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About besus
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ah yes i did mean map20 lol thx
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im unretiring lol MAP20 UV Max in 1:49.60 rvh20m149.zip Video: https://www.youtube.com/watch?v=IQ7Y2TaDLc8
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Really cool wad! i gotta play the rest of it, can't wait to do some tablefill runs
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finally a terrible fucking wad
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TOP 10 DOOM SPEEDRUNNER NAMES OF ALL TIME
besus replied to Kinetic's topic in Other Demos & Discussion
prboomerjuice -
I used to block them but now I actively put glides (also they're 32px gaps not 24)and deathslides in if they either make for a fun or challenging enough speedrun that isn't an RNG gambling run because they never actually affect the first playthrough experience of the map if hidden well enough. SR50s are common knowledge to an extent so they would either be way too simple to not be mistaken for intended secret progression or way too precise to be fun so personally I don't put them in. Same for item bumps. If I'm mapping for something that the player would expect tricks then ofc I would put in tricks, even the obscure ones.
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Compatiability levels. MBF11 already had different light calculations that made boom maps with light transfer look different that carried over to MBF21, so not a lot of reason to expect maps to look or function correctly when you have the wrong compatiability.
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Yes I'm aware of maps that uses light level larger than 255 because I use them myself. That is why I said it would represent -2048 to +2047, that is, a difference of 1 would represent what used to be a difference of 16 if this ever gets implemented. For the differences of 1 force clip midtex, the range could either be reduced to -1024 to +1023 so the extra bit would help with the light level differences smaller than the software renderer step, that is a difference of 1 would represent what would otherwise be a difference of 8. The only effects that I'm aware of that uses light level larger than 255 are those involving the timing of sector effect 8 and -1024 +1023 is already a decent range that would accomodate most cases. Do point out other cases that I'm not aware of that needs at least half the +-32k range to function properly. Also these are just proposals within the doom format. idc about udmf.
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some ideas concerning lighting: chop the sector brightness into 2 8bit values that would represent what would otherwise be the -2048 to +2047 range (because lots of renderers renders brightness in steps 16 and also who needs anything outside of that range) so that theres separate ceiling/floor brightness so people wouldnt have to do the light transfer bs; also use the last 4 bits on linedefs flag as deviation from mid level brightness so people dont have to draw extra sectors to make light gradients on linedefs that would otherwise be in the same sector some other ideas: some primitive compression method for things lump, for the slaughter wads actually no this isnt necessary at all also some way to turn off damage rng would be great
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Junkfood 3 [MBF21, Slaughter] (idgames)
besus replied to Meowgi's topic in WAD Releases & Development
finally a good fucking- 67 replies
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Rice with milk
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I absolutely fucking despise how large the rng damage range is and how uniform its distribution is.
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I did some digging and came to the same conclusions as RjY several hours ago and just found a way to reproduce it semi-consistently. bghost.zip In this test map there's just a bunch of crushers that crushes the rev once you flip the switch (cl9,11,21) or run across the 2 black triangles (cl2). This bug seems to work the same on most/all cls, this is just the different crusher line actions. Everything happens as explained above, except that the archvile is what is causing checkposition to fail and assigns the revenant to tmthing (the global variable thats been causing trouble). I also found that since the corpse can be 1/4 original height or 0 height when crushed, you can have 2 different versions if you either time the crusher to kill but not crush the corpse or let it crush the corpse. The 1/4 tall version gets instantly turned back into an immobile crushed corpse under crusher while the 0 tall version is just invincible. 1/4 tall cannot pass through walls and blocking lines while 0 tall just passes through everything. Also both cannot be hit from -32 lower floor with projectiles, unlike the usual ghost monster. Edit: I just checked, p_damagemobj guards against damaging the monster in any way, so a corpse imp can actually survive an archvile blast which looks rather hilarious
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Congrats on release! Can't wait to start utilizing science and maybe perhaps industry also.