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Everything posted by DRON12261
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Yes, I too have encountered this kind of thing often during my maps tests (launch from Ultimate Doom Builder) This bug is definitely saved by going to the pause menu and back.
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[Community Project] Scythe: Resharpened
DRON12261 replied to EPICALLL's topic in WAD Releases & Development
I like the "Scythe: Re-Sharpened" version with the meaningful wordplay. I can also suggest "Scythe: Re-Forged" or "Scythe: Re-Casting" from similar ones. -
[Community Project] Scythe: Resharpened
DRON12261 replied to EPICALLL's topic in WAD Releases & Development
Okay, fine! I'll take MAP20, I liked it a lot in my time. The only thing is, by Vanilla-Compatible do you mean that it should run under the original Doom on DOS or Chocolate Doom, or is just some -complevel in conditional DSDA, Woof! and so on sufficient? -
[Community Project] Scythe: Resharpened
DRON12261 replied to EPICALLL's topic in WAD Releases & Development
Damn, that sounds too tempting! As soon as I get a couple of active projects and some IRL stuff sorted out, I'll be sure to join in. -
Hotel of the Dead by DRON12261 [BOOM, ON /IDGAMES]
DRON12261 replied to DRON12261's topic in WAD Releases & Development
DoomerBoards topic: https://doomer.boards.net/thread/3119/boom-doom2-idgames-hotel-dron12261 -
Also, this is more for Doom Retro users: If you also find the default automap coloring very uncomfortable and poorly readable, I picked up a more convenient and readable preset coloring. Just copy those lines below to your config, or enter them into the console while playing: am_allmapcdwallcolor 111 am_allmapfdwallcolor 105 am_allmapwallcolor 100 am_backcolor 0 am_bloodsplatcolor 124 am_bluedoorcolor 200 am_bluekeycolor 200 am_cdwallcolor 127 am_corpsecolor 172 am_fdwallcolor 122 am_markcolor 162 am_reddoorcolor 176 am_redkeycolor 176 am_teleportercolor 24 am_thingcolor 250 am_tswallcolor 152 am_wallcolor 112 am_yellowdoorcolor 231 am_yellowkeycolor 231 I'm also attaching some screenshots as an example. Now all the colored doors and teleporters are clearly visible on the map. Also in relation to the protrusions on the ceiling are well highlighted protrusions on the floor, like stairs, etc., as they are much more important to the player, because more affect his movement.
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Well, since the last update I have had no more problems with the sound or any other problems, great job! The only little bug, which I remembered late is related to the killcounter. After loading the save, resets the counter of monsters that were revived arhvil before the save. Conditionally at the start of the level total monsters was 20. You killed for example 15, so the killcounter is 15/20. But then the archvile comes out and revives 10 monsters and we kill them. The result is 25/30. We save at this point. We pass on, let's say at some point we die and load the save. We end up with a killcounter of 25/20 when it should have been 25/30. Maybe I missed some nuances at some points, but in general it worked something like this. And how about displaying the number of reborn monsters separately from the original number of monsters? For example in the case above would be something like "25/20 + 10".
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Done! Pretty good arena, with a reference to the starting location of E4M9. Funny thing is that it took me longer to think about what to create than directly make the map itself. Implemented all 3 levels of difficulty, all tested. I also used one service room for backup monsters, but you'll have absolutely no problem moving it to the final map, just Ctrl+C and Ctrl+V that room to any space outside the map, just not too far from the center. All tags are within 49x. E4M9.zip
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Adrenaline Syndrome - abandoned WIP challenge map
DRON12261 replied to Lina's topic in WAD Releases & Development
From the screenshots, the detailing and texturing is done conscientiously and to a high-quality level. I will definitely check out this map later. -
So, I again spent a session in the usual manner: started the port, opened the console, prescribed PISTOLSTART 1, started the NEW GAME on UV game, then through IDCLEV loaded the necessary map and proceeded directly to the game. Unfortunately, the sound problem is still there. It's funny, from the beginning I was running ADO2022 like that, and my sound didn't go silent, everything went at a normal constant volume, but sometimes the sound would not play at all (there was a chance that, for example, a shotgun shot or a chain gun firing a sequence would happen completely without sound). But now I ran PRCP2 and the sound problem repeated itself in exactly the same manner as it was before. I'll probably even try to catch that moment when the sound starts to break and record a demo video to get a better idea of what the problem is, but I'll get into that a little later. And yes, on top of that I also stumbled upon a very strange bug that causes the crash. If I run PRCP2 (cvar PISTOLSTART doesn't matter this time), start a new game and put IDCLEV23 and then immediately after level load put IDCLEV25, the game inevitably crashes. Moreover, with other cards it works fine, without crashes. But specifically in this sequence of actions it leads to crashes. This also applies to prescribing MAP MAPXX in the console instead of IDCLEV.
