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S3M_XM

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About S3M_XM

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  1. I've found a couple of issues from maps 1 to 31 on Doom Retro 5.4, I unfortunately won't finish the remaining ones until I return back for perhaps a couple of weeks.
  2. When I was play PUSS 33 (RC1) on Doom Retro 5.4, I noticed the names in the automaps are just named MAP01 instead of the map name because I know in 5.3 had that, but not in the current version; also there's other things I've noticed. This is for maps 1 to 31. When I advance to the map in that wad with "pistolstart on", I have 50 bullets instead of 150. The Rocket Launcher guy's death sprites wears green instead of red, making inconsistent with the red clothing. After pressing the switch inside the elevator and dying inside there, you don't advance to the next map and stuck on a loop. In some intermission screens, such as completing MAP06, MAP11, & MAP20 and advancing to the next map crashes with a W_GetNumForName error (ADBROK2 for MAP07), GRASS for MAP12), & GRAS for MAP21). But warping to maps 07, 12, & 21 don't crash. There's a also another bug related to this is where "pistolstart on" and advancing to the next map, this doesn't reset to the default weapons and ammo, where I have to put "pistolstart on" on the console again in order to register. When I complete MAP30, it just gives you the default text screen and ends at the screen cast, I don't know if has to do with UMAPINFO. Completing MAP31 takes you to MAP16.
  3. Finished Shining Force last night, I might start with Shining Force CD (which is a remake of the first two Shining Force Game Gear games) since I've been enjoying the series.
  4. I forgot to post here but when I was playing PUSS33 (DIE ROWDY) (Beta 2) about a week ago. And just a bit to point out in the RC1 that got released today; certain textures in the wad (BIGBRIK2, BIGDOOR2, TAPE01, PRESENTS, PUSS33, & 33LOGO, 33CREDS, 33MAPPER, & 33THANKS texture lumps) act like a slideshow in Helion, other source ports don't seem to do that. After completing in MAP42, it doesn't take you the text screen and to the end cast, instead you're stuck in position where you exited from. The title levels for the intermission don't appear after MAP32 After MAP32, the music tracks can't be found.
  5. I've just finished it today, the wad reminds me of Going Down and Hellevator where you need to get a specific key and elevator shifts at beginning and ending of the level. Reported numerous things during my playthrough in Helion 0.9.2.9 in skill level 3 and other source ports afterwards for some comparisons from these spoilers below.
  6. I've made an example map on those two issues. example.zip Given in this image below, the things drop down on a lift in "turbo" speed option from a Generalized Action in Helion. Where GZDoom even with and without the infinitely tall things settings doesn't do that. Yes, the Z value ignores it as the northeastern part of the room gives an example, below is a pinky demon with 384 units down below where a explosion can't be reached without having an infinite Z value. GZDoom has a "Use original Doom explosion behavior" setting that the z value is infinitely tall for explosions as vanilla does.
  7. I was playing through Pirate Doom 2 in Helion 0.9.2.8, I like to also report a couple more things during my playthrough. There's an audio issue whenever depending on the music volume is set to, if have it at 3.0 it would change to 30 where I've noticed it did that when I looked at the sound mixer through Windows settings which became bit of a nuisance every time when I go through a different map. Just recently, I had it to the music volume setting to 0.0 and it killed the audio on Helion. Regardless if I have at 10.0 in hopes it would play audio again but it didn't. I tried deleting the config file, but there's no audio. But what's odd that there's audio playing if I put the Output device to Speakers and played audio, switching back to headphones and there's no audio. I've also restarted to the computer and deleted the the Helion folder and replaced it and still no luck. The audio track stays from loading on the same map in a different location and doesn't change (this was before it happened). Also the things seem to drop down when on a fast lift despite having Infinitely Tall Things setting on. The vanilla missile height collision's explosion isn't infinitely tall despite the setting on. Edit: I've extracted Helion.0.9.2.8.win-x64.with.Runtime.zip and used that instead and the audio is perfectly normal.
  8. I've finished today, it's nice seeing a sequel that no one was really expecting and making it compatible towards non-ZDoom source ports as well. Played this through Helion 0.9.2.8 in Bring the Rum mode and here's some things during my playthrough. I'll give the wad again in Doom Retro when next release candidate gets released.
  9. I've discovered some things when I was playing Doom 2 In City Only (RC6) (maps 26-30) in Helion. The monster infighting behavior is different; despite I hit the enemy first, and when a different enemy's projectile or hitscan hits at least once, the enemy will lose interest in me and focuses on that target instead. I've made an example map and tested on Nugget Doom and GZDoom on the infighting part and doesn't do that behavior. After a monster is killed from infighting, the remaining monster doesn't make a sight sound, it only does it when it sees the player. I don't know if the remaining enemy wanders around and doesn't follow me. Sometimes it makes a different sound pitch by 1 to 2 despite the sound pitch setting is off. The HUD font's ammo, armor, & health doesn't scale. The intermission screen is tiled in 16:9 instead being the stretched 4:3 intermission screen.
  10. As I managed to finally finish the wad today as I went through burnout and demotivation. As a fan of exploring large maps, it's nice to see city-themed maps to come up of a wonderful project that everyone made. I have noticed things during my playthrough in HMP in Nugget Doom (1-25) & then later in Helion (26-30).
  11. The songs in those medleys in MAP64 & MAP79 goes in this order (correct me if I'm wrong): And also congratulations on the release.
  12. Last night, when I was playing on Nugget Doom at the time as I've gotten to MAP23 in Doom 2 in City Only, I had to turn to the lowest resolution setting and I wasn't able to keep it at 144 fps, mainly looking at the direction at the main area. I've decided to give it a try as a performance test with Helion today and I'm able to keep it at constant 144 fps at 1080 on a Nvidia 3060 Laptop from just looking from the starting point at the main area. As I agree with Maribo, it's a really wonderful port.
  13. To show just only the alive monster markers that don't get mixed up with the other thing markers.
  14. Is it possible to add "Show Alive Monsters" in the automap?
  15. Seeing LadyMistDragon's video is an interesting acid trip in that wad shows. Also SHMUP music and modules.
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