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ukiro

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Everything posted by ukiro

  1. Off the top of my head I don’t know the exact thing that causes the error(s) in that specific level. But we as developers don’t have the time to chase that either; bugs reported for ports and versions that we clearly state aren’t compatible won’t be addressed, it’s as simple as that. Now if you somehow get the same behavior in 0.27.5, we’d be very eager to hear it.
  2. this is not supported. Please run on the latest available version!
  3. Myhouse.wad thread sits at 345 currently.
  4. I think I'm never making a map this big again. testing is a nightmare and sooo many things can break. Anyway, I *think* it's sorted out now and we'll just do a bit more testing and then another update.
  5. Thank you for playing and taking the time to write this. As the author of map36 I instinctively want to answer point by point, but I think I might save that for a longer post like I did for the original Eviternity's map32. There are already some smaller things changed for RC3, hopefully due out shortly after I post this, that touch on some of the things you mention. But bottom line is I think maybe this map—it's vibe and what experience it's attempting to give the player—is simply not for you. Which is not only totally fine, but expected: Eviternity is—to quote Meowgi's stream—"a wad for normies" and as such it'd be a real mistake to push it into God Machine or later Sunder levels of difficulty for example. Your notes on lack of challenge makes me think you did it deathless which would be unusual but not inconcievable. Perhaps the eventual coop version could provide the extra bite, but it doesn't seem you're willing to give this any more of your time, which I won't argue with. So good news is it's a secret map and not part of regular progression, which is where we took the most risk with more niche concepts.
  6. Thanks for the detailed notes! Makes it much easier to look up the stuff you're referring to. 1. We're looking into why these get offset; they're vanilla decorations and shouldn't be changed. 2. Good catch, fixed all these. 3. No, the core concept is to have a cyber in the center constantly (although the sector you reference is not the center one). The extra ones are backups if the one in the arena gets killed by infighting and/or the player. 4. No, it's pretty much mandatory progression. Why were you having so much trouble getting here? I suspect you solved the fight here in some very unexpected way. 5. It's lowered by killing the third flesh pod, reachable after you finish the southeastern plasma arena with the crushers.
  7. The pressure was already overwhelming—developing this publicly would have applied truly crushing expectations. We did debate launch tactics a lot, but I’m personally happy we decided to keep it a secret.
  8. Quite early in development it was evident we'd have to include iwad assets due to the new palette tricks, much like BTSX or Ancient Aliens. At that time I raised the issue of including the sprite fix project and I suppose smooth animations would be in the same vein. There's no decision on this yet, nor is it a priority while we fix errors that are reported. Thankfully those things could be done as an add-on later anyways, should we not find the time/patience to add them to the final version of the WAD.
  9. This is fixed for RC3. There's nothing mega urgent for RC3 just yet, so we're still amassing fixes. A lot of players are still in chapters 3-4 so reports from 5-6 are somewhat thin. But expect another release before Christmas. Any levels that saw changes will have its saves broken, yes. And at this rate most levels are seeing some tiny change at least.
  10. Holy moly I might actually borrow this idea for Eviternity II map36 if I have the time and the lines available. It's a perfect fit, and very nice execution.
  11. It's by Robert Sammelin. As I'm writing this, there's 90 minutes left to get a steep discount on his Domestika illustration course =) https://www.domestika.org/en/courses/3805-cover-art-illustration-with-pencil-ink-and-digital-painting
  12. coop support is deliberately not implemented yet and should not be tested unless you want to have a bad time. But it IS planned!
  13. What's OTEX A big library of textures and flats (floors /ceilings) for the original Doom. This is not a mod, as OTEX doesn't replace anything in the original games. Rather, it's a set of resources for new levels. The textures are for the original palette and resolution, not some "HD texture pack" or similar. What's new This version collects the fixes and improvements I've done since 1.0 as well as some new sets. Some things I was working on didn't make it in yet but I didn't want to hold this back any longer. My texture crafting pace is leisurely at best these days, so don't hold your breath for version 1.2. There's a condensed changelog in the WAD itself (see the README lump by using a tool like Slade) but for the full list go here. A significant change is I now include the DOOM2.WAD texture definitions so you can combine OTEX with Doom 2 vanilla assets in non-GZDoom engines. Also new: There's a semi official PK3 version, thanks to Bauul. So if you're mapping for UDMF, this is the way to go. It also resolves the naming convention conflicts between some textures and FLATs. Simpletonium's very useful texture categorization config for UDB is also updated for version 1.1. Downloads Go get some textures ! Come hang out If you want to give feedback, ask questions, or just hang out with other people using OTEX for their projects, join my Discord server: https://discord.gg/Hq53kEa
  14. Pardon the necropost but I'll point out here that yes there will be an update to Otex containing the stuff seen in Eviternity II and more, but it's not going to be released in the near future since I have not had time to finish it. So have a bit of patience and we'll get there eventually!
  15. Thanks! I’ll look into that error today.
  16. Downloads should be working again now. The traffic is quite insane, apparently people are excited for this?
  17. ukiro

    [FINAL RELEASE] Eviternity

    Ever since 1994 I have had a strong dislike the toy-like sheen midi (or .mus) gives a composition, and as a result I've almost always played Doom without music for these past soon-to-be 30 years. For my map in Eviternity I tried to find something that felt more aligned with my preferences, and the result is that it's perhaps the most divisive music choice in the entire megawad. So I think most people prefer a bit of playfulness, music that leans into the midi aesthetic, rather than something that tries to make midi something it's not quite cut out for.
  18. ukiro

    Post your Doom textures!

    This is the best thing posted on here for years, I need to throw out all OTEX liquid falls now, goddamn. How was this made?
  19. challenge accepted :-) but yes, these are stunning and lit a huge fire under my lazy ass.
  20. ukiro

    Things about Doom you just found out

    I played Doom 1.1 with 3 screens at my dad's job in I think march of 1994. That experience may very well have sowed the seed that decades later has resulted in me working professionally in AR and VR for over 10 years by now. Thanks Carmack! (I've actually thanked him for this in person.) Here's a more explanatory video about this feature:
  21. You can alter OTEX, but for maximum quality, some edits are better done with the source files. Feel free to frankenstein new textures using the existing patches; OTEX is painstakingly divided into patches for this very reason. But if you need to make color edits or similar, maybe do a mockup and send it my way and I can export a proper version. If it's a good idea with universal appeal I'll include it in the official set.
  22. Finally started playing this. It's really great, awesome use of my textures and stunning levels. Already quite punishing for a shitty player like myself, but that's not your fault =) Hope to see a final release some day.
  23. ukiro

    Question about Darkening 2 textures

    They are indeed nonsense, meant to look like some alien script just like in Quake II which was a big inspiration. Except for one! The gray one, originally meant to be used only in map01, can be read as "olas bana" and my real name is Ola and "bana" can be translated as "level" in Swedish. So sort of an inside joke for the Swedish speakers. But I think it ended up used in other levels too.
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