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Everything posted by Dragonfly
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WAD Painter - Combine textures from WAD & PK3 files - Update Jan 3, 2022
Dragonfly replied to jval's topic in Doom Editing
I already do this stuff by hand. Example, Eviternity MAP11, walls near the torches. This is a very good tool for anyone who doesn't have any pre-existing knowledge in any graphical applications, though! -
what are you working on? I wanna see your wads.
Dragonfly replied to everennui's topic in WAD Discussion
This is looking great, fantastic use of OTEX! This is MAP02 of what exactly? :) -
Twitch password not actually possible to change?
Dragonfly replied to Doomkid's topic in Everything Else
Sounds dumb but... scroll down? -
Welp, that's one to go complain to the GZDoom devvelopment team about. I'm not making changes my end (I did declare the WAD final and I'm sticking to it) - this seems like they have broken their own intermission screens. Does this bad offsetting happen when playing an IWAD? Because this uses the same exact system as that, the only difference being that the map title is actually the entire 320x200 window, which doesn't affect the offsets of any other graphics on that screen...
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From what I've played so far this set is fantastic! I'm sure if we hit this up in DM I'll be equally as enthusiastic, the layouts on show here seem like they will flow very well, as is expected of such big names in the DM mapping scene! I hope this reaches it's goal of landing on the Unity port, it really would feel at home there imho! :)
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@eirc That's a GZDoom thing I believe, likely caused by the resolution you have selected. --- This is why I don't support mods with my releases. It creates potentially infinite extra work for almost no benefit.
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Try playing without mods, or using a source port listed in the text file of Eviternity. This was not tested on the old ZDoom.
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I've sent a PM so as to not derail this thread. ---- on topic: Track 15, Nonagon... Holy shit!
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Any "decent" graphic editing tool would be able to do this. Just write some text, set the colours/gradient, outline it black, drop shadow, done. :) ----- I'm listening to the midi's now Jimmy! I'm up to track 10 thus far. So far, the standout tracks for me have been both 02 and 09, but everything here is up the the usual very high standards we've become accustomed to hearing from you. Excited to reach the wonderfully titled two-parter at the end; fantastic work!
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[Final Release] Micro Slaughter Community Project (17 maps)
Dragonfly replied to Bauul's topic in WAD Releases & Development
69th like. nice. Also grats everyone on the release! I forgot I made something for this... I guess this is my official public MIDI debut then, huh? :D -
I hate people who expect you to be online 24/7
Dragonfly replied to SkullCousin's topic in Everything Else
I just tell people like that exactly what I'm thinking. Something like: "Your consistent pestering me to respond only makes me want to respond less. Chill out, get some patience. When I have time to chat, game or do whatever else it is your want from me, I'll respond or reach out to you - till then, just pop the one message over my way and leave me be. Spamming never has and never will magically make someone available." -
Does anyone unironically use I'm Too Young To Die
Dragonfly replied to LudicrousFPS's topic in Doom General
Oh gee another difficulty related thread. *yawns* Play how you want to play, fuck what other people say etc etc, <inset typical responses here>. -
WADs for Arcade-styled/Score-based Gameplay
Dragonfly replied to FrogMaster's topic in WAD Discussion
Yep! Much more arcadey in nature than vanilla doom. Thanks for the shoutout Chainie! Here's a link :) https://www.joshuaosullivan.co.uk/skulldash/ So as to not be a shameless self-plug, there's other wads and such that have arcadey feels. The ScoreDoom port was one such thing that comes to mind but that is horrifically out of date now. There's also Dakka, or if you're open to a much more modified experience, The Golden Souls series by Batandy is also a good candidate. -
Share your past wholesome moments with fellow Doomers
Dragonfly replied to The_SloVinator's topic in Doom General
I have far too many to share honestly, So instead I'd like to throw a huge shoutout to, in no particular order, @Jimmy, @Eris Falling, @Decay, @Nevanos, @Major Arlene, @ukiro, @Bauul, @Liberation, @Remmirath and @Bridgeburner56 for helping me through the toughest period of my life, battling depression and all that jazz. You've all had a profound effect on my life and I'm eternally grateful. :) Some other wholesome moments of note: Jimmy needed a way back into the UK so I offered him a place to stay. The intention was for it to be a temporary stopgap but between him being the coolest housemate a Doomer could ask for, covid also happened, definitely curbstomping any intention of it being a quick lodging heh. Jimmy's also been a fantastic musical mentor! It's been rad working alongside him in MIDI composition, map creation, and just generally hanging out! I've learned so much about composing music thanks to not only Jimmy, but Eris and AD_79 too, between them, their willingness to spend time explaining concepts, listening to pieces I've written and not only advising how to improve it but the theory behind why these improvements work, has been instrumental (get it? ;P) in learning. The wonderful people I've met here and gone on to meet IRL (many mentioned above!) have always been fantastic to hang out with and I can't wait to arrange more meetups when covid isn't such a strain on daily life. Our meetups have been some of the highlight moments of the past couple of years, from just drinking and chatting all day, to going to arcades, quakecon and more! The Eviternity Team, who pushed me and motivated me by working as a team, these fine people gave me purpose and positivity during a time I had absolutely nothing else good going on and together we put out something I'm still proud of today; how has it been over 2 years since we put that wad out already?! Everyone on my discord server (and other doom discord servers) always being positive and motivating about one another's work, but despite the positivity, always being willing to make suggestions and providing eachother advice on how to improve. It's especially wholesome when you see someone spend a large chunk of time showing a newer mapper the ropes and building up their enthusiasm alongside their knowledge. All in all I've got hundreds of small stories and generally wholesome moments behind me, but I'd be here for days, if not weeks if I recollected them all and documented them, heh.- 27 replies
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This was easily one of my most enjoyable single player expieriences in the last 10 years.
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I think the DOS related discussion would be better suited to a thread of it's own instead of this release thread. Absolutely and utterly incorrect. We spent many an hour optimising Eviternity. Just because it doesn't run in some ancient environment it was never designed for doesn't mean we didn't attempt to put out a polished and optimised end product.
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All of them. They collectively amount to why I rarely spend time here these days, since that checklist summarises 90% of new threads that aren't releases.
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There's also a reason games are open world without any level based structure. There's also a reason it's in a secret map slot. Can't please everyone, some rate that as the best map in Eviternity. ¯\_(ツ)_/¯
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That's the first and last time I use youtube's built in video trim tool. That took well over 24 hours to re-process the video.
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Given this was built, tested, improved, and shipped in 11 months, with two months of those being in the public, it's not surprising. Besides, nobody plays coop. (I know this statement might be hotly contested by a select few, but seriously, coop is borderline dead these days. Certainly not popular enough to justify expending numerous hours fine-tuning and testing with a fine tooth comb given how when it is actually played everyone rushes through at the speed of light anyways.) It was hard enough to get our own development group in a coop session together for testing thanks to widespread timezones and commitments. Not many of us at all had enough time to sit there and play for 5+ hours straight and log every minor issue we found - this is made even more difficult in a coop environment as it's even easier to miss "broken" things, since no individual person is going to participate in every encounter. MAP32 wasn't even started until two thirds into Eviternity's development cycle, so it's testing phase was especially short, and quite possibly only got one coop test session, possibly even none before the initial release.
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I know those too well. :V
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Died map 14, oops.
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Given how this thread feels like a virginity confessional, yea. 😂