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AtticTelephone

Doom -1: A Doomworld Experiment

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1 hour ago, Captain Toenail said:

btw Nightmare, ZDaemon really does not like some of your new textures. It has a bug where it doesn't like textures that are not certain dimensions (I think they have to be 32, 64, 128 etc.) I found you can fix this by making the textures wider in the TEXTURES lump (I had to do this for some I added e.g. the 56x48 window frame texture.

 

The PANCLOK1 texture is already 64 wide, so I'm not sure what the problem is with that one - maybe ZDaemon doesn't like the height of 116?

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11 minutes ago, PinkFlamingo said:

The flat RROCK29 is also missing in this version.

 

I copied my maps into Nightmare's version specifically to avoid this... looks like it was never present to begin with?

 

6 minutes ago, NiGHTMARE said:

maybe ZDaemon doesn't like the height of 116?

 

Could be. It's probably some old ZDoom bug that was never fixed in ZDaemon.

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Coop-20200822-180403.png?width=960&height=540

 

This error is being displayed whenever the boss is attacked by the player:

 

"ERROR: you cannot use weapon codepointers on actors!"

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FRAME 607 = BFGSound

 

The monster is trying to play the BFG sound effect when it attacks. Try commenting that line out?

 

Edit: reserving map30. Need to fix something.

Edited by Captain Toenail

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35 minutes ago, dragon's influence said:

 

what you think about this recolor? is too much?

 

Looks good. Can't wait to check it out in-game and see how it looks with the surrounding environment for full effect.

Edited by Rosh Fragger

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1 hour ago, dragon's influence said:

what you think about this recolor? is too much?

 

It looks cool! :-)

 

EDIT: Reserving MAP 01 for implementing difficulties and improving the "hell intrusion" (and maybe adding another one)

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Finished editing Map30.

 

I had to change the sequence because shooting the eye sockets kept glitching out and failing. The skulls seal themselves after a while, the Revenants inside get crushed, then Baphomet is revealed and his platform is lowered.

 

I changed BFGSOUND to CHASE to stop those warning messages popping up (I wasn't getting any in PRBoomPlus anyway?). I wanted to modify Baphomet's code to give him a fireball attack in addition to spawning lost souls but I couldn't get it to work. He sometimes gets distracted by other monsters and has no way to hurt them, so he gets stuck in an attack loop.

 

Also mixed a new OOF sound from the existing one and boots landing sound effect.

 

http://www.mediafire.com/file/xwrgp0zz69jk8qa/NEGATIVEONE_v3.65.wad.7z/file

 

50 minutes ago, dragon's influence said:

what you think about this recolor?

 

Wow that looks great. The Afrit has some orange Baronballs that will match.

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My new Baron sprites are done! I worked hard on these and would love some feedback, the death animation is a bit rough but apart from that i'm really proud of it!

 

(also for the dragon, freedoom's rev balls could make a great projectile)

please make sure to merge these sprites into the main version next edit.

 

NEW BARON FOR -1.zip

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1 hour ago, dragon's influence said:

demonic_dergboi.png.9cd4c778d0b24edcaa5e975652dd50cb.png

what you think about this recolor? is too much?

 

There's a bit too much contrast between the orange and grey parts - it almost looks like a firing frame (with its body lit up e.g. as flames come out it's mouth). How about this?

 

O3GjQt1.png

 

If you're interested, here's the SLADE colour remap file: https://drive.google.com/file/d/1yDxB_7cVlUDs5Te20qFmbA51fnoa1akm/view?usp=sharing (to be applied AFTER converting it from Hexen to the Doom palette).

 

40 minutes ago, KILLA DIO said:

My new Baron sprites are done! I worked hard on these and would love some feedback, the death animation is a bit rough but apart from that i'm really proud of it!

 

(also for the dragon, freedoom's rev balls could make a great projectile)

please make sure to merge these sprites into the main version next edit.

 

NEW BARON FOR -1.zip

 

It's legs are still way too short, I'm afraid. If you look at the baron and cyberdemon, in their forward-facing frames the distance from their waist to their feet is generally at least 8 pixels more than the distance from their shoulders to their waste.

 

With this, the two distances are about the same - in fact the distance from its waist to its feet is one or two pixels LESS in some frames.

 

Here's a very quick mockup where I've resized the R667 Super Demon to 66% width and 75% height, and then copied over its legs. Even this maybe slightly too short.

 

6Ib3GZl.png

 

EDIT: Attempt #2. This time using 75% width and 80% height.

 

L18m25f.png

Edited by NiGHTMARE

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17 minutes ago, NiGHTMARE said:

 

 

It's legs are still way too short, I'm afraid. If you look at the baron and cyberdemon, the distance from their waist to their feet is about 8-10 pixels more than the distance from their shoulders to their waste.

 

With this, the two distances are about the same - in fact the distance from its waist to its feet is one or two pixels LESS in some frames. 

that's a design decision, it's supposed to be top heavy

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12 minutes ago, NiGHTMARE said:

 

There's a bit too much contrast between the orange and grey parts - it almost looks like a firing frame (with its body lit up e.g. as flames come out it's mouth). How about this?

 

O3GjQt1.png

 

If you're interested, here's the SLADE colour remap file: https://drive.google.com/file/d/1yDxB_7cVlUDs5Te20qFmbA51fnoa1akm/view?usp=sharing (to be applied AFTER converting it from Hexen to the Doom palette).

that's useful! thank you so much! ^.=.^ sadly i can't finish him today, but i will try tomorrow!

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12 minutes ago, KILLA DIO said:

that's a design decision, it's supposed to be top heavy

 

I just think it looks more comical than it does menacing, but if it's intentional I'll leave it at that!

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Should we change the face sprites a little? I think it would be a good idea. Maybe make it look like the Doomguy on the cover of PS1 Doom.

image.png.594864cecb49781cf75774446bf49af5.png

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god dammit... need to add back in all exit doors and need to fix textures in the mainframe room... aaarh.. map 22 is cursed

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8 minutes ago, CBM said:

could you merge it in to v.3.67? we posted within a few minutes of each other :D

 

maybe also check out maps 22 and 26 and see if I mightve f*cked up somewhere ...LOL

I'll do it.. have to fix that damn map 22 anyway

 

reserving maps 22 and 26

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Just now, CBM said:

I'll do it.. have to fix that damn map 22 anyway

 

reserving maps 22 and 26

I was just about to merge it, so thanks!

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11 minutes ago, KILLA DIO said:

I was just about to merge it, so thanks!

I had forgot some stuff in map 22 anyway :)

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27 minutes ago, KILLA DIO said:

why is Baphomet in map 22?

 

he can get a swift kick in his deamonic behind in the next update of map 22

 

btw is he the one that replaced the mastermind?

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12 minutes ago, CBM said:

he can get a swift kick in his deamonic behind in the next update of map 22

 

btw is he the one that replaced the mastermind?

yup, he is

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