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Everything posted by Devalaous
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Today I learned that par times in mapinfo is extremely volatile; unlike map names or graphic lumps, you cant leave an entry blank anywhere or everything crashes spectacularly. Spent a good 10 minutes wondering why my previously pristine mapinfo was exploding, citing clusters as a reason, and it was just because while testing one map, the others werent fully defined yet.
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Its not actually an episodic wad, it just makes Map 33 (normally a command-line only map) selectable on the menu. An alternative version of the patch instead makes it part of the campaign as the third secret level. The other features are bringing the updated 2022 version's maps into the original, alongside the updated midipack and its widescreen graphics.
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Fragport Patch (Previously posted in the Megawad Club)
In the process of properly packing up my often-mentioned and never seen quality of life patches to release them into the world so that its not just me benefitting from them. I have these three ready right now, the rest need to be zipped up with readme files written, others still need tweaks and testing. My earliest one for Anomaly Report needs to be re-looked at too.
(Paging @NaturalTvventy for any input on the first one :p)
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Holy shit. Not only did I beat AV's Map 32, I also finished Hell Revealed Map 12 to 15, then Map 31 and 32 today. Most of these maps I never dreamed I'd be skilled enough to beat. Sucks that it took two decades to get good enough though :D
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Tinkered away at those old Master Levels patches of mine. Now the combined version is a full 32 map megawad. 21 Master Levels, 7 Rejected Master Levels, 2 pre-TNT versions of the levels that were known to be rejected from the Master Levels (not the exact versions that were rejected, but they still predate TNT), a asset-stripped Kick Attack, and one of Jim Flynn's levels that was on the Master Levels disc to round it out to 32. Now all the ML authours have three maps minimum.
Now I just need to copy all those changes twice more, since I have alternative soundtrack versions.
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I released a beta copy ages ago, never got much feedback so I kind of..got distracted by everything else. Only today found out that the UMAPINFO for one version was full of bugs.
I think the new version is good to go....but just watch as its STILL got typos somewhere.
Ive even got an exception in there now for Eternity, since its the only modern port I have that hasn't adopted widescreen graphics. Had to make a seperate TEETH CWILV just for Eternity -.- -
Here is a current version without the 'MASTERLEVELS.wad'
It is tested (and designed for) with GZDoom, Eternity, DSDA Doom, Woof and the final PrBoom Plus. There are three versions: The regular fix has the Master Levels MIDI Pack integrated, the S version has stock Doom 2 music, and the 'Mid' version has a soundtrack selected manually from the MIDTWID midi pack.
(This is still considered a beta, I expect things to still be broken *somewhere*) -