valkiriforce Posted December 7, 2017 (edited) Well, Devilution is still in development. I don't think it'd be fair to include it in a lesser TNT project such as this. On the other hand, maybe I can either find a replacement status bar or just whip one up and include it for the eventual idgames release. EDIT: By the way any suggestions would be welcome. Edited December 7, 2017 by valkiriforce 0 Share this post Link to post
valkiriforce Posted December 7, 2017 @galileo31dos01 Okay, decision-making time - which one should I go with: the status bar with a health pulse or a more consistent space theme? 0 Share this post Link to post
galileo31dos01 Posted December 7, 2017 (edited) The second one. I took the liberty to modify the colours of the ammo part to have another option. It's just a suggestion, I like either way though. 0 Share this post Link to post
valkiriforce Posted December 8, 2017 OK, so I started to get second thoughts about using a status bar that uses a space theme despite there being no space maps, so I decided to come up with something more Final Doom-ish for this little set: I may keep that space one in reserve though; I almost feel inspired to do something space-like considering I've never actually made anything with a space theme before. 5 Share this post Link to post
hawkwind Posted December 8, 2017 (edited) There is a wierd effect with the vanilla bridge in map01. Try this with nomonsters ... 1. Stand on the bridge at raised sector 52. Turn right then walk off. The effect is instantaneous when going from raised sector 52 to sector 51. 2. Stand on the bridge at raised sector 52. Turn left then walk off. The effect is as expected. A "slow" fall down to sector 51. Maybe a slight rework of this area will fix. Tested with Risen3D and gzdoom. Map06 ... Lines 225, 303 and 1700 need a Y offset correction. To fix, remove the lower unpeg flag and give those lines a Y offset of -32. Edited December 8, 2017 by hawkwind 0 Share this post Link to post
Salt-Man Z Posted December 8, 2017 36 minutes ago, hawkwind said: There is a wierd effect with the vanilla bridge in map01. Oh yeah, I had that happen last night (playing with GZDoom) and it confused the heck out of me for a minute. 0 Share this post Link to post
NightFright Posted December 8, 2017 Regarding the new statusbar: I support valkiri's latest approach with the darker background, it provides better contrast for the stats. However, I think the labels (Ammo, Health, Arms, Armor) should all be either red or white. Mixed colors wouldn't look good. Personally, I'd prefer if the labels didn't have the same color as the numbers, but let's see what others have to say about it. ^^ 1 Share this post Link to post
FearTheReaper Posted December 8, 2017 (edited) Ammo, health, armor could be washed out gold and actual numbers intense silver, as you focus more on these important numbers how much ammo, health or armor left so them being gold like others on status bar would be too distracting.. Edited December 8, 2017 by FearTheReaper 0 Share this post Link to post
NightFright Posted December 8, 2017 (edited) Yeah, gold would actually also be a nice choice for the labels. Just not red since that is "reserved" for the numbers. ^^ How it could (roughly) look (just a quick mockup with paint.net): Edited December 8, 2017 by NightFright 1 Share this post Link to post
galileo31dos01 Posted December 8, 2017 Golden letters look good, it could have silver/white letters as another option. 0 Share this post Link to post
valkiriforce Posted December 10, 2017 That looks pretty nice - I've made adjustments to the status bar and included the fix for both maps concerning hawkwind's feedback. 0 Share this post Link to post
cortlong50 Posted December 10, 2017 map04 "wormhole" is quite possibly one of the most kick ass maps ive ever played. 0 Share this post Link to post
cortlong50 Posted December 11, 2017 finished this and had an absolute blast. if youre reading this, download it. full of great maps. 1 Share this post Link to post
Salt-Man Z Posted December 11, 2017 7 hours ago, cortlong50 said: finished this and had an absolute blast. if youre reading this, download it. full of great maps. ^This. I just finished it up last night. Fantastic stuff. You guys planning to added a dehacked patch/lump to fix the level names on the automap? 1 Share this post Link to post
Scotty Posted December 11, 2017 Final little tweaks to map06 based on Hawkwind's... uh... eagle eyed misalignment spotting (thanks!). 0 Share this post Link to post
valkiriforce Posted December 12, 2017 ^ I actually went in and made that fix myself since it was so minor a thing; unless any other major changes have been made to the map, there shouldn't be anything else to worry about. :) Concerning a DeHackEd with level names - that's a good idea; however I have no experience making DeHackEd patches. If someone could make one for this, I'd be eternally grateful. 1 Share this post Link to post
EffinghamHuffnagel Posted December 12, 2017 Half-way through it. Two things in MAP04 (great map) which aren't exactly bugs, but which happened to me. The secret SSG: since the wall drops to 8 above floor I was able to score the SSG without stepping down into the crate/secret sector. I didn't score the secret until I went back later to grab the shells. The Soul Sphere secret: the teleport landing sector is 8 units above the secret-tagged sector in front of it. I was able to run off the landing pad over the secret sector without touching/scoring it. 0 Share this post Link to post
Diabolución Posted December 12, 2017 17 hours ago, valkiriforce said: If someone could make one for this, I'd be eternally grateful. https://www.dropbox.com/s/djqbpm1ghimrjns/DEHACKED.zip?dl=1 DEHACKED.bex: embedded / internal patch (bex format). DEHACKED.deh: external patch (classic DeHackEd format). I have had to rename level 8 so that it can fit the maximum allowed length for that string. 1 Share this post Link to post
EffinghamHuffnagel Posted December 15, 2017 (edited) MAP06 - Line 903 - Missing upper texture on 2nd sidedef. Only noticable if you try to ride the lift all the way up. MAP08 - Dude! Outstanding map! Great way to end the set. Wow! 0 Share this post Link to post
Diabolución Posted December 21, 2017 The deh file should be included as an actual file (external patch) in the ZIP archive, it wasn’t supposed to be embedded as a lump (internal patch). I mean, that ZIP should contain: TNTRESIST.deh TNTRESIST.txt TNTRESIST.wad <- This one with that bex file embedded. 0 Share this post Link to post
hawkwind Posted December 24, 2017 (edited) Some last minute bug/issues with map09 ... 1. Missing upper texture on line 380. It appears that the ceiling height of sector 64 should be the same as sector 54. This error is quite noticeable in gzdoom and glboom+. 2. In the automap, not all the credit names display correctly, since, for example, sectors 30 and 31 have the same ceiling height. To fix, just give the "inner" sector a height increase of 1. So, for example, sector 31 should have a ceiling height of 105. 0 Share this post Link to post