lubba127 Posted yesterday at 12:47 AM 25 minutes ago, Obsidian said: Very much appreciated. :) Oh yeah, and @lubba127? Your map appears to exceed the resource limit and also replaces stock resources, are you able to fix it or shall I just remove it from the compilation? Same deal as the last 2, get back to me with an update within a week. 👍 I sure can. I'll see if I can get it done tonight, hardest part should be trimming down file size. 1 Share this post Link to post
lubba127 Posted yesterday at 03:12 AM Okie doke, so trimming the fat is a lot harder than I thought it'd be... I'm gonna do some more tomorrow because I need to start getting creative with what I can cut - odds are I can't sneak past you to smuggle in a megabyte and a half of extra asset data lol. 0 Share this post Link to post
Obsidian Posted yesterday at 03:38 AM 15 minutes ago, lubba127 said: Okie doke, so trimming the fat is a lot harder than I thought it'd be... I'm gonna do some more tomorrow because I need to start getting creative with what I can cut - odds are I can't sneak past you to smuggle in a megabyte and a half of extra asset data lol. I think I can allow a bit of leeway for the file size (the original rule was mainly to stop people handing in 100mb monstrosities or maps with entire unaltered texture sets shoved into them), but only on the condition that you rename the textures you used with a three-letter prefix to prevent any resource clashes. Hopefully that's a bit more agreeable. 1 Share this post Link to post
lubba127 Posted yesterday at 03:56 AM 12 minutes ago, Obsidian said: I think I can allow a bit of leeway for the file size (the original rule was mainly to stop people handing in 100mb monstrosities or maps with entire unaltered texture sets shoved into them), but only on the condition that you rename the textures you used with a three-letter prefix to prevent any resource clashes. Hopefully that's a bit more agreeable. Sure, is there any way for me to rename all of my textures without de-texturing the entire map or will I just have to accept the tedium of repainting it? 0 Share this post Link to post
Obsidian Posted yesterday at 05:08 AM 48 minutes ago, lubba127 said: Sure, is there any way for me to rename all of my textures without de-texturing the entire map or will I just have to accept the tedium of repainting it? You can at the very least use the Find and Replace tool in your map editor of choice, but for the most part it will just be busy work. I do have to insist on it though: I already get too many submissions where the mappers don't bother changing their texture names and it leads to scenarios where 2 (or more) mappers have all attributed the same texture names to completely different textures. If I'm gonna waive the rules for you, I'd prefer to waive just the one. 1 Share this post Link to post
lubba127 Posted 12 hours ago @Obsidian just one more question... when compiling, do you add each WAD into a central pk3 file where all the assets exist attached to the pk3? I ask because it would make my job a lot easier if the compilation already housed resources that I'd be using like OTEX lumps or WFALL lumps; say someone has already submitted a WAD that uses OTEX or waterfall textures, I could delete most of my texture repository in service of file size while also not needing to repaint the whole map. The answer is probably no, and in the time between sending this message and you reading I will already be going through the process of repainting, but maybe it's something to consider for next time? For you and I both. 0 Share this post Link to post
Obsidian Posted 11 hours ago The need to maintain compatibility with non-GZDoom source ports (which is mainly just DSDA-Doom at this point) necessitates the continued usage of the wad file format. I will however say that both OTEX and the WFALL# textures have been used in other submissions, so if you'd like to exclude those from your submission I wouldn't mind. 1 Share this post Link to post
lubba127 Posted 8 hours ago (edited) 3 hours ago, Obsidian said: The need to maintain compatibility with non-GZDoom source ports (which is mainly just DSDA-Doom at this point) necessitates the continued usage of the wad file format. I will however say that both OTEX and the WFALL# textures have been used in other submissions, so if you'd like to exclude those from your submission I wouldn't mind. cool! so I just axed all of the OTEX and WFALL textures and added "L" as a prefix to every remaining texture and flat. retextured the whole map with the help of the find function, and all and all I really hope this will work with the rest of the DMP WAD. Sorry my submission has been such a pain and thank you very much for all the help! FIXED ParadiseDMPdemo.zip 1 Share this post Link to post