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esselfortium

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Everything posted by esselfortium

  1. Colormaps, like flats, are just a raw unformatted list of colors for each pixel. As such, you can use Slade's graphic conversion dialog set to Doom Flat, and it will convert your PNG to a usable colormap.
  2. The radsuit palette has #77ff6f overlaid with 8% opacity, and also has a Hue/Saturation layer set to Hue: 89, Saturation: 50 (default), Lightness: 0 (default), Colorize: Yes, Layer Opacity: 35%, Layer Blending Mode: Color.
  3. I use Photoshop for all my palette and colormap editing. I use smart layers to create the alternate palettes for radsuit and such, so that I edit the palette in one place and it autogenerates all the variations for me based on that. I didn't desaturate the palette for BTSX, but a bunch of ranges have been modified pretty heavily. The blue ramp is now a gradient between deep blue, turquoise, and cyan. The saturated greens are now a gradient between a couple different flavors of green (from blue-green to yellow-green, I think?). The browns are consolidated, along with a bunch of other redundant colors (that big yellow-to-white range can get shrunk a lot). Maroon and purple ranges are added. In 32in24 and BTSX, the lower halves of both red ranges have their contrast increased so that they fade seamlessly to black rather than stopping at a medium-brightness shade.
  4. F1 takes a screenshot. F3 teleports you back to the area with the highest recorded visplanes, and F2 resets that maximum. F4 writes the current coordinates to a log file. (I haven't really used this so it might write more than just coordinates, I'm not sure.) F6 toggles between normal display and a few types of visplane highlighting so you can see how things are getting split. F8 toggles "sneaking" mode, which lets you walk around while only seeing the segs that would be rendered from the position you pressed F8 in. I don't use this often, but it can be useful occasionally for finding out whether a certain distant structure is actually affecting your render budget. F9 toggles between showing all the renderer stats or not. F10 toggles between bright purple or black for HOM. V triggers an archvile jump, since visplanes can be affected by view height. Also, be sure to test with the Doom statusbar hidden since it can make a significant difference in visplanes.
  5. I like this! I agree that the wad talk subforum should probably be the sub-subforum with releases and dev threads as the main one, not the other way around. And I know it'd be more work, but it'd be nice to also have separate subforums for development threads and actual releases.
  6. The vanilla savegame limit is unpredictable enough and hard enough to accurately test for that most vanilla wads since the 2000s ignore it. If you're using Chocolate Doom, there's an option in the Setup program to toggle extending the savegame limit.
  7. Awesome, congrats on getting this out! (And looking forward to the finished map26)
  8. I don't remember having performance issues with it on my 68040, but I was a kid so I wasn't really taking notice of that kind of thing yet.
  9. The first wads I played were mostly gotten from shovelware CDs, because I didn't know where else to get Doom wads in the mid/late 90s. Things like Simpsons Doom, Knee-Deep in the DEU, etc. I remember being intrigued and mystified by a TC called "Quest for Necronomicon" that I could never get to work properly on Mac since it required some DOS tools for wad merging. Also, the tutorial wads that came with the map editor Hellmaker. I remember also playing a bit of Realm of Chaos, which I think was included on some Mac magazine CD. Once I started looking for wads online around 2001-2002, some of the first ones I remember checking out were Laz Rojas's WolfenDoom episodes, Batman Doom, and some levels sent to me by Kid Airbag, Submerge, and Darkhaven who had all volunteered to help out with an ill-conceived Doom Bible project I tried to start when I was 12 and not supposed to be posting on here.
  10. Congrats on getting a map done! I need to play this later.
  11. If you add these two lumps to the wad, it should work in Eternity, instead of having unknown-thing <!> icons wherever autosave spots or light beams are placed. eelumps.zip
  12. For walkovers, they can be right on top of each other, as long as more than 8 aren't being triggered at a time (due to the spechits limit), and any lines in front of teleports are far enough away that the teleport action doesn't eat them (just need at least 1 tic of time between crossing each of them). For switches, they need to be far enough apart that you have room stand with the middle of the player thing past the front switch, so they should be at least 16 units apart, or 32 units apart if you don't want it to be noticeable that one switch is blocking the other.
  13. I mean, I expect it to be good, based on Huy’s previous maps. I don’t expect it to have been a full-time job since DV2’s original release. I’m sure there have been periods of inactivity, as there are with basically any hobby project.
  14. Replace the TITLEPIC lump with a new 320x200 graphic converted to "Doom Graphic" format (aka patch format).
  15. The Pit. I love the weird dream-logic progression of it with entire walls opening up and inexplicable structures building themselves in the middle of rooms.
  16. Which consensus do you disagree with here, specifically? The consensus that civilians shouldn't be indiscriminately murdered for territory, or something else?
  17. Thanks John for doing this. Map is fun and extremely mean, I'm really looking forward to Sigil 2.
  18. This gives me anxiety. Independent music is so reliant on Bandcamp at this point, I really hope they don't screw it up.
  19. If we're in a simulation, whoever proves it first is probably going to accidentally fuck up the whole thing and kill us all immediately by turning off gravity or something.
  20. Excellent. Great work on all of this, it's really effective and evocative stuff.
  21. Woah! Is that tree a model or sectors?
  22. Visplane Explorer is great for getting an overview, but because it can't realistically check for every possible position, viewbob level, angle, whether or not you can jump from that nearby raised sector (or from that nearby archvile), etc., it's only for getting an overview if you want to ensure your map is actually vanilla compatible. I use it to get a vague idea of how things are going and then use Chocorenderlimits for detailed investigation of potential problem areas.
  23. The cyberdemon actually is a giant balloon animal, but squeaking movement noises were deemed too unthreatening so they were replaced with the familiar hoof stomp we know and love. But that's actually a good point. I've been seeing the old cyberdemon animation for so long I've never really given it any thought. It'd be interesting to see an alternate take on it, though it'd surely be a lot of work to animate... which is probably the reason it wasn't done in the first place.
  24. This is not the case normally. What port are you using?
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