Gez Posted April 14, 2014 MajorRawne said:If there's a way to incorporate the spectre and nightmare spectre flags for all monsters, as opposed to introducing new types of actor, there are a ton of possibilities for Doom's future. https://github.com/rheit/zdoom/pull/47 0 Share this post Link to post
Dexiaz Posted April 14, 2014 Ok, my first try (Adrian Asleep) was not good (too loud, fck, you know this ambient music, but...uh, nvm), but this music you will like (I hope): 0 Share this post Link to post
MajorRawne Posted April 14, 2014 That's as creepy as fook. What are the names of the instruments Hodges used? It sounds a lot more like music than the first track you did, but the first one was scarier. 0 Share this post Link to post
Dexiaz Posted April 14, 2014 Thanks! About the instruments - they are only in my own list (and only on russian, lol). Most of them I just called as "Infernal wind". There are only 55 instruments (standart is 128). 0 Share this post Link to post
MajorRawne Posted April 14, 2014 Aubrey Hodges. PSX Doom. So badass they don't need 73 instruments. I bet Bobby Prince did. 0 Share this post Link to post
Gez Posted April 14, 2014 MajorRawne said:Aubrey Hodges. PSX Doom. So badass they don't need 73 instruments. I bet Bobby Prince did. Fraggle actually wrote something that could give the exact amount of instrument uses in a set of MIDI files, so somebody just need to run it on the IWAD MIDI songs. (The stats.py in Freedoom itself was generated by running gather_stats.py on "various well-known WAD files" and I'm not even sure the IWADs were included in them since they're the ones you wouldn't hear in Freedoom after all.) The typical Doom MIDI file uses less than 15 instruments, by the way. 0 Share this post Link to post
Dexiaz Posted April 15, 2014 Ending track. 3 hours (clear time). And this sound awful, but anyway... I see another picture (from monsters view) - Doomguy's back, and light...and demons can't kill him, because there are angels in the light...they want to save marine... I've used remixed midi by silentzorah from prjtnt.wad as base music. Not really good idea. upd: 0 Share this post Link to post
MajorRawne Posted May 7, 2014 Any news on the Lost Levels' progress? Anyone doing anything about the monster limit weirdness? DeXiaZ, the Farewell remix is too busy, too many discordant noises, but Sinewave is extremely horrible (in a good way!). I'd like to use the mp3 of that for a planned future hell map. I'm sure I can find maps for the other tracks you've made. Any more progress? 0 Share this post Link to post
Dexiaz Posted May 7, 2014 Not really, but if I'll do new tracks, you can listen them in this topic (I won't to flood here). And thank you! 0 Share this post Link to post
Sevmura Posted May 23, 2014 Has anyone thought about compiling a "PSX Doom - Complete" mod? It would be all of the PSX Doom levels, plus all the Lost Levels, but in the order of the original games. Then maybe go the next step, "PSX Doom Complete +". Complete games, plus things removed from the game, such as Arch Villes. All the benefits of PSX Doom, with the benefits of PC Doom. Is anyone working on converting No Rest for the Living, and Doom 64 maps? Those would be interesting. I'm editing the Icon of Sin map a lot, since it differs so greatly from the original. I'm going to make it more like it was in the original game. 0 Share this post Link to post
D_GARG Posted May 23, 2014 tho the lower res on PSX makes it SO LOVELY that it better be in the TC too 0 Share this post Link to post
BaronOfStuff Posted May 23, 2014 Sevmura said:Has anyone thought about compiling a "PSX Doom - Complete" mod? It would be all of the PSX Doom levels, plus all the Lost Levels, but in the order of the original games. ... Is anyone working on converting No Rest for the Living, and Doom 64 maps? Those would be interesting. Look around this topic and the forum for fuck's sake! There's already (plans for) a PC order MAPINFO, the NRFTL maps have already gone through one stage of conversion (they just need simplifying to fall in line with PSX map standards and limitations), and you can also see this topic on the first page of WADs & Mods! Once that D64 project is complete, then we'll talk about 'PSX-ifying' the maps (PS It's already been agreed on as a future project; we're actually way ahead of you). I'm editing the Icon of Sin map a lot, since it differs so greatly from the original. I'm going to make it more like it was in the original game. Hold your fuckin' horses son, you're doing no such thing. I'm already in the process of reworking/resplitting that myself so keep your goddamn hands off. 0 Share this post Link to post
peach freak Posted May 23, 2014 Don't know if these have been reported, but: I get a crash at the start of Mephisto that says "THINGS not found in" Also, in Industrial Zone, the player starts in the middle of the map near the Yellow Key, as opposed to in the actual starting room. 0 Share this post Link to post
BaronOfStuff Posted May 23, 2014 peach freak said:Don't know if these have been reported, but: I get a crash at the start of Mephisto that says "THINGS not found in" Also, in Industrial Zone, the player starts in the middle of the map near the Yellow Key, as opposed to in the actual starting room. I think the Mephisto bug is related to the exit line's definition on the previous map (arguments filled instead of all being empty). I mentioned this one a while back but progress on the project was slowing down a bit at that point (burnout!) so I'm not surprised that it wasn't addressed/hotfix'd ASAP. As for Industrial Zone, that might have been my fault and added when I was fixing a few bits and pieces, although I don't remember messing around with that section of the map. What we really need to sort these problems out is some sort of small and organised playtesting/editing team to go through a predetermined set of 5 - 10 mapslots each and fix them accordingly. 0 Share this post Link to post
