Jump to content

Obsidian

Super Moderators
  • Posts

    6096
  • Joined

  • Last visited

Everything posted by Obsidian

  1. I've been using a program called Doomword ever since I started making Doom content in earnest: it does only one thing and it does it well. :P There are more flexible programs out there, but this one is fairly simple to use and has a few options like font size and colour should you want to use them.
  2. ...according to the files I have, yes. Heh, you'd have to ask @Bobby "J about that one.
  3. Alrighty, update 1.4 is up! Thanks to the both of you for those bug reports and special thanks to @WindbagJacket for providing the names of the textures in question, makes my life easier. :D
  4. Boo! I didn't forget! This is a compilation of 32 of the maps from the 69th Abyssal Speedmapping Session, carefully curated and adorned by graphics. The second and third compilations will hopefully be not too far behind. 👍
  5. I'll be honest, I have no clue how to fix that. That error originates from obake's map and somehow they have their sprites defined in their TEXTURES lump, which is something I legitimately hadn't seem before this. It doesn't seem to break anything though, so I just shrugged and moved on. At a guess I'd say that actor numbers are clashing somewhere in the DECORATE. I'll do some digging.
  6. Alright, update time! I'm thinking that December 10th will make for a good upload date, so let me know if there's any particularly disastrous bugs present in the compilation before then. :)
  7. Alright, new beta time! Added the updated maps, fixed up some discrepancies and disabled MAP30 telefragging in MBF21 and ZDoom-compatible ports.
  8. Could you describe the error please? Is it to do with telefragging or does the problem stem from somewhere else?
  9. I've heard theories about microphones in smartphones and computers being accessed without permission to gather data as well, which is potentially more likely.
  10. I'd have phrased it a bit more kindly, but yeah, IcarusOfDaggers has a point: there are many projects on this forum that are vying for people's attention and no-one is under obligation to play your work, so it pays to handle things with a bit of decorum when releasing it into the wild. I'd also recommend checking out the link Icarus put in their first post, it's got a fair few pointers that are quite useful for folks releasing their first public work.
  11. Thanks to the both of you for catching those bugs! Turns out the UMAPINFO had a missing quotation mark and the aforementioned sounds must've gotten lost in the compiling process (and the SNDINFO thinking they were still in a folder wasn't helpful either, heh). I've fixed them up and now Beta 1.1 is ready to download. Or downloab, if that's more your speed.
  12. Hahaha, I like how GZDoom's actor lighting fucks up the hack I did for the black sky. :P Good stuff @Clippy!
  13. Oh yeah, @digithead100, I actually did a couple fixes to your map myself. :P That problem with the Arch-Viles was solved by swapping out the self-referencing sector for a height transfer and I made it so you can't press the switch to escape the office cubicles before raising the stairs by putting some action linedefs around it. Shall I keep my edits or would you prefer I use your update?
  14. The submissions, they stretch for miiiiiiiiles... I'm getting there, I promise.
  15. If you're looking for inspiration, it might be worth checking out Eternal's 2X2 series. Nightomb in particular is a map I very much enjoy.
  16. And are the wads being merged? If my days of vanilla modding are serving me correctly I think it has to be formatted like this: -merge ZD_A.wad -merge ZD_B.wad -deh ZD_C.deh Correct me if I'm wrong though!
×
×
  • Create New...