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Everything posted by ViolentBeetle
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This seems like a problem, crashes PrBoom+ with complevel 2. I have no idea what's up with that. It works from editor for some reason. But not when loaded from the game itself.
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Some pine roots in white sand. When paletted, turned entirely into grayscale, can now be tinted into some interesting shades.
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UDB has search/search and replace actions. I think all the problem actions are the same in the case of the underground map. For doors that aren't tagged, I don't have a good solution. You'd have to check all doors manually to not have S-prefix and no tag.
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In Doom - you can't. The starting and ending frame for each loop are hardcoded. In Boom - ANIMATED lump can contain this information. I think you are supposed to get basic from wad that comes with your port.
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Does PrBoom 2.6um not read "label" in UMAPINFO
ViolentBeetle replied to ViolentBeetle's question in Editing Questions
Life is neverending suffering. I guess I'll shuffle numbers to labels (Don't like full MAP much, but it can fall back to it if necessary) -
Does PrBoom 2.6um not read "label" in UMAPINFO
ViolentBeetle replied to ViolentBeetle's question in Editing Questions
Do you happen to have a link to a release beyond Feb 9th, because that seems to be one on their github. -
Does PrBoom 2.6um not read "label" in UMAPINFO
ViolentBeetle replied to ViolentBeetle's question in Editing Questions
map MAP01 { label = clear levelname = "Skullgate Central" episode = clear episode = "EPISODE1", "Occipital Onslaught", "1" levelpic = "CWILV00" } // map MAP11 { // levelname = "11. Cold Blood" // label = clear // levelpic = "CWILV10" // } map MAP12 { levelname = "12. Ruins" label = clear levelpic = "CWILV11" episode = "EPISODE2", "Everything is Ruined", "2" } // map MAP20 { // levelname = "20. Cybertemple of Cyberdoom" // label = clear // levelpic = "CWILV19" // } map MAP21 { levelname = "21. Fallen Dimension" label = clear levelpic = "CWILV20" episode = "EPISODE3", "A Flesh Start", "3" } Incorrect (2.6um) Correct (DSDA fork) -
My epic struggle with UMAPINFO incosistency continues today as I discover that PrBoom+ 2.6 doesn't seem to remove "MAP01:" from the automap on "label = clear" or replace it with something else. What's up with that?
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@Ofisil What port are we targeting? You can see discussion earlier about unsupported actions and other things that only work in zDoom family, what is your stance on them?
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Ah, so you made a mid texture draw through the floor. Unfortunately this trick would only work on one type of rendering, I could never remember which.
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UMAPINFO prevents PrBoom+ v 2.5.1.7 from starting?
ViolentBeetle replied to ViolentBeetle's question in Editing Questions
I don't require it, it works fine if not supported. I'm concerned that one version supports it in such a way that game breaks. -
UMAPINFO prevents PrBoom+ v 2.5.1.7 from starting?
ViolentBeetle replied to ViolentBeetle's question in Editing Questions
Mostly because I'm not in a rush to update an almost 30 years old game so I don't feel like I should expect others to. I haven't downloaded 2.6 until today, actually. I guess not supporting it would also be an option, but I'd like to explore possible solutions that aren't "Just don't support it". -
UMAPINFO prevents PrBoom+ v 2.5.1.7 from starting?
ViolentBeetle replied to ViolentBeetle's question in Editing Questions
Moving "episode" lines to where you have them didn't help. -
UMAPINFO prevents PrBoom+ v 2.5.1.7 from starting?
ViolentBeetle replied to ViolentBeetle's question in Editing Questions
Behold, the horror! How it is supposed to look (Made on DSDA version but 2.6 does the same with episode = clear): -
UMAPINFO prevents PrBoom+ v 2.5.1.7 from starting?
ViolentBeetle replied to ViolentBeetle's question in Editing Questions
2.5.1.7 So guess it supports UMAPINFO (Makes sense, since it reads), just not correctly. -
UMAPINFO prevents PrBoom+ v 2.5.1.7 from starting?
ViolentBeetle posted a question in Editing Questions
I'm trying to make episode selection work for the first time using UMAPINFO. map MAP01 { episode = clear episode = "EPISODE1", "Occipital Onslaught", "1" levelname = "1. Skullgate Central" label = clear levelpic = "CWILV00" } // map MAP11 { // levelname = "11. Cold Blood" // label = clear // levelpic = "CWILV10" // } map MAP12 { episode = "EPISODE2", "Everything is Ruined", "2" levelname = "12. Ruins" label = clear levelpic = "CWILV11" } // map MAP20 { // levelname = "20. Cybertemple of Cyberdoom" // label = clear // levelpic = "CWILV19" // } map MAP21 { episode = "EPISODE3", "A Flesh Start", "3" levelname = "21. Fallen Dimension" label = clear levelpic = "CWILV20" } With this code, I'm unable to start the wad at all in 2.5 The problem seems to be "episode = clear" line. However if this line is not included, it messes up presentation of episodes in 2.6 But with this line, 2.5 the game simply refuses to move past difficulty selection. Is there any way to reconcile it without needlessly making it incompatible with older versions of PrBoom+? It seems I can actually start it on Nightmare, which has an extra confirmation so I guess something screws with difficulty here? UPD: Problem version is 2.5.1.7 - I found out it's important -
I prefer just crushing/telefragging a bunch of barrels to push voodoo doll over the exit. It's faster.
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Turning mp3 into midi for a DOOM WAD
ViolentBeetle replied to Synuś Vader's topic in WAD Releases & Development
MIDI is basically a notesheet, so you can't make audio files back into them, without writing them from scratch. -
*** The "ask a miscellaneous editing question" thread ***
ViolentBeetle replied to baja blast rd.'s topic in Doom Editing
I figured my previous question out, but still trying to make heads and tails out of different MAPINFO types. Does UMAPINFO have nojump, nocrouch and nofreelook equivalents? -
A great idea but could use some indication regarding what skull goes where.
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They know he'll resurrect them eventually and healthier than ever.
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Recommend me some Mods/Maps for my stream!
ViolentBeetle replied to DeathwingDuck's topic in Doom General
All the maps are done and there will only be minor tweaks before it's released. -
An update to V8 (I think, I lost count) - almost a release candidate. The fixes were mostly minor, a slime trail there, a softlock here. MAP28 saw its plasma moved to prevent you from droppibg into imp pit without it. The wad now has MAPINFO splitting it into 3 episodes, but without much difference. Oh, and the large letters and numbers are now blue - nabbed from Microslaughter. Please report if you have troubles reading intermission screen. UPD: I hate to reupload because it didn't occur to me that MAPINFO doesn't feel like using default sky value unless told to. Just why?
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*** The "ask a miscellaneous editing question" thread ***
ViolentBeetle replied to baja blast rd.'s topic in Doom Editing
Is there a way to restore hardcoded intermission screen (Already using dehacked) while also using MAPINFO and if not, how exactly do I make intermission screen when entering a secret level? -
My quest to turn everything into a doom texture continues. Today's victim - a snail I found outside.
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