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Everything posted by DRON12261
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And probably the coolest feature in principle - the ability to automatically compile a finished .wad file with all the included textures (only those used on the maps themselves) from the used texture packs. As it was implemented separately in Doom Tools.
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Built-in editor for MAPINFO, UMAPINFO, EMAPINFO, ZMAPINFO, etc. As it is with ACS scripts and dialogs. This is a VERY simple and VERY useful feature.
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There's a good chance that due to my extreme workload and lack of free time, I probably won't be able to make the map in time. But as long as I don't quit the project, maybe something will change this week in my favor.
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I have a request for a feature back-port from Woof! and Doom Retro. I would be very happy to see a similar support for brightmaps textures. As well as support for BRGHTMPS, which originally appeared in Doom Retro and then was added to Woof! (in 11.0.0). BRGHTMPS itself makes it very easy and fast to implement brightmaps for different textures. Lately I've been very focused on the DSDA & Woof! & Doom Retro ports (since they are the most popular and widely used ones for everything from Vanilla to MBF21). Right now I'm working on making a big texturepack which I'm going to implement brightmaps using BRGHTMPS later on. And of all this bunch only DSDA doesn't support it yet, so I would really like to see support for it in future updates.
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I will play your WAD and make a video with commentary [ON HIATUS]
DRON12261 replied to thelamp's topic in WAD Discussion
I would also appreciate feedback in the map thread itself. Have a nice game -
By the way, regarding Smooth Doom on Doom Retro (no similar problems on Woof!). @Alaux @bradharding In addition to the blue flash sprites (which also appear after a bfg kill), the BFG does not work correctly. Tracers are released not in the direction the ball itself flew, but in the direction the player is looking (which is itself erroneous behavior), regardless of where and what is with the ball. If it matters, I had it on Ultimate Doom with PWAD ADO2022. And about the innovations in Doom Retro. It would be cool to have an additional CVAR for weapon bobbing, where while firing the weapon sprites of the weapon itself wouldn't be centered on the screen itself, but would keep their position relative to weapon bobbing. I'm talking about the similar option Options -> Setup -> Weapons -> Weapon Attack Alignment -> Bobbing from Woof! Although it's possible that I just didn't notice the corresponding setting in the Doom Retro itself, if it's there. (I hope I managed to explain it all clearly through the translator, heh)
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you feel like you're not a good mapper?
DRON12261 replied to Johnny Cruelty's topic in WAD Discussion
In fact, I've stopped noticing it lately. I mean, I don't perceive it as some kind of barrier. On the whole, I am somewhat satisfied with what I do. A lot of people say that you shouldn't look at whether or not you're good at mapping, I don't agree with that. Otherwise it can be a situation where your skills have no progression, you must criticize yourself and try to overcome the next bar. You just don't have to take it as something negative. In general, you should never perceive criticism as something negative (well, of course, except for those moments when the criticizer presents it in an aggressive form, fuck those people). It's okay if there's something you don't like about your own work. It means you have room to grow and, most importantly, you see and understand it. I don't believe that most who make maps don't want to share them with at least one random player. A lot of people in creativity want to get some kind of approval from the outside, to get out into some kind of social interaction through their creativity. And of course, a certain bar of quality is always expected by anyone else in any given work (whether it's just a nice polished level or some interesting fundamental idea). In general, I would just start highlighting a certain list of criteria, when you achieve that you will consider your work done. Determine this somehow, make your result calculable, so you can understand how much more you have to work on the map and whether it's ready. These criteria should be few to begin with, so that you can keep up with them. As you progress and generally as you make new maps, you will begin to notice more and more things. You will begin to notice more things as you play other wads. Especially if you have a favorite mapper (never hesitate to look at and analyze other works in builder, I actually learned a lot of mapping stuff that way). And every time you notice something new in your work or in someone else's - something you like, time to make adjustments to your list of criteria. Gradually, over time, you'll notice that your skills are rising and your work will get to the point where you confidently say, "Wow, I really did something special". -
@A2Rob How about including those multiplayer monsters from Scythe 2 through Dehacked for MAP31? You can not necessarily the same plasmagunners, you can equip some SSG or Rocket Launcher, the main thing that they would descend as deathmatch bots. I'd be happy to make a remake-mashup of some DM maps I dueled a lot on in a tournaments. It would be a good map for DUEL itself. If not, I can consider some other concepts.
