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Everything posted by ViolentBeetle
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what are you working on? I wanna see your wads.
ViolentBeetle replied to everennui's topic in WAD Discussion
Starting area for Summer of Slaughter speedmap. Making mountains is hard. Particularly ones you are supposed to enter. -
Extreme slime trail, or something else?
ViolentBeetle replied to ViolentBeetle's question in Editing Questions
I figured nodebuilder is to blame, but I'm still hoping for more detailed information into what this is, so I'll keep this question unanswered for a bit. -
Gentlemen, behold: This is MAP28 of Skulltiverse - just discovered in current beta. It appears in PrBoom+ (2.5.1.7) though not in gzDoom. Seems like the lights around red key are projected here. This is visible on the right side of the wall. I ultimately made it go away by drawing a new sector around blocks, but I still want to know what is this, why does it happen (Doom bugs don't have very intuitive names to look up) and if there's something that could be done to make them not happen.
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That's pretty weird, I never seen this kind of thing before. Have you called it down prematurely or something, perhaps? Or it just stopped on its own? Edit: I think I know what happened, this kind of outcome would happen if you press the switch that raises it before water fully lowers. It then go up to the height of the water, due to it being the next higher floor. Will be easy to fix.
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Came up with a perfect name for office-themed level (Or even wad) - Wages of Sin.
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Converting PNG sprites to Doom Sprites issue
ViolentBeetle replied to phoo's question in Editing Questions
So it seems you need a palette. Normally you would get one if you set DOOM.WAD or DOOM2.WAD as your base wad somewhere in the settings. -
That's inside of the tree, after it got struck by lighting (Colorized for doom somewhat). Look up "tree struck by lightning", you'll see
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*** The "ask a miscellaneous editing question" thread ***
ViolentBeetle replied to baja blast rd.'s topic in Doom Editing
I see. Do I need to specify name, sky and all that or can I just run with empty entries? -
*** The "ask a miscellaneous editing question" thread ***
ViolentBeetle replied to baja blast rd.'s topic in Doom Editing
I'm trying to figure out MAPINFO by looking at other wads, and I'm not sure - do I need to cover everything, or only having entries for defaultmap and episodes would suffice, if I already covered map names and text screens in DEHACKED lump and just want to disable jumping and add episodes? -
Yeah, 27.06 is the date of upload, there's been some fixes since. As for MAP19, the blue switch raises a step next to it - so you could climb to the portal from where you first dropped down. I believe bars were supposed to go down as well but it was overlooked - and it was fixed by the mapper but not yet uploaded here.
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Well, you can see the actions are not from Doom 2 set, they are Boom actions. You should press F2 and change your format to Doom. As for difficulty, it wasn't difficult for me (Until I hit the wall and gave up for a while), but I'm not sure what Ofsil wants. I think it's a bit easier than its neigbours - from what I remember.
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@xScavengerWolfx I actually can see in editor that there's multiple instances of unsupported actions being applied to sectors. I believe I got trapped in this room But there's a few others, like, say, a room with shotgunners behind a cross decoration on the floor. Any map editor worth a damn should have a validation tool (In UDB it's a blue checkmark on left column) and of course you need to set Doom 2 format in map setting. zDoom will swallow the actions just fine, but it's not what we call limit-removing compatible. PrBoom+ would also work with them because it's Boom by default, but will refuse if you test it with complevel 2 which is backwards compatibility with Doom. Crispy Doom will fail faithfully without any additional effort required. I can probably go looking for all the problematic actions, but not today, because I'm too tired to get it right.
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@xScavengerWolfx Beside a few strange exture choices (Earthen lift, why?) and a strangely arranged entrance to the level (Why is it in a niche, and instead is like it is) the map was doing fine, but unfortunately my testing efforts were thwarted by a boom-only switch action (tag 30) - you'd need to switch to lowest/highest instead of nearest, which was not implemented for going down. I will come back with further reports if anything would come up. Update: I passed through 2 teleports and got stuck. I assume the remaining progression is not yet implemented.
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Maybe it doesn’t have any maps problem
ViolentBeetle replied to dyshoria's question in Editing Questions
Sounds like you are trying to open wad which has no maps in it. What you need to do instead is to create a new wad and load textures as resource. -
Editor showing 6 secrets, but 11 secrets shown in-game (Doom 2)
ViolentBeetle replied to Fernito's topic in Doom Editing
In Doom 2 it's a mystery. You should probably share your wad so people could maybe figure it out. -
Editor showing 6 secrets, but 11 secrets shown in-game (Doom 2)
ViolentBeetle replied to Fernito's topic in Doom Editing
What format it is? Boom, I think, has generalized sector effects that can be secret+something else. In game, floor changing texture/type might turn it into a secret. -
*** The "ask a miscellaneous editing question" thread ***
ViolentBeetle replied to baja blast rd.'s topic in Doom Editing
Does anyone have a good ampersand (&) in large white doom letters, that would fit on CWILV graphics. I found only some fairly lousy ones so far. -
Yeah, zDoom family will do it for you. This is why if you don't want to specifically map for it, you should test elsewhere.
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*** The "ask a miscellaneous editing question" thread ***
ViolentBeetle replied to baja blast rd.'s topic in Doom Editing
There are a few that I know. It's possible for sector to register itself as highest, if it has internal lines although I don't believe it should be a problem in Boom. I also believe there's certain limits to absolute height floor can move to, particularly among the negative numbers, but last time I was looking for clarification I wasn't able to find any. -
The Factory Runoff.rar Which should be the second posted.
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Well, I'm not sure what port does @Ofisil want to use, but if it's not gzDoom (Which, considering it's limit-removing project it probably isn't), your doors need to be fixed to either have tags or have D-actions instead of S-actions. Because S-action and tag zero means every sector without a tag tries to open like a door. It is very interesting to see but also breaks the game.
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PrBoom+ Applying untagged switch effect to untagged sector is vanilla behaviour faithfully ported, gzDoom replaces it with applying effect to sector behind the line. But I assume goal isn't to make gzDoom only wad, right?