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Dragonfly

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Everything posted by Dragonfly

  1. Regarding midis, Microsoft GS Wavetable / GZDoom.sf2 are the intended listening methods. This is further reinforced by the YouTube uploads of the music being in that soundfont, and how Tristan even went as far as to repair a part of GZDoom.sf2's playback for the drums SFX channel (which was included in a previous GZDoom update) to ensure map21's midi plays back as intended. 👌
  2. Okay? I didn't need to know, I needn't have been pinged and this didn't warrant a whole thread. Enjoy your low resolution imp tits or whatever I guess? Keep it away from me thanks.
  3. The fuck does that have to do with me? EDIT: No, seriously, I'm perplexed why I'm tagged in this post
  4. It doesn't take 6 months to fill a 256x256 box. Just close submissions, wrap it up, call it a day.
  5. I beg you and everyone else, please, give it a rest.
  6. Use Thing 9999, Actor Hits Floor, then add the script to the Actions tab in UDB.
  7. I'm well aware, I thought the laughing emoji would help indicate that
  8. Why is everyone throwing skillsaw in the comparison pile? This association / review standard makes no sense... 😅
  9. As I've stated a fair few times in a fair few places - at least give me a break first, jeez. 😂 Truth be told, I'm not likely to revisit the Eviternity name to be honest. I don't want to pigeonhole myself into a single series for the rest of my life, there's more ideas and concepts I'd want to explore... Also many, many other hobbies I've been neglecting that I'd want to go and do instead of draw lines all day! :P
  10. This was a dev name Antares came up with; I believe this is still it's name within the dehacked/decorate? Either way so everyone knows, it's name is "The Origin". :)
  11. Sorry to say but I have no idea when the final release will be ready; I need a break. It'll be done when it's done. 😅
  12. Depends on format. In Doom/Boom etc, use a W1 instead of WR (Walk over 1 time/ Walk over Repeatable) In Hexen/UDMF, untick "Repeatable action".
  13. I think a better(?) way to implement this is allowing for vertical reorchestration - that is, muting or un-muting certain MIDI channels based on actions in the game. I would have made use of this in Eviternity II MAP35 as per the example you propose, for sure. In fact I even started testing the idea using a switch between major/minor key before checking if the features existed for that very map. See below video where I had a test midi running that had the music changes baked into it: On the topic of music changers - additional music changing methods would be VERY appreciated. Also adding this functionality to DeHackEd would be amazing so mappers can tie it to boss creatures or item pickups. The implementation would need some thought out consideration and defined fallback behavior etc, but for now some initial examples should help explain: Actor: Player enters sector (current) Actor: <Thing> sees player/voodoo Actor : <thing> dies (for use in dehacked boss monsters notably) Linedef: Change music when Player enters tagged sector (Much better than using potentially hundreds of things in detailed maps) ((Maybe needs multiple versions to choose which track if multiple are available.)) Linedef: Change music when Player crosses linedef (Useful in voodoo setups, though the above could handle that too.) One last thing to note: please please please reduce the massive lag tied to changing music. It usually takes at least a full second to change the music, sometimes longer, and in 99.99% of use cases I can concieve, an instant music change would be better. 🙏 --------- An additional setting that'd be appreciated from my end is some way of having solid midtextures - this would make 3D bridges easier to construct, but the real reason I ask this is there's no way of having exclusively flying monsters be able to cross a linedef without also having the ability to go through the midtexture - another issue seen frequently throughout Eviternity II.
  14. I did wonder if this would be how it was percieved; though I can confirm however that this is not the case. In fact, it was made after only one E4 map (MAP16) had been started. It's a good theme, and I wanted more of it but with a twist! An interesting thing to note is how later on in development, Liberation settled on a very similar idea for MAP17 despite having not played MAP35 yet, heh. I viewed this as a good coincidence, making the "gimmick" more concrete to me. :) I am also fascinated by all the comparisons to TRT Revilution's MAP32; I should go play that to see what everyone means (I've still not played Revilution... or much else released in the last 8-10 years for that matter. My backlog is insurmountable at this point which makes me hesitant to even start trying to get through it) I will note that MAP35 is one of the maps that's likely to see more changes than most maps in future revisions. I will not be expanding the map itself much, if at all, as I very much do not want the concept to overstay it's welcome; it's brevity was a very conscious decision during development to prevent people feeling it "Overstays its welcome" or is "a navigational nightmare", of which both would be very easy to feel when toying with a concept like this; but I do definitely want to completely overhaul the combat of the map which I think will do a lot of good for the map overall.
  15. You're also going to need to elaborate on STONE not being at the peak of S-Tier...
  16. You can take my messages as some kind of passive aggressive attack on you or however it is you're misreading my message if you like, that's fine I suppose? To clarify, I was genuinely suggesting a lower difficulty in good faith. Again, that fight is not as hard as you describe which makes me fear you're going to have a bad time in later maps if this is the fight that brings up these comments. I will say now though that the tone was soured that yes, it is overwhelmingly infuriating as one of the authors to see someone sour their experience out of some weird "UV or bust" mentality; especially so when mappers put in a lot of time and consideration to make their WADs accessible to more people. We don't do this in other video games, why has that become the norm in Doom? Anyways, I'll butt out of the conversation from fear of this derailing the thread too much.
  17. I'd consider lowering your difficulty if that is "fucking impossible" to you. 😅 After all, we did put hours of our time into making the lower difficulties, so you're still getting the "intended" experience whatever difficulty you choose to play.
  18. You need to hit the switch which is roughly where you entered
  19. If this map is hard with your, ahem, "setup", you're going to have an excruciatingly shit time. Please don't bastardise the fuck outta your first playthrough, you're doing yourself (and this thread) a great disservice.
  20. This is a shame, I was thoroughly enjoying your write-ups. In a similar vein, sorry I've not provided any further dev insight, I've been up to my eyeballs in work-related stuff, so when I have free time I don't really have the energy / will to write long paragraphs, I just wanna chill out. 😅
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