Solarn Posted June 21, 2009 Wow. I come back from my internet hiatus and see that Jodwin and Kyka have made Transfer Base a much better map than I could ever have. Thanks guys! Also, sorry for disappearing so suddenly and completely. Real life struck in the form of university stuff. 0 Share this post Link to post
Kyka Posted June 22, 2009 Welcome back Solarn. Glad you liked the work we did on the map. Enjoy the finished Claustrophobia Mapset. :) 0 Share this post Link to post
Solarn Posted June 22, 2009 Kyka said:Welcome back Solarn. Glad you liked the work we did on the map. Enjoy the finished Claustrophobia Mapset. :) I am. I just finished a quick playthrough and I enjoyed it very much. Although some of my favourite maps didn't make it in, there were quite a few new ones I haven't seen before and I loved them all. 0 Share this post Link to post
Mechadon Posted June 23, 2009 Indeed, good to see you back Solarn! Luckily I found your email just in time to add it to the readme (since I couldn't get in touch with you via PM). Glad your enjoying the mappack :D 0 Share this post Link to post
Solarn Posted June 23, 2009 Mechadon said:Indeed, good to see you back Solarn! Luckily I found your email just in time to add it to the readme (since I couldn't get in touch with you via PM). Glad your enjoying the mappack :D Yeah, sorry about that. I really did disappear completely. 0 Share this post Link to post
GBT3 Posted June 23, 2009 Not really a bug, more as something based on color of pixels on hud but in ZDoom/GZDoom after any quick save/quick load or even menu make these yellow lines stay. 0 Share this post Link to post
Butts Posted June 23, 2009 It took me forever to find what you were talking about. That is barely noticeable. Edit: Nevermind, I wasn't logged in. It's harder to see against white background. 0 Share this post Link to post
myk Posted June 23, 2009 Yeah, that seems like an engine bug rather than a WAD bug. It looks like the default dimcolor. Doesn't happen to me on ZDoom 2.2.0 and 2.3.0. Do you get it with dimamount 0? 0 Share this post Link to post
GBT3 Posted June 24, 2009 This is barely noticeable only at white lines or brighter hud but that one in 1024clau.wad is dark and when playing I pay attention to hud and textures, gameplay, difficulty in that order so it's little distracting. GZDoom 1.2.01 but setting to dimcolor 0 solved the problem, thx. 0 Share this post Link to post
Gez Posted June 24, 2009 This is a problem that frequently crops back up. It's caused by a rounding error when scaling up the status bar. It has already been fixed plenty of times, but it invariably reappears later. You should report that on the ZDoom forum, along with your resolution and aspect ratio. Edit: But before reporting it, check with a recent SVN build (link is on the front page of the ZDoom wiki, can't miss it) if it still happens. No need to report something that's already fixed. 0 Share this post Link to post
GBT3 Posted June 24, 2009 Mr. Freeze said:Will we see another Claustrophobia? There was Claustrophobia before but they aren't related. Claustrophobia: The Walls Close In http://www.doomworld.com/idgames/index.php?id=12364 Review on cutstuff.net http://cutstuff.net/blog/?p=899 0 Share this post Link to post
BilboHicks Posted July 27, 2009 *spoiler alert* Spoiler Really enjoying this so far. Pardon me if this has been asked before, but I'm trying to reach the secret exit on MAP15. I read doom wikia and it says that a switch will appear on the RHS wall, just before the real exit. I see the indentation on the wall where a switch should be, but all I see is a wall texture, which does nothing. I'm playing with scoredoom, which is essentially gzdoom 1.029. is there a compatibility problem or something? Thanks. 0 Share this post Link to post
The Green Herring Posted July 27, 2009 BilboHicks said: Spoiler Really enjoying this so far. Pardon me if this has been asked before, but I'm trying to reach the secret exit on MAP15. I read doom wikia and it says that a switch will appear on the RHS wall, just before the real exit. I see the indentation on the wall where a switch should be, but all I see is a wall texture, which does nothing. I'm playing with scoredoom, which is essentially gzdoom 1.029. is there a compatibility problem or something? Thanks. Spoiler You're supposed to shoot a button on the wall through the window directly north of where you start the level. If you go down the northwest stairs, the switch closes off (I think.) If you shoot it before then, the secret exit button will appear near the normal exit (and you will get credit for a secret when you approach it.) I should warn you, though: The secret levels are hard. 0 Share this post Link to post
BilboHicks Posted July 27, 2009 Thanks man. Playing with addonpack on UV, There's been some tough ones so far, MAP07 especially, which was a cool re-take of a MAP07 map. If they are harder than MAP07 then I'm in for a long night :P BTW, Picking a hellrose variant as a replacement for the arachno was not a good idea, since it breaks map07 on UV. Looks like the first action special requires moveable monsters, and the hellrose never spawns into the main area. But I was able to get past the level using classic (non jump enabled) rocket jumping at least. Thanks again, great wad :D 0 Share this post Link to post
Katamori Posted November 29, 2010 Do you plan the making of a third part? In 2011 or maybe later? 0 Share this post Link to post
Mechadon Posted November 29, 2010 Oh wow a bump. I don't have any immediate plans to start a third part (or technically a fourth part I guess). I have too many other things going on and so I don't have the time for it. Not that I wouldn't be interested in running another 1024 project though. And I'm certainly far from the only one qualified to do such a thing. So if someone else wanted to do another one with the Claus1024 resources then by all means go right ahead :). 0 Share this post Link to post
Katamori Posted November 30, 2010 I'm understand. Well, I make a 1024-project, but it's a personal work. It means I'll make a megaWAD with 1024-levels but I'll make all the levels. Moreover, I'll use original Doom 2 textures and the map will be Boom-compatible. Here's my project post; I should be happy, if you write your opinion :) http://www.doomworld.com/vb/wads-mods/52653-katamori-1024-7-level-demo-relased-see-the-first-post/ 0 Share this post Link to post