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Ar_e_en

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About Ar_e_en

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  1. My current distro is fairly recent, I installed it 4 to 6 months ago and it should be the most recent LTS release. My Slade version is 3.2.4. It's good enough for now.
  2. As someone who started out making maps long after switching from Windows to Linux - I've been editing all of my maps in SLADE's built-in map editor. Because I don't have any experience with UDB (or any other derivative connected to it) - I remain mostly ignorant on any features that UDB has (I've heard a few things about it tho). In a way - I have been acclimatized to SLADE's way of doing things. But even then - I do have some complaints about SLADE functionality on Linux. The major one being the fact that I can't get the latest version of SLADE to run at all. From what I understand - due to some shenanigans involving the UI or graphical libraries being outdated on most stable distros (you know, for stability reasons) and SLADE asks you to use the newest version of said libraries (or something along those lines) - the newest versions of SLADE will not work if you try to compile the software as is. I think that the thing that you have to do in order to compile the software is to first compile a newer separate instance of the graphical libraries and then link them to the SLADE compilation. Which is possible, but I decided to pick the path of least resistance and I just downloaded an older version of SLADE from the debian repository (which was still a pain, because I had to find a release where the graphical capabilities of SLADE still worked well enough for the map editor to work, and I did find a version where it did, but the TEXTURE editing features don't work anymore, because they just cause the program to crash). So for the time being - I've been using an outdated release of SLADE for my mapping needs. I could go down the compilation and linking route, but I usually only do that if it's the last resort, and even tho my version of SLADE works so far - I fear that I'll updated and upgrade my distro one day and the program will just stop working.
  3. Oops! My mistake. I was still on 14.3.0. I downloaded the newest version and the mouse interactions with the menu seem to be better already.
  4. There is one thing that I'd like to ask for a possible future fix (or maybe this has already been implemented somewhere). The menus in this port can be operated with the keyboard or the mouse at the same time, however - could it be possible to implement an option that disables the mouse for menu interactions. I keep running into this annoying situation where I'll hit F2 to save my game (or F3 to load it), and while the selection icon is hovering next to the slot that I want to save over - I accidentally bump my mouse at the same time that I hit ENTER and the selection icon will jump to some other save slot and it will ask me if I want to save over the wrong slot. Thankfully I haven't saved over an unintended slot yet, but I feel like I'll eventually slip up and end up saving over a slot that I didn't want to overwrite.
  5. Alright, I guess I don't need to change anything in my map submission. It's probably gonna stay as is.
  6. Have you considered submitting this wad to idgames?
  7. Okay! I think I'm done with my map. Here it is and let me know what you think! Author: Ar_e_en Difficulty Settings: all difficulties added, mostly tested on UV Map Name: Gaia Aura MIDI Used: Random Starting Ambiance by Ar_e_en "Phantasy Star Online - Mother Earth of Dishonesty 1 (Forest)" by Ian Bennett from VGMusic Description: A gold and blue temple with a specific purpose in mind. Author's Comments: Tell me what you think, because I might change a few things if I ever create a 2nd version. Also - this map has 4 new custom floor flats and it uses MUSINFO for music changes. Screenshots: Download: Ae_e_en_MAP32_GaiaAura(Version1).zip
  8. Ayy! Nice that this is out now on idgames! I checked my maps (including my segment in the final map of Episode 5) and I found no faults, so things appear to be fine on that end.
  9. Seems fun. Here's my list: 7 points - Running Late 2 7 points - Xerxesia 7 points - Memoirs of Magic 7 points - The Adventures of Square 6 points - Bauhaus 4 points - REKKR 3 points - Eviternity II 3 points - Eviternity 3 points - Lost Civilization 3 points - Austrian Avian Association 2 points - Scythe 2 2 points - Swim With The Whales 1 points - TNT: Threevilution
  10. I found a midi for my map! It's a midi rendition of a track from Phantasy Star Online (never played it, but the midi fit so I picked it). Still working on my map, doing a lot of difficulty tweaking, then after that - I'll do the lighting.
  11. I'm pretty sure that that track was used in one of the "Swim With the Whales" maps, I feel like the use of that track would cause a lot of unintended associations with that wad, so I would only use that track as a last resort. Still waiting for other suggestions. Oh damn! I didn't know that you were making a map for this! I saw your Alphabet Doom video! Thank you for playing my map and congratulations on cheesing the shit out of it!
  12. I'm like 80-90% done with map 32, all I really need to do is to set the lighting and do a bit of balancing. I do have one request from anyone reading this: Can someone suggest me some midi music for my map? I'm looking for something fantasy themed, something that's calm, but not too calm. I've been looking around for midi tracks from several places, but i can't seem to find something that would fit the theme.
  13. It's a line with a midtexture called "METGRAT2" and it's located around X = 3633, Y = -3866. You can run through it and end up falling into the chocolate water. It's also an unintended way to find one of the secrets (unintended, because that secret is actually found by activating a switch that opens up a secret teleporter).
  14. Alright, I played all the maps! I had a good time with them. Thank you for allowing me to participate in this project! Anyway, here is my report : Here is an updated version of Map 10 (my map submission) that fixes one issue that I found in the map: Map10_LiftFix.zip
  15. Just to put it into perspective - here is what AJBSP reported when I started building nodes: MAP32 Loaded 13714 vertices, 3967 sectors, 32035 sides, 17556 lines, 426 things Map limits: (-1984,-4352) to (3392,5504) Built 13861 NODES, 13862 SSECTORS, 68646 SEGS, 22405 VERTEXES Heights of subtrees: 81 / 39 Blockmap size: 43x78 (compression: 12%) Reject size: 1967137
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