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My latest creation is now included in Eviternity II RC5 :-)
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Is it possible to make something like 'id Vault' in GZDoom?
t.v. replied to t.v.'s topic in Source Ports
Thanks. The Space Cats gallery is accessible from main menu, like I want. It is an expansion on the original Read me screen. It is clever but also very limited. The Codex in Metadoom is way more complex then I need and not accessible from main menu. But it has useful features. I will try to 'have the best of both worlds' and find a way to simplify and connect it to main menu. -
Is it possible to make something like 'id Vault' in GZDoom?
t.v. replied to t.v.'s topic in Source Ports
Thanks, the MetaDoom Codex looks great, but could it be made accessible from the main menu [instead of pressing 'n' while in game]? That would be perfect. I couldn't find what you were referring to in Shades of Doom. Where do I find these credits? -
I never used MBF, but I'll give it a try once I have some more free time :-)
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In the 2023 re-release of Quake 2 there is an extra option in the main menu: 'id Vault'. It leads to a gallery of concept art etc. I think it is an awesome way to archive artwork and extra information within the game. Is it possible to make such a gallery/menu in GZDoom? Are there examples?
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Plutonia and Evilution are also from 1996 ;-)
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You can get it by pasting an image in EndEdit with "Use extended special character". In my opinion, it is a cool effect and it looks good when the image is scaled down, however: in full screen it looks confusing because it breaks up the overall shape of things.
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I never played this before (I heard the name before though). Indeed it feels like a great classic! The Sky texture looks amazing! The Titlepic and statusbar could have used an update, but I guess this is more OG. It's also nice to read about how other people were struggling with editors back in the 90ties :-)
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Like in OG Doom, the pistol is rarely used after you obtain a better weapon. So I don't think the pistol had much effect on the balance. I added the knife to give the player an 'infinite' ammo weapon in case of dire emergency. So a better way to look at it is: the infinite energy pistol (Neutron Pistol) was replaced with the combination of the pistol and the knife. I think removing the grenades had more impact on gameplay. In vanilla (/Unity port) the number of different projectiles is very limited so I had to sacrifice the grenade. Instead I got to add its bigger brother: the Cluster Grenade. It was supposed to fall to the ground like a grenade, but I thought it looked cool when it was floating :-P
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DWANGO30 - Celebrating 30 years of Deathmatch! [Community Project - ALL SLOTS FILLED]
t.v. replied to Doomkid's topic in WAD Releases & Development
Is it too late to ask for a map slot? If not, I have been working on a map which would fit nicely :-) -
It is more complicated than I wrote, but I don't want to check it right now :-) Changing 'BFG ammo use' will cause problems in Unity port. It HAS to be 40. Also changing the amount of bullets the player starts with, will make the game unstable. It has to be 50! I learned that the hard way. The game crashed 70% of the time for no obvious reason. It took me weeks to figure out what caused it. Converting the Dehacked from the Zdoom version (2009) to work with the Unity Port was a big challenge. These are the main reasons: 1: Like I stated above, Unity seems to have its own quirks. 2: I didn't use Dehacked since 2009 and never used it with vanilla restrictions. When you use Dehacked for vanilla Doom you cannot give an Action to a State that originally did not have an Action. When I made the Dehacked in 2009 I gave States that originally did not have 'Action'. This worked fine in Zdoom, but not Unity. For a long time I didn't realize this and was frustrated why my Dehacked from 2009 didn't work. 3: When Unity port runs into a problem, it crashes without a specific message, making it difficult to figure out what the cause was. When I made the Dehacked for Scientist (2023), I started from the ground up. So I could make a change and then test it. If it crashed I knew it was because of the last line I changed. But with Harmony I started with a big incompatible 'black box' Dehacked and had to find the bugs in between. It didn't help that some bugs 'only' crashed the game X% of the time, so testing was tedious. Eventually I decided to keep the weapons closer to the original Doom to avoid/solve issues. For the pistol this meant it had to use bullets instead of infinite/ cells. Indeed the cells in the earlier maps were originally intended for the 'energy pistol'. In the last phase Xaser did an amazing job with the Dehacked an fixed a lot of things to improve the project. SFX: The SFX for the Bethesda release (2022) were made by Chad Mossholder: the Sound designer at id Software. I still cannot believe he took the time to do this. There is no way my sounds can reach his level, but I did my best :-). Map15: Indeed the visible word 'Back' on the poster was no accident. The symbol on the aircraft is also subtle reference. Originally I was going to call the map 'Back', but I went with 'Rematch' because it refers to Deathmatch as well. 'Omissions': - Echidna still has her secondary attack. First she fires 2 Seekers and then bullets. I could have used the Keen-effect on the Echidna, but I thought it would be cool/ more original to have her drop a key instead. Like a gimmick. You don't see that often in vanilla mods. - The Centaur in 2009 fired a mine and then a grenade. In 2022 I removed the mines. Mines are technically possible, but they were too annoying. The player should be able to run around without getting paranoid about stepping on a mine. In a game it feels OK to be shot down by a monster, but there is no honor in dying by a mine. - The flies above the Beastling looked weird in low resolution, so they had to go. I re-introduced them in Harmony Compatible (2023) above pre-placed corpses though.
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Today I finished a new masterpiece:
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I don't think the Endoom I made for Scientist (Scientist 2023) was posted here yet:
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DWANGO30 - Celebrating 30 years of Deathmatch! [Community Project - ALL SLOTS FILLED]
t.v. replied to Doomkid's topic in WAD Releases & Development
feedback on Endoom: * The blue in the hand looks out of place. replace it with gray * The white text is far more dominant than the blue. Either make the white, gray OR the blue brighter (light blue or cyan) * The big letters are not in the center. they should be moved 1 cell to the left. Probably manually cell by cell :-( * Only mappers are mentioned. T.V. made various GFX :-P -
@MrFlibble * The original Zdoom release (2009) had infinite ammo for the pistol. For several other ports it is not possible to have infinite ammo in slot#2. (It is possible in vanilla if you use slot#1, but it would be counter-intuitive to have the pistol there). So for the 2022 Bethesda release I changed it to normal bullets. * Every port has its own quirks and resources. I added menu graphics for PrBoom+, but there are bound to be other (future) graphics missing. The goal was to make Harmony Compatible work well with most, if not all, limit removing ports. It does, so can accept it :-) Making one version that is it perfect for every port is an impossible task. * Results vary depending on the port you use and its setting. Some ports stretch the pixels, others don't. It is impossible to make it work correctly every time. Unless you make it port-specific, which is the opposite of what I was aiming for :-)