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shroomzy5000

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About shroomzy5000

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  1. i had this random thought and it may be common knowledge but does the GZ in GZdoom stand for Graf Zahl ? lol
  2. Thank you so much! This immediately fixed the problem
  3. Hello Doomworld! I have run into an issue where my textures are not appearing skewed in the game, while in the editor it looks fine. Other people have run into this issue: @Async Unicorn here: https://www.doomworld.com/forum/topic/144469-am-i-missing-something-udmf-skewing-textures/ I have tested this issue in the following configurations, and it appears toggling between any of these and restarting has no effect: rendering api: Vulkan & OpenGL render mode: hardware, doom software, true color Any help on this would be greatly appreciated! Thank you!
  4. Would need to see the map in editor to reach a conclusion but since it only happens while moving, this immediately makes me think of walking around a map without textures. When there is a missing texture, what i understand is what you see is based on your view angle of the linedef. I would use the MAM (F4), check only the box for "check missing textures". Backpacking of Kappes statement, i have a feeling you have a ton of really small linedefs grouped up and perhaps just 1 of them is missing a texture, therefore you get this only happening while moving. again tho im not really sure because at least for me, missing textures in the map when played thru gzdoom turn into see thru lines or repeating flats. that almost looks like the orange 64x64 box you see in the editor on surfaces that arent textured.... Also i noticed in the top pic it looks like you are using 3d floors to simulate the shelf "supports". due to the bug happening exactly where those supports are, they could be involved, but its definitely not a "limit" of 3D floors. I have a map with a sprial stair case with about 70 3D floors as stairs in a single sector and there are maps out there that use even more so im almost 100% sure is has nothing to do with how many 3D floors, but rather the vertices that comprise them
  5. oh me? im still playing Bastion of Chaos...
  6. I tried to make it shorter, rather than throwing 800 monsters at you like I did in UAC Blacksite, using more calulated encounters and pairing specfic enemy types against the player. I think the supercharge mod really added alot in terms of monster variety. I guess in the end it had little effect on the play time though lol
  7. Sick brother, tbh youll have a much better time than anyone who played it on release. I went back a couple weeks ago and fixed all the kinks that came up after launch and rebalanced the map with supercharge in mind :)
  8. Looks like everything is working as intended, I am asking the player to do some undoomlike things and not conveying that very well. I have updated this post with a little riddle to help guide future players :) I think ill probably work that into the map itself on UV in a future update
  9. Thank you so much for your time and the review. I was definitely made sour by all the really good doom players who basically just waltz thru my first map on UV so i guess you could say i studied at the school of sigil when it came to balancing this one. the gap between HMP and UV is absolutely ridiculous. Also, yes unfortunately you are softlocked in the cathedral until all encounters within are cleared - how you progress thru those encounters, in what order, and with what weapons is up to you and how much you want to explore and experiment with the map! I didn't see this in the video so i do want to leave a hint here. There is a CRUTIAL discovery the player must learn to survive the church. I hint at it along the way, but it becomes glaringly apparent that health pick-ups don't exist in the map (outside of megaspheres and soulpheres in secrets) once you enter the church. This is deliberate and by design.
  10. Thank you this is valuable information to me. The oldest hardware one of my play testers has is an 9th gen i5 with a 1070 gfx card and it ran at 60-100fps the whole time so this was definitely an oversight on my end. I promise you its the number of rockets in the map.. That many rockets is probably overkill and the same effect could probably be achieved with like 20 cyber demons. My last map had like 3x more enemies in it than this map so I didnt make the connection that the amount of rockets they spawn raises the amount of entities the game has to process into the thousands untill you mention it. I will work on this
  11. Again I don't know specifically but anything to do with entering and leaving levels is going to be done with clusters. or at least that is how i understand it. This is how secret endings work because in a cluster you can get more specific with how the game treats progression and what to do when the end of a map has been reached. In my wads for example - beating the map normal gives you and ending credits screen i made, then ends the game. the literal endgame credits of doom 2 roll and thats it. But using a cluster definition, the secret endings of my levels will dump you into E1M1 of Doom 2 with all of the weapons you acquired from my map completely bypassing the ending credits and its like my level becomes e1m1 only when you achieve the secret ending. So its like the reward for secret ending is getting to keep playing the vanilla doom 2 game, where as without the secret ending, the WAD effectively ends with my map. Now given this context, if i was trying to do what you are, i would imagine it goes something like this. If outro happens every single time when finishing level, then you make the cluster definitions point your current maps next level to the outro cutscene, but if its like an optional thing, then you tie it to the secret ending end have the secret next be the cutscene and the normal end not.
  12. Hello Doomworld! Long have I awaited this day! My newest map Cathedral is now ready. I feel like most my posts are generally mini essays, so I'll keep this short and sweet and let the map do most of the talking... Just like last time there is a brand new completely original soundtrack for this map. Unlike last time this map was developed from day 1 with custom textures and the supercharge gameplay mod. (My compression skills are getting better, 3mb less than my last map even with all that extra crap packed in lol) PORT: GZDoom MAP FORMAT: UDMF Freelook: YES Jump: Disabled Crouch: Disabled Difficulties Implemented: ALL Content: 1 map w/ secret ending DOWNLOAD: Google Drive CATHEDRAL.pk3 As always thank you to @Tango for developing the Supercharge gameplay mod this WAD relies on. Additional Credits for the custom textures/content procured from Realm667: -GOTHIC TEXTURE PACK // Author: GothicDM Team -NOIR PACK // Author: Textures made by FuzzballFox and compiled by TheGreenHerring -DARKBASE TEXTURE PACK // Author: David Gevert -DRDOCTOR'S TEXTURE PACK// Author: DrDoctor Please criticize, comment, and leave feedback as I really do want to learn as much as I can about the experiences I'm creating. As an aspiring game developer this is vital information I really take to heart and try to learn and grow from - those who left feedback on UAC Blacksite had direct impact in how this map reached its final state and I cannot thank you enough. All that being said, please enjoy Cathedral ***README*** In the realm where darkness casts its veil, Amidst the canyon's haunting tale, There stands but a single thriving tree, Given life by something yet unseen. Through halls where realms collide and bend, Half in light, half in end, Elements twine, energies brew, One grants solace, one abuse. Where shadows whisper and secrets hide, In the embrace where opposites abide, A transformation, unseen, unknown, A gift bestowed, but never shown. As crimson flows, I meet my fate, But illuminated, no pain awaits, With one deep breath, new strength, new power, To endure the trials, to survive this hour. Check out my previous release: UAC BLACKSITE [Supercharged]
  13. @Gez you are 100% correct. I was actually about to post because i was able to fix the issue and after some testing i was able to recreate the issue by doing the add to texturex first before the patch table. I did not know slade automatically made the patches when adding to texturex so this redundancy completely explains it. Thank you so much guys! Going to release the WAD in a few minutes thanks to you! ANYONE READING THIS AFTER THE FACT CONCLUSION: If you are adding custom textures to your WAD, always add to patch table first before adding to texturex. swapping these steps will lead to the errors above If you are like me and just came from @Doomkids video, you may not know what Gez mentioned above about slade autocreating patches when doing add to texturex.
  14. @Edward850 Thank you sir, I apologies for my ignorance but can you elaborate on this? I renamed them by adding an underscore, but the error still appears the same.
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