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Well, I found a critical bug in 4.8.0) If you turn on PISTOLSTART, the game inevitably crashes when you go to the next level. It also inevitably crashes if you die and trying to load save (also with PISTOLSTART on). And if you turn on PISTOLSTART in the main menu and try to load the game, it also crashes. I think there was a chance with loading (I also experimented with AUTOLOAD) that it might not crash, but it is most likely to crash. P.S. If it makes a difference, I am attaching my config: doomretro.zip (.zip, because DoomWorld doesn't allow you to attach a .cfg right away)
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Check this:
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Well, I spent a long session without opening the console in the game and indeed, this time there were no problems with the sound, the game went very comfortably. I played for a little over an hour, although before that it always took 10 minutes for the sound to start to stutter. Looks like the problem really lies in the console. And by the way, I suggest to improve ALTHUD a bit, adding information with timer, and counter of kills, items and secrets, which could be controlled by additional cvars, like ALTHUD_TIMER, ALTHUD_COUNTERS, etc. I even did mockup of what that might look like. And drew a few different variations of the 16x16 monochrome icons (attached archive below). Very lacking is a counters in the HUD itself without having to go into the automap. For a default statusbar you could implement in a similar way as it is done in Woof!, DSDA or prBoom+. icons.zip And probably also flashing linedefs on the autocard in the appropriate color if there is an action on those linedefs that requires a certain color card-key. A similar thing was implemented in Woof! and helped very quickly navigate on the map, especially if it is very large and confusing. Eventually, when all this is implemented, including the posts before that, I will no longer have a reason to go back to ports like Woof!(other than testing my maps) and I will finally and comfortably migrate to Doom Retro, playing numerous vanilla and Boom wads.
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Oh yeah, and I remembered one more thing! Is it possible to add some additional cvar (something like PISTOLSTART_AUTOLOAD) or just make the last quick save load instead of full map restart and unnecessary pressing F9 with PISTOLSTART ON? As far as I remember the last save is loaded automatically only if PISTOLSTART is off, which is not very convenient.
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By the way yes, I almost always use the console for at least the PISTOLSTART ON command and switching to other maps via MAP ____. Yes, I am aware of these commands, as a substitute until a full-fledged settings menu appears is a good alternative. Cool! Now I can make full use of UMAPINFO in my next works. Yes, the very first thing I did after downloading Doom Retro was to put ALWAYSRUN ON in the .cfg file. In any case, it's probably not good when it's hardwired into the CAPSLOCK key. Good luck with the fixes, I eagerly await the next update.
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[I warn, I don't know English very well and there may be some semantic errors here. But I tried to double-check the text several times with the translator and hope something like this doesn't come up.] If I did not mess up the settings, etc., it seems that I found a rather critical bug: either after some time in the game, or after one or more deaths (I could not figure out the exact reason, but more likely the second), the sound volume begins to randomize terribly, but more often in the direction of silence. And this mainly applies to the sounds of the player, but I also noticed it and for the sounds of the monsters. It happens so that you at all with some kind of chaingun or shotgun start shooting almost silently. Moreover, I have this problem appears regularly, and in fact is very strongly interferes with playing, only helps restart the port, but the other players I have not heard about this problem. Maybe I messed up something with the CVAR, but the cvar itself, affecting the sound part, not so much. I had a similar situation before, I was turning off R_BLOOD to disable custom port blood (it was killing my FPS toooooo much) but instead it was turning off all the blood, including vanilla sprite blood (I thought it was a port bug). But then I figured out that just set R_BLOODSPLATS_MAX to 0 and that sort of solved my problem. What is really lacking here is also a lot of settings menu, so that I don't have to constantly go to wiki and console to find explanation of needed settings, but it's not that critical. Also another very important and missing thing is the incorrect display of the picture during the Intermission screen with the story text box ("interbackdrop" field in UMAPINFO). I stumbled upon this problem when trying to put the appropriate picture behind the text in the background when creating my Hotel of the Dead using UMAPINFO, but it seemed to break when on other alternative boom-compatible ports like Woof! and DSDA, everything was going fine. In the end, to keep it compatible with Doom Retro, I was forced to just insert a solid Flat texture fill. Another strange but not critical thing - after playing Doom Retro I always have CAPSLOCK on (although I don't even touch it when playing). In general this is now my one of my favorite ports and probably the most visually pleasing and beautiful port. And I am very eager to see a fix for the above issues, because these things are actually very much in the way of quiet and comfortable game (the problem with sound) and because-that in the future, I would like to lay out their maps with a recommendation to pass them is on Doom Retro (but here prevents the problem with the backgrounds via UMAPINFO).
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PSX DooM: The Forgotten Chapter
DRON12261 replied to Dantosking's topic in WAD Releases & Development
Now there's another great PSX-style megawad. Good job! -
what are you working on? I wanna see your wads.
DRON12261 replied to everennui's topic in WAD Discussion
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