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I had one time that probably instead of some shells or pieces of gibs there was a piece of first-person chaingun sprite. I don't remember which port it was (I was too tired and juggling ports then, heh), either on Woof! or on Doom Retro. Megawad ADO2022 (for ultimate doom), it was definitely at the E2M2 level (if it matters). But I've only had it once, and then I used an old Woof! that I was still downloading in the fall of 2022. Later I upgraded both ports, checked everything and it could not be reproduced. And maybe, like I said in the Cacowards thread, you should additionally make a version without gibs and casigns, just smooth animations and different death variations. That would just eliminate those bugs with NOBLOCKMAP and stunning gibs and casigns. For those who want a stable Smooth Doom (after all, such bugs can repel many, I just wanted to suggest a mod for a streamer I know who plays near-vanilla doom.). Sorry a little off-topic in the Doom Retro thread.
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Oh yes, now I can already see the great leap to Community Project. I hope you get a megawad of the same quality as Machete) Maybe I'll even take part in it later. The only small point. If you want your work to be cooperative-compatible, it's not enough to just add extra player starts. You have to make sure that the player can get to the right point after respawning. I.e. if there's going to be some arena with doors closing behind the back and everything, there should definitely be a one-way extra pass to that arena so you can get to it again. Well, and additional cooperative arrangement of mobs will also be a good plus. Good luck!
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Definitely one of the meaningful releases for me. To see it on my favorite Doom Retro & Woof! & DSDA almost full-fledged Smooth Doom, with smooth animations, with different variations of animations of enemies' deaths, with neat meat and pleasantly flying casings when shooting... A real treat! Although the project has a couple of very minor problems due to the limitations of the format itself, but it's still a masterpiece for me (although perhaps an extra version without the shells and flying gibs should be made). Thanks, @Alaux.
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By the way, there's another thing, I don't know what rule it appears by, but sometimes it happens. It applies to the whole sound in general. During the game at a certain point there may be a moderately loud crackling sound and the volume of everything (and SFX, and music, and everything else) suddenly fades and then gradually starts to return to normal. This seems like a rather strange behavior. And regarding PistolStart. I think it's better to make this CVAR permanent. It will be much more convenient, if it will be permanently stored in .cfg file. Yes, you can use startup parameter, but I run Doom Retro in different ways and from different places, and everywhere else too many times or via launcher and CMD to prescribe parameters, or through the left shortcut is not very convenient. And might be worth to put a feature with saving the player state after the IDCLEV into a separate optional CVAR, which by default would be off. I'm asking a lot of people to play Doom Retro right now, and many find this implementation of IDCLEV quite strange. None of this is anything critical to fix soon, but if it then shows up in future updates, that would be a big plus on the "Quality of Live" side.
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alias demonstration_on "noclip2 1; notarget 1; god2 1; crosshair 0; r_drawplayersprites 0; screenblocks 12;" alias demonstration_off "noclip2 0; notarget 0; god2 0; crosshair 7; r_drawplayersprites 1; screenblocks 11;" bind n demonstration_on bind m demonstration_off Create an autoexec.cfg in your gzdoom folder and put this in it. I use this to create demo screenshots of my maps. Press N to turn "demonstration mode" on, press M to turn it off. Note that when you change levels, cheats like noclip, god, etc. are reset. If you changed the level being in "demonstration mode", you need at the beginning of the level again press the "demonstration mode". I made these aliases for my portable build of GZDoom with normal configs and properly tuned renderer that looks like Doom (default settings of GZDoom itself are real idiocy). So if you're interested in that, I could send it to you later.
