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DASI-I

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Everything posted by DASI-I

  1. DASI-I

    Custom text in Doom 2

    Thanks man, I'll give it a try. And thanks to everyone else for posting I am at least a few steps closer to my goal. I also forgot to mention that this only needs to work for GZDoom
  2. DASI-I

    Doom 4 should have...

    You're right about doom 3 monsters and the repetitive levels. But I actually liked the scary lighting bits in Doom 3 (although I'm not a huge fan of fPSs that forces the player to constantly walk in thick darkness). You know: I started this thread in hopes that the guys at id would take a look right here to get an idea of what us players want. but if there was one thing that I personally would like in Doom 4 is to have SPEED and NON-REPETITIVE LEVELS (OK, maybe that's 2 things) But as for everything else, they can do what ever the heck they want (no pun intended) because everything else is a matter of opinion...well, atleast that's my opinion. ^_^
  3. I've now reached the point where I really need to test these maps out, so I've uploaded a Beta version of this WAD. Don't worry you're not getting a half made product, it's probably about 97% completed. In order for it to be 100% I need some feedback of what you guys think and also (if possible) to see if co-op mode works ok (I dont have any friends that will play doom on co-op). Its a 5 map adventure/puzzle FPS and you will need GZDoom (with OpenGL enabled) and DoomII to run. there may be a few visual bugs here and there (I haven't found any yet but i guess it depends on which version of GZDoom you have). here's the link: http://www.megaupload.com/?d=212AZVTK please read the Wordpad document first to understand what the WAD is all about. I literally have no idea if you guys will like it or hate it. Let me know what you think. Thanx in advance. (edit) here's some screenies: http://imageshack.us/photo/my-images/89/cgoldenlg0.png/ http://imageshack.us/photo/my-images/11/cgoldenlg1.png/ http://imageshack.us/photo/my-images/833/cgoldenlg2.png/ http://imageshack.us/photo/my-images/339/cgoldenlg4.png/
  4. DASI-I

    Leap Gates (Beta testing) WAD

    I'm now rapping up this project and soon everyone will be able to download this 1.0 version of Leap Gates. So if there's anything you guys want to add to this forum; NOW IS THE TIME! I will probably be done with this in a week. Thanks for all the contributions, I've made a load of changes since the beta version.
  5. DASI-I

    Leap Gates (Beta testing) WAD

    How does one change the text? No matter what sprite I used, it always looked like ammo for the Skull Staff (rocket launcher) rather than ammo used in the Phoenix Rod. as time went by I kinda ignored this problem and kept it blue to be a contrast to the Skull ammo. Technically, Blue didn't matter because one could just simply say that the Phoenix Rod converted this energy into red energy just like the BFG fires green energy using this very same ammo. But now that you've mentioned it in this forum I, all of a sudden, felt like I needed to change it to red. It took me a while but I finally found the perfect sprite to use as ammo for the Phoenix Rod, though it took a lot of modifying. I justified this by saying that the master of the castle was a conqueror or a tradesman, but I guess a lot of people don't know that; so I changed it. thanks for pointing that out. That's the best I can do. There's already so much stuff crammed into that valley. I had to delete a lot of sectors because it ran too slow on an average PC. It would've looked better if there was a way to stretch the textures so that you don't get that tiled look. I'll be honest: I've never noticed this before because I always use GZDoom's alternative hud. I'll see if I can fix this. This has now been corrected. I appreciate the feedback, the WAD is now better thanx to people like you ^_^
  6. DASI-I

    Leap Gates (Beta testing) WAD

    Oh good, Thats a load off my mind
  7. DASI-I

    Leap Gates (Beta testing) WAD

    http://www.megaupload.com/?d=4MOUR8VE If you find a source port that hides these floors in software mode let me know, I'd be interested in seeing my maps work in vanilla doom. You know; I'm starting to think you guys don't like using GZDoom. I took a look at MAP02 in TNT, I don't see anything that resembles what I'm talking about except for a few invisible walls, is this what you're talking about? edit: I see there is a lake with water that goes waist deep, But it's a totally different technique. It won't be enough for the stuff I need it to do, my technique does more than just deep water or trap floors, it also helps me do advanced light levels: http://www.megaupload.com/?d=48KFD927
  8. DASI-I

    Leap Gates (Beta testing) WAD

    I haven't the foggiest how to do that! I'm sure it would work, but I'm so new at this whole sector\linedef thingy, you know (I'm used to polygons). I didn't even understand half the stuff you telling me. So...yea, instead; this is the technique i chose to use.
  9. DASI-I

