanks to all beta testers! Have fun!
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I think it's ready, actually. Just doing some final tests. Will probably release this week. Thank you! The tracks I wrote were made specifically for their maps :) Which port are you using? I didn't hear this with fluidsynth in Dsda nor GZDoom (it sounded completely different on each port to me). In GZDoom, there was one loud tom then it goes back to normal. Probably something with the midi velocity or expression. Fixed, thank you!
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Glad you had fun, thank you! Fixed, thanks
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Fixed, thank you!
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I did, I caught the stream live :)
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They don't. You must be referring to the Revenant's projectiles, which do emit bird sounds, because parrots
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[complevel 9] Entanglement (on /idgames)
Darch replied to Demonologist's topic in WAD Releases & Development
Wow! Looks beautiful! Downloading -
Silent teleporter teleports player the wrong direction?
Darch replied to Lizardcommando's question in Editing Questions
I think flipping the linedef solves this -
Guess I just used the default soundfont of the tested ports (PortMidi, FluidSynth). Which soundfonts are you using, and what issues are you experiencing?
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That's actually me, haha
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Thanks! In theory, it is already multiplayer compatible (coop). However, since it uses a lot of music changers and online ports don't really implement that feature, there will be a version without music changers for Zandronum and Odamex. I believe it will be ready next month!
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Yes, I've compared those sounds and some others with their default Doom counterparts, and they were indeed louder. I slightly compressed them so they'll sound a bit lower.
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Thanks for the feedback! Well, yeah, the fire staying on the floor is a feature, but it was kind of hacky to do so with Dehacked, and there's this side effect of looping itself sometimes. I don't know if there's a way to fix it. I asked for help in this thread years ago: ..and @holaareola came up with the code. It's been a while since he doesn't visit Doomworld, but maybe he can help if he sees this (or somebody with enough dehacked knowledge)
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Agreed. Your point is valid, but there's no need to discuss it here. My opinion on the subject is the same as Plum's. Maybe he and I can discuss via PM what to do with these sprites.
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I prefer the green version, but nice edit @Gothic!! I like it! Even better if the horns could have its browns back, but I guess that would be a lot of work.
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Well, I'm sorry to hear that; this is meant to be a light and fun mod, and not to offend anyone. These monsters were based on characters from other games, like the Cannibals from Monkey Island 1 and The Fetishes and Shaman Fetishes from Diablo 2. The Gatling gun is included simply because it is an effective weapon against low-tier monsters, as is the shotgun. That said, I think I would made their skin color green or dark gray if I made it nowadays. But they were made for PD1 ten years ago, and changing their skin color would require remaking them from scratch, which is a lot of work. The Arch-Vile is the monster with the most frames, and just adding the skull helmet for PD2 took a huge amount of time. I tried remapping their colors in Slade, but it looked really bad. If there is someone more skilled than me interested in changing their colors, I wouldn't mind changing them. But I don't think anything in this mod should be taken too seriously, and they're not even human.
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Well, this is a wad on the easy side. Considering the theme and art style, I think it shouldn't be too hard. It will eventually get harder on EP03, and of course, you can pistol start or even use -fast or -coop monsters if it's too easy for you. I had unmarked many secrets because of the automap, but now they're marked again. The next version will have most of the secrets back. I got it, players want their secrets marked! By the way, you can find secret slot 5 weapons in the first half. But yeah, everything is presented slowly. My general rule was to introduce one new thing per map, be it a monster or a weapon. Although you can find new weapons and even new monsters in secrets before the map where they would be "officially" introduced. The barrel is just a graphical replacement, what was janky about it?