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vanilla city maps (limit removing and custom textures are ok)
DRON12261 replied to mankubus's topic in WAD Discussion
I created a whole level on a similar urban theme - "Hotel of the Dead". I guarantee a pretty good quality map with attention to detail) But if my map is mostly with meaty gameplay within a single high-rise and its surroundings, @RastaManGames made a series of levels where it allowed the player to walk around different urban neighborhoods - "Urban Crusade". Also highly recommended. I think RastaMan has more to offer, since this is one of his favorite themes (sort of). UPD: And yes, my map is in Boom format and RastaMan's maps are in MBF21 format, but I think you'll find that interesting if you come for the near-vanilla urbanism entourage itself. -
What sourceport should one test their maps with?
DRON12261 replied to CheeseBaron's topic in WAD Discussion
The demo compatibility is right on point. But I was just talking about the peculiarities of rendering, especially it concerns errors like slime trails. So it's better to test them on all such available ports. If you put a lot of investment in the visual component of the level, and then notice that it looks on someone else port is not how it should work in theory, agree, you will feel a little failure and frustration as an author) Plus the gameplay itself due to some additional features port can be different and sometimes not in the direction that you need. For example Doom Retro has a custom implementation of blood, and on the bloody scenery, it is also involved there. If let's say you put a huge number of such scenery in one place, it can cause some lag. Yes, this is on the port side, but you can affect this as a mapper and prevent all such roughness. Another good example is when Woof! treats animated floor textures as liquids, while you might have some kind of fan there. It would be weird to see a floating fan (I've had that happen)) -
What sourceport should one test their maps with?
DRON12261 replied to CheeseBaron's topic in WAD Discussion
All in all, it will be enough for a quick test. But all the ports are implemented differently, in the same DSDA may be conditionally involve some fixes that will not be in Crispy Doom and sometimes the behavior may be slightly different. On the same Rude Doom, very unexpected things can come up, for example with improperly assembled TEXTUREx. As for replacing "&" with "or", I disagree. These ports are the most popular and most used today. And their behavior can also differ from each other, and even here sometimes to a large extent than limit-removing source-port and corresponding -complevel. This can start from some minor differences in technical implementation and end up with completely different custom features of these ports. So I insist that these ports "bundle" are always tested if you really want to say that your map can claim to be "polished". Maybe nothing will happen on very simple and boxed maps, but the larger and more technically complex the map is, the more pitfalls there can be. Especially if you use any "mapping hacks" and non-standard mapping tricks. And this also applies to different Node Builders, somewhere in one port can be "slime trails" in some places, in another port they can sometimes suddenly appear in other places. And I guess I forgot to add. You should also test your maps at -complevel higher than the original target value. This is often due to the fact that many will not pay attention to the request to play with a certain -complevel, and if you make sure that everything works at higher -complevel, then you yourself will be quieter, and the players less information in the README. Of course, except for those moments when your map will principally only work on one particular -complevel. -
What sourceport should one test their maps with?
DRON12261 replied to CheeseBaron's topic in WAD Discussion
[A really important topic, so I decided to write a mini memo here. I'm not an English speaker and might have made some mistakes, so don't kick me too much)] When testing your map, you should first of all look at the map format, game mode of map, and certain standards & features that you use in your wad. Of course, if you made a map for Boom and say that it was tested only on GZDoom - then you didn't do any testing of your map at all. If we talk about the format of the map, there are several of the main ones: 1) Vanilla - directly the original format of the maps themselves Doom. 2) Limit-Removing - vanilla with greatly expanded limits (but still with the limits, and different ports may have different ceiling. Yes, these limits are hard to reach usually, but more than possible). 