    Leap Gates (Beta testing) WAD

    I wish that was true. I've tested this on Boom, PRBoom, ZDoom, Doom95, Chocolate Doom, Vanilla (a whole bunch of software rendered only ports), Doomsday/JDoom and GZDoom, and I think I've also tried Vavoom. Here's the results of this technique being executed from these ports (note: source ports that gave identical results are represented by 1 image) http://img828.imageshack.us/img828/4666/doublesectorcomparisons.jpg Now there is a way to get this to work on vanilla: most software rendered ports bleed from the top sector (some bleed from the bottom like PRBoom does) if the bottom sector is low enough then it wont be seen from the top. This is probably how TNT did it (But I'm not sure, I haven't played TNT all the way through) The only port that did work (other than gzdoom) was doomsday, but the reason why I don't use doomsday is because it runs much slower than any other source port out there, and because my maps have a lot of detail to them it runs so slow its unplayable. unless you have a fast PC, there's no guarantee that it will run well because I havnt tested the whole WAD in Doomsday.
  10. DASI-I

    Leap Gates (Beta testing) WAD

    Check that your light levels are set to GZDoom's default settings: Gamma:1.0 Brightness:0.0 Contrast:1.0 Make sure that "sector light mode" is set to doom or dark and not bright or legacy. Also, check that "ambient light" isnt over 20 (edit) Oh wait a sec, each version of GZdoom seems to effect the light levels differently. darn it! now I have to make my maps darker! Not long ago I had to make them lighter because it was too dark at first. :( Can't these source ports be consistent? Yip, when I started working on map01 I didn't know that middle textures could be used on single sided linedefs. Yea, I know, sounds idiotic, but I literally did not know a thing about mapping for doom back then, it's such a different system than building a polygon based map for games like quake and unreal. As you can see, all maps from map03 onward are done properly. I've already started replacing Lower and higher textures with middle textures, we'll be rid of those sectors in no time
  11. DASI-I

    Leap Gates (Beta testing) WAD

    Well, its not really a bug, it's more like a quirk: When you lower a sector inside a bigger sector with no wall textures, it disappears. Whereas , in normal doom, it's still visible with some bleeding where the walls are), I use this technique for effects like standing waist deep in water, or floors that you can fall through. I also use it to give light levels that are different on floors from ceilings even though they're right above each other (same sector) Thats the kind of thing I need people telling me about. I'll fix it. I was unaware of map lumps without headers, not sure how to delete them. But as for the textures: this is just a beta version of LeapGates; I havnt gotten around to figuring out how to delete unused textures, what programs do you use?
  12. DASI-I

    Leap Gates (Beta testing) WAD

    Is that a good thing? maybe the strangeness will make more sense when I insert text in between stages.
  13. Now that is fast! Is that measurement based on him running straight or diagonally? (you move even faster diagonally). I wish more modern shooters were that fantastic.
  14. DASI-I

    Leap Gates (Beta testing) WAD

    Thanks for the feedback. Having map01 take place at night is a good idea. the reason why it didn't is because, at first, the game wasn't going to be as creepy (I added the music much later during it's development) But thanks to your suggestion I've come up with a solution. Lighting is very difficult to do, the biggest problem I have is that it never looks the same on multiple PCs, I've adjusted the lighting to look just right on mine but it tends to be too dark on others. I probably should put this in the document: Set the light levels to GZDoom's default settings: Gamma:1.0 Brightness:0.0 Contrast:1.0, also, go to "Options>OpenGL Options>Preferences" and make sure that "sector light mode" is set to doom or dark and not bright or legacy. you might want to also check that "ambient light" hasn't been tampered with (should be set to 20)
  15. DASI-I

    Leap Gates (Beta testing) WAD

    I'll look into that, maybe for the final release. Oh, and don't sweat what version GZDoom you're running; I've tested this WAD on one from a few years ago as well as the newest version (so I assume ANY one will work.) The WAD takes advantage of some bugs and techniques that are exclusive to GZDoom. Also, GZDOOM (in OpenGL mode) is more accurate, stable and faster than most other source ports, At one stage I tried to build for any kind of engine but because of how complicated these levels have become other source ports started to have problems that were unique to them, like Vanilla started to have missing sectors, doomsday ran way too slow (I don't have a slow PC) and had a few line-def problems (but also, that happens in stock doom levels). In the end it was just too much trouble unless I simplify my levels, which I'm not willing to do.
  16. DASI-I

    Leap Gates (Beta