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Revae

REKKR - V1.16

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Posted (edited)

No, it just has to do with how the texture is constructed (4 waterfalls in one texture). The one pixel bleeds over because dooms texture mapping isn't perfect. The midtexure issues I found later in the game are due to another issue that I'm going to solve post-haste.

 

Edit: Think I've fixed everything. Just going to sit on it for a bit to make sure nothing else comes up last minute.

Edited by Revae

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16 hours ago, Revae said:

Edit: Think I've fixed everything. Just going to sit on it for a bit to make sure nothing else comes up last minute.

Version 1.17 should be fully compatible with the latest update of the MBF-based DOS port out of the box. I noticed that you changed the palette a bit and replaced a half-array of light brown colours with dark purples, so I tweaked the palswaps for the HUD font so that certain font colours look right in both 1.16a and 1.17 (this is mostly for extended MBF menu fonts, but you can also customize font colours for any messages, the automap screen and so on).

 

Before I forget, I spotted another vertical line of pixels on a wall texture that kind of phases in and out depending on your movement, right at the start of E2M1:

rekkr_e2m1.png.6b6b104d54d28daa580dc29551f3f580.png

This is present both in v1.16a and v1.17. Haven't checked in Sunken Land.

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Posted (edited)
7 hours ago, MrFlibble said:

Version 1.17 should be fully compatible with the latest update of the MBF-based DOS port out of the box. I noticed that you changed the palette a bit and replaced a half-array of light brown colours with dark purples, so I tweaked the palswaps for the HUD font so that certain font colours look right in both 1.16a and 1.17 (this is mostly for extended MBF menu fonts, but you can also customize font colours for any messages, the automap screen and so on).

 

Before I forget, I spotted another vertical line of pixels on a wall texture that kind of phases in and out depending on your movement, right at the start of E2M1:

rekkr_e2m1.png.6b6b104d54d28daa580dc29551f3f580.png

This is present both in v1.16a and v1.17. Haven't checked in Sunken Land.

I may be able to restore the original palette. Sunken land repurposed the redundant brown strip as blue/purple for some textures. Depends on what textures I used in the deathmatch arenas.

I'll fix that strip though. Might as well.

There are also some in e2m2 iirc, on some goop pillars, but I'm hesitant to change those because iirc it might cause a hard to fix visplane overflow.

Edited by Revae

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On 8/14/2024 at 10:13 AM, Revae said:

1.17.1 version of rekkr that is hopefully fixed .wad

Or at least enough that I don't feel obligated to do any more fixing.

@Revae, I'm extremely sorry to say this, but I just had a little run of E1M1 in my DOS port, and while the red stripe near the waterfall is indeed gone, I get exactly the same slime trail(ish) artifact in exactly the same spot in the second valley as I reported earlier.

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FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
that's okay.
 

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Posted (edited)
On 7/13/2024 at 3:03 AM, Revae said:

Working on a 1.17 update, and a sunken land update (mainly to fix the last boss crashing vanilla). Rereading the thread for any bugs I might've missed, but if there are any in particular anyone has noticed now would be a good time to lemme know.

Late reply, but that one husk in E1M7, in the lone bedroom section with the eyeball, is stuck in the wall. Must've been a thing since vanilla REKKR, as it's in Sunken Land, too.

 

To clarify, I haven't tried it out in Crispy yet, I've been replaying the thing in lr-prboom.

 

Also, there seem to be a couple goofs mentioned in the REKBONUS.WAD Steam thread (none related specifically to the mod), I haven't gotten to any of those. Like, apparently, if you revisit the fake hole in Delusion, the elevator doesn't go down, which results in a softlock?..

Edited by brightentayle

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Heya, been a long time casual classic doom enjoyer and the recent nightdive rerelease inspired me to take another stab at making a mappack :).

 Specifically a mappack for REKKR, hence why I'm saying this here. I did google beforehand to make sure you were okay with fan maps for your wad (also will def try that other one), but I just wanted to ask if it's okay with you that if I actually finish the mappack I had in mind (which is another massive question ngl) that it would be okay with you if I released it on the Doom 1 + Doom 2 mod browser too outside of just Doomworld. Mainly asking permission for that since I'm pretty unsure if you can load multiple wads in that at once and that there is probably no dependency features more specific then just choosing the IWAD. While I will ofcourse if it gets finished publish the PWAD seperately on here, I just wanted to inquire on if it's acceptable that for the Mod Browser I merge our PWADs to circumvent this restriction (proper credit given of course :)

Regardless I hope you are having a good day :)

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13 hours ago, Phanpy100 said:

Specifically a mappack for REKKR, hence why I'm saying this here

I love this idea!

 

From what I understand, the freeware version of REKKR is released under the Creative Commons Attribution-NonCommercial 4.0 International License, meaning that you should be fine even if you create an entire new stand-alone game (Final Doom style, I guess), provided that you properly credit @Revae for the assets and never sell your work commercially.

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I also would love to see more REKKR maps btw. Would be great to see more people's styles after making something like 50 of them.

And for clarity I have nothing against sunken land maps too, but they just can't be bundled with the assets so it won't make it on the Bethesda port.

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Posted (edited)

I would make more if I had the time :| (for those curious I made this one)

 

And I'd play them if someone else made some!

 

edit: hey in that topic I link to a REKKR.wad download, but uh... the website looks really shady now? Did the domain get snatched? I can change the link if that's the case

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5 hours ago, rouge_means_red said:

Did the domain get snatched?

Yah. I let it go, and apparently someone thought it was relevant enough to snatch and turn into whatever the hell that is. Disregard it.

Good to know I can never let anything languish at all though. Hopefully they lose more money on it than they can squeeze out of it.

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On 8/17/2024 at 8:21 PM, MrFlibble said:

@Revae, I'm extremely sorry to say this, but I just had a little run of E1M1 in my DOS port, and while the red stripe near the waterfall is indeed gone, I get exactly the same slime trail(ish) artifact in exactly the same spot in the second valley as I reported earlier.

I have just run the v1.17.1 WAD with the recent build of DoomNew (a vanilla port that adds DeHackEd support), and the slime trail thing is not there. Must be something related to Boom/MBF I guess? Sorry for making such a fuss around it!

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