3) Boom - map standard, which appeared with the same name source-port, in fact is a significant expansion of the vanilla format. 4) MBF21 - like a Boom, but a more recent format and is also another "expanding" step. 5) Hexen - generally more used today for multiplayer maps for multiplayer ports. 6) UDMF - ZDoom, and different versions have their own different set of features, mapping for ZDoom 2.8.1, for Zandronum and for GZDoom can differ significantly. 7) Eternity (UDMF and BOOM) - special format exclusive to the Eternity Engine port, since it uses a huge number of unique features specific to this port. To test on the ports themselves (in fact, we should test on all possible ports, so I will write only the ports for which this format is the ceiling and which will be especially critical for the presence of any bugs and errors): 1) Vanilla - necessarily on one of the following - the original on DOSBOX, Chocolate Doom or Chocorenderlimits. + ports below. 2) Limit-Removing - Crispy Doom, Rude doom (in fact limit-removing version of Chocolate Doom). + ports below. 3) Boom - necessarily PrBoom+ & Doom Retro & Woof! & DSDA, as well as their forks like Nugget Doom and From Doom with Love (although the expectation is that if it works on the base port, it should work on the fork as well). + ports below. 4) MBF21 - necessarily Doom Retro & Woof! & DSDA. The list of ports that support this format is smaller. For example the same Zandronum or ZDaemon are out of the list. 5) Hexen - ZDaemon & Odamex & Zandronum & Skulltag multiplayer ports. 6) UDMF - This is the ZDoom format, but we have several versions of it: ZDoom 2.8.1 (hence ZDoom LE, RZDoom, etc.), Skulltag, Zandronum & Q-Zandronum, LZDoom and GZDoom. The udmf limitation goes by which features you will be using, as some ports may have their own features for UDMF that won't work on other ZDoom ports. 7) Eternity (UDMF and BOOM) - well, here it's much easier, because the format is exclusive to Eternity Engine port. Besides the map format itself, you have to look at the features that you use, like UMAPINFO, or DEHEXTRA and stuff like that. There's also a certain list of ports there that support all of that. And yes, do not forget about compatibility level (-complevel) when testing maps, especially when you additionally test an older format on a more advanced port. And in principle try to test on as many ports as possible your maps, then you really can guarantee to your players stability of your project. Additionally I left a list of the ports I always have at hand for testing (but I strongly recommend to get acquainted with the whole list of possibilities of each port): - DOSBOX (Vanilla, Original) - Chocolate Doom (Vanilla) - Chocorenderlimits (Vanilla) - Crispy Doom (Limit-Removing) - Rude Doom (Limit-Removing) - PrBoom+ (Boom) - Doom Retro (Boom, MBF21) - DSDA (Boom, MBF21) - Woof! (Boom, MBF21) - Odamex (Boom, MBF21, Hexen) - Skulltag (Boom, Hexen, old UDMF) - ZDaemon (Boom, Hexen, old UDMF) - ZDoom 2.8.1 (Boom, Hexen, old UDMF) - RZDoom (Boom, Hexen, old UDMF) - LZDoom (Boom, Hexen, UDMF) - GZDoom (Boom, MBF21, Hexen, UDMF) - Zandronum (Boom, Hexen, UDMF) - Q-Zandronum (Boom, Hexen, UDMF) - Eternity Engine (Boom, MBF21, custom UDMF) Also it is worth to read about these standards (actually there are more, but these are the base ones): - Different versions of MAPINFO (but today the most important are UMAPINFO, ZMAPINFO, EMAPINFO and Hexen MAPINFO) - DeHacked - DEHEXTRA - Decorate - ACS - ZScript - I should also add that all ports supporting either UMAPINFO, ZMAPINFO or EMAPINFO support music in .ogg or .mp3 format 99% of the time. -
In general, I stick more to this classification: 1 map - Single-map WAD; 2 - (~9-11) maps - Episode; (~9-11)+ maps - a full-fledged Megawad. And the boundary between episode and megawad can be somewhat blurred and can be dictated directly by the wad itself. I think the vast majority of works fall under this division. The 32 maps are familiar only because the original doom contained only this number of slots, a kind of maximum that could be reached by those who wanted to, and there is no need to reach it. By the way, it's nice to see that your work is progressing. Good luck with the release.
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For me, the best Icon of Sin is the MAP30 TNT Revilution. The battle with Shodan's version of Icon of Sin is very well done, as well as the pre-fight build-up itself.
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And another moment. Can all the same make CVAR "PISTOLSTART" permanent, as in the same Woof!, and not just for the current game session? Sometimes it tires him to constantly prescribe. Whoever needs it, once turned it on and plays, who doesn’t need it, in principle, won’t touch it.