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After watching Vile play through this and noticing that the extended HUD text colors were off (the time being gray, which happens because there's no green in the palette, and full stats being light purple), I made the attached DSDACR lump to embed in the WAD for DSDA-Doom versions 0.26 and above. DSDACR.zip
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Event Horizon UV-Max in 17:54 [TAS, Keyboard-Only] ehorizon01xm1754.zip
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[RC5] EVITERNITY II - RC5 Released!
Bytefyre replied to Dragonfly's topic in WAD Releases & Development
No worries! Happy to help! -
[RC5] EVITERNITY II - RC5 Released!
Bytefyre replied to Dragonfly's topic in WAD Releases & Development
It's more than just DSDA-Doom; I got the same HOM viewing that area in Woof which is Software-only. Thanks for lending your mapping knowledge! -
[RC5] EVITERNITY II - RC5 Released!
Bytefyre replied to Dragonfly's topic in WAD Releases & Development
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[RC5] EVITERNITY II - RC5 Released!
Bytefyre replied to Dragonfly's topic in WAD Releases & Development
Oh, I'll also link back to another post I made about potentially using HD versions of the Doom 64 sounds being used for some of the custom monsters: https://www.doomworld.com/forum/post/2747324 -
[RC5] EVITERNITY II - RC5 Released!
Bytefyre replied to Dragonfly's topic in WAD Releases & Development
Not a bug, just wondering about the possible inclusion of that custom DSDACR lump I wrote up (the post is back on Page 9) for a very minor adjustment to the shade of blue used in the ex hud for stat totals in DSDA-Doom. Thanks for all the work you and the team have put in, and enjoy your holidays! -
[RC5] EVITERNITY II - RC5 Released!
Bytefyre replied to Dragonfly's topic in WAD Releases & Development
Well, that new status bar is quite a change! Very distinct from the original now. I like the new color scheme quite a bit! -
[RC5] EVITERNITY II - RC5 Released!
Bytefyre replied to Dragonfly's topic in WAD Releases & Development
Regarding the Doom 64 sound effects used for some of the custom enemies, I discovered the existence of the Doom 64 Sound Bulb pack. It might be worth looking into using those since there's a noticeable difference in quality compared to the originals. https://www.moddb.com/mods/brutal-doom-64/addons/doom-64-sound-bulb-high-quality-sounds -
[RC5] EVITERNITY II - RC5 Released!
Bytefyre replied to Dragonfly's topic in WAD Releases & Development
Regarding some of the interior areas of Map 06: the regular pulsing of the torch flames is rather strobing, and while I'm not epileptic, I do have some amount of light sensitivity, so if those areas can have those light patterns adjusted at all, that would be much appreciated. -
I'm still happy with it all the same! Thanks for checking mine out!
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[RC5] EVITERNITY II - RC5 Released!
Bytefyre replied to Dragonfly's topic in WAD Releases & Development
After comparing text colors between DSDA-Doom 0.25.6 and 0.26+, I made up this DSDACR lump which corrects both the green and light blue ranges to more accurately reflect the palette. DSDACR.zip Here are some screenshots to show the comparisons: 0.25.6 0.27.4 without custom DSDACR lump 0.27.4 with custom DSDACR lump -
Well, there's still time left on the clock before the anniversary is over, so...I proudly present...my Ultimate Doom Episode UV-Max TASes. ep1xm1656.zip ep2xm2016.zip ep3xm1503.zip ep4xm1451.zip
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[RC5] EVITERNITY II - RC5 Released!
Bytefyre replied to Dragonfly's topic in WAD Releases & Development
I'm loving everything I've seen so far! One small suggestion: would it be possible to alter the BFG (sprite and projectile/tracers) so the green more closely matches the shade used for the new plasma bolts?