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hawkwind

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  1. Quite enjoyable. 1 small bug. As fefor also noticed, 100% kills are impossible, due to lines 8892 etc. do not have a corresponding sector tag ( chaingunner at sector 1914 ). Also minor, but sector 193 could have a higher floor. If playing without mouselook, the player is just able to shoot the switch on line 5804
  2. I enjoyed playing this. 1. There is quite a visual bug however. At the start, from sector 628 you can clearly see a slime trail like error when looking at sector 165. And if fallen down at sector 847 - before sector 137 has risen - there is a similar rendering bug at sector 138. 2. Line 125 should be single sided and line 495 could use a slight x offset. 3. Line 7847 could have shawn2 as a front mid texture, to hide sector 1287.
  3. Just now loaded doom2 with choco 3.01 with win11 home and had no problems with sound or exiting
  4. Not sure if there will be an RC6 and I forgot to mention this before ... RC5 Map26 Sidedef 43412 has a "bad" Y offset of -24. Hangs lower than all the other OWOODF59 textures on the bridge.
  5. You could try the latest openal32.dll here . Look in the bin folder, select either 64 or 32 bit version and rename soft-oal.dll to openal32.dll. P.S. I love my X-Fi Titanium. Off topic - you might be interested in this for your Audigy.
  6. I suggest get the latest UDB and see what that does ... https://ultimatedoombuilder.github.io/
  7. Good catch !. If by chance Bauul hasn't fixed this yet, it is the ceiling of sector 897. Ceiling probably should be OBKMDT75.
  8. I have previously mentioned that the chandeliers do not hang flush to the ceiling. This is a Y offset issue. If using Slade, change the Y offsets for SP00I,SP00J and SP00K from 61 to 65.
  9. @equagunn - You're the second to report the map35 issue ... ;)
  10. This has revealed a bug. An issue with the ceilings of sectors 610/611 when sector 610 has lowered. To fix increase the ceiling height of sector 611. I have added this to my list. dragonfly beat me ...
  11. RC5 General - Chandeliers not rendering flush with the ceiling. Change the Y offsets for SP00I,SP00J and SP00K from 61 to 65 to fix. Map 26 - 1. Sidedef 43412 has a Y offset of -24. Good for OWOODB40 but bad for OWOODF59. 2. Still an issue with the OFALLN01 where sectors 1889 and 1891 are. Not rendering down to the floor. UPDATE - The area where sector 10819 is OK but the area where sector 1889 is not. 3. Wrong tex on lines 43985 and 43980. Should be OSPRTM14, then aligned. 4. Floor of sectors 2945, 2995 and 2941 should probably have a floor height of -72. OFIREA41 does not tile vertically. Map 27 - OFALLN01 issue at or near sector 4500. Map 32 - Sidedef 8982 needs an x offset of 6. OFENCJ01 not rendering. Map 35 - 1. Currently, the transition is noticeable when crossing lines 515 and 520 for example, due to sector placement. While not fixing the floor/ceiling movement, aligning the wall textures will make this less noticeable. For example, line 6616 has an x offset of 43, so corresponding line 6541 needs an x offset of 43. 2. An issue with the ceilings of sectors 610/611 when sector 610 has lowered. To fix increase the ceiling height of sector 611. Map 36 - 1. T2698 drops when switch at line 531 is used. I added this to Dehacked to fix ... Thing 108 ( Hanging torso 2) Width = 1048576 2. Lines 8364/14278 etc. need both upper and lower unpegging. Some will still need a Y offset fix.
  12. Yep. Looks fine in an editor. Must be a dsda quirk. Can be fixed by changing sector heights for sector 22 to floor 0 ceiling 500, then attaching another sector behind it with a floor/ceiling height of 0. Same for sector 125.
  13. Oustanding issues in RC4 ... Map14 Should not the lines around sector 4804 be impassable ? Can walk through the switch. Intentional ? Map18 1. I noticed that the "chandeliers" are not flush with the ceiling. Will need a decohack height change to fix. 2. Might be worth making lines 15303 and 15347 impassable since the player can walk through the torch. Map26 1. An issue when viewing the upper texture on line 51. Seen from sector 661. I fixed this by dragging vertex 76 onto vertex 75. 2. GZDoom - render issue floor of sectors 2464 and 1116. Need fake sectors. 3. Player notices the height change when walking over sectors 899, 1417, 2454 ( but not sector 1116. A clue I think ... ) 4. It was reported 2 black issues on the boat. This is because sidedefs 118792, 118782, 118682 and 118646 need a Y offset of -416. 5. Lowers of sidedefs 23277 and 23282 need the tex OWOODF25 and the aligned x y 0. 6. Different light levels on the ships beams. Map27 1. GZDoom - Notice glitch when looking up at sector 1289 for example. Could it have something to do with the height of OSKY01 ? 2. New - Sector 126 needs tag # 1. ( See sector 100 ). Map29 Sector 1380 needs a floor height of -420, since as sector 1789 lowers to -424, not -420. Map32 1. Where line 35207 is, RAILA03 could use an alignment fix. 2. Sidedef 8982 needs an x offset of 6. 3. Large chain at line 32277 goes nowhere, not rendered on the other side, and where vertex 29476 is, can see part of large chain. GZDoom issues ? 4. When the cyber tower - sector 847 gets destroyed, the sky is seen in the floor of sector 574 and 848. A partial fix is to change the tag on sector 574 from 1006 to 3. 5. When the cyber tower - sector 847 gets destroyed, sectors 852, 3263, 3229 etc. etc. scroll. Action 216 for lines 17550, 17551 etc. will fix this. 6. New - Before sector 3220 rises, you can still see the head of the revenant. Map35 When crossing lines 515, 520 etc. the silent teleport is somewhat lost, i.e. teleport is quite noticeable, due to positioning of sectors. Map36 1. Some hanging gore sprites near sector 6965 nearly fully render into the "star" section, and some nearby hanging "mid-air" after gaining access to sectors 65, 25 and 66. UPDATE - T's hang mid-air because their radius is 20 ( length 40 ). The others have a radius of 16, so not affected by the floor height change. Need to use either 16 radius hanging sprites here or change their radius via dehacked. 2. New - Sector 876 needs a ceiling height of -64. 3. New - Should not sectors 48 and 67 have the floor flat OROCKC01 ? Not reported before I believe - map05 GZDoom look straight up at the sky for small glitch.
  14. I don't know what happened there. Tried it again and it does work as intended. That said, if wanting to remove that "white" screen at the start, moving player 1 start 1 map unit north removes that.
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