Average Posted May 23, 2014 BaronOfStuff said:Welcome to the forums and thanks for showing interest. Good luck in doing your own Icon of Sin. :) There. Fixed. :) Such friendly people around these parts. :P 0 Share this post Link to post
BaronOfStuff Posted May 23, 2014 Average said:Such friendly people around these parts. :P Ach, it's a nightmare when you see new users with one post who clearly haven't been lurking on the boards first or tried reading the damn topic they've just posted in. 0 Share this post Link to post
RichardDS90 Posted May 23, 2014 BaronOfStuff said:As for Industrial Zone, that might have been my fault and added when I was fixing a few bits and pieces, although I don't remember messing around with that section of the map. That would be my doing, Megamur suggested something that would work better on the PSX version on the map, and I uploaded a fix sometime, refer to one of my posts in page 47 for the link. 0 Share this post Link to post
Dragonsbrethren Posted June 3, 2014 MajorRawne said:Any news on the Lost Levels' progress? Anyone doing anything about the monster limit weirdness? Been taking some time away from Doom(world), sorry. 0 Share this post Link to post
Dexiaz Posted June 12, 2014 Well, guys, I want to try to do an another teaser-trailer. I wanted it as suprise to you, but I think I need help. You know, my english is not really good, because it's not my native language. So, I think you can help me with grammar and other things: Demonic voice from PSX Doom: "The Humanity is creating the heroes. But for someone this hero can be the anti-hero. There is the man, who saved one world, but totally destroyed the another. The whole Multi-Universe heard about his exploits, But you don't know the whole story. And I have something new to tell you..." 0 Share this post Link to post
Tristan Posted June 12, 2014 My take DeXiaZ said:"Humanity had created the hero. For some, this hero was anything but. There was a man, who saved his world, but totally destroyed another. The whole universe has heard of his exploits, but you don't know the whole story. I have more to tell you..." 0 Share this post Link to post
Dexiaz Posted June 12, 2014 Nice, thank you! Any another additions/versions? (: UPD: I thought about your version, but it's possible to stick my text idea? :) I mean, "Humanity created not 1 hero, there are a lot of them" + isn't Hell in another Universe? ;) UPD2: Like this: The Humanity is creating the heroes. But for someone our hero can be the anti-hero. It's a man, who saved one world, but totally destroyed the another. The whole Universe has heard about his exploits, But you don't know the whole story. And I have more to tell you... 0 Share this post Link to post
BaronOfStuff Posted June 12, 2014 To be picky, I don't think Hell would be calling Doomguy their "anti-hero". He's Hell's nemesis. If anything, Doomguy is Earth's anti-hero. He's the good guy, yes, but he sure as fuck isn't noble, moral or merciful in his actions. 0 Share this post Link to post
Dexiaz Posted June 12, 2014 BaronOfStuff said:To be picky, I don't think Hell would be calling Doomguy their "anti-hero". He's Hell's nemesis. If anything, Doomguy is Earth's anti-hero. He's the good guy, yes, but he sure as fuck isn't noble, moral or merciful in his actions. Hm, very interesting opinion. You're right. Well, possibly my phrase should be: "But for some, our hero is the nemesis"? UPD: "Humanity creates Heroes. But for some, our hero is the nemesis. It's a man, who saved one world, but totally destroyed the another. The whole Universe has heard about his exploits, But you don't know the whole story. And I have more to tell you..." 0 Share this post Link to post
Average Posted June 12, 2014 "Humanity creates heroes. But for some, our hero is nemesis. A man, who saved one world, but totally destroyed another. The whole universe has heard of his exploits. But you don't know the whole story. And I have more to tell you..." :) 0 Share this post Link to post
Dexiaz Posted June 12, 2014 Average said:"Humanity creates heroes. But for some, our hero is nemesis. A man, who saved one world, but totally destroyed another. The whole universe has heard of his exploits. But you don't know the whole story. And I have more to tell you..." :) Yeah, the best version in my opinion. Thanks, guys! Well, just 2 screens from my video part of trailer: Spoiler 0 Share this post Link to post
Average Posted June 12, 2014 ^ That looks great! I can't wait to see the video now. PS: Glad to help. :) 0 Share this post Link to post
Dexiaz Posted June 14, 2014 Ok, here we go. But I don't know, why Youtube hates me. I want to add English and Spanish subtitles, but I can't. IDK why, google doesn't help me with this problem, lol. Anyway, I hope you like it. 0 Share this post Link to post
jdagenet Posted June 14, 2014 DeXiaZ said: Ok, here we go. But I don't know, why Youtube hates me. I want to add English and Spanish subtitles, but I can't. IDK why, google doesn't help me with this problem, lol. Anyway, I hope you like it. I can hardly understand anything you say. Maybe not distort your voice so much? It's a good trailer though. 0 Share this post Link to post
Dexiaz Posted June 14, 2014 It's not my voice, but thank you! I will add subs, but when I understand how to add more subtitles. UPD: Finally. Added other 2 languages :) 0 Share this post Link to post
Blastfrog Posted June 18, 2014 Might I suggest using Doom 64 music in the Lost Levels track arrangement for the sake of variety? And just to check: has Go 2 It had its detail simplified using PSX Entryway as a reference? 0 Share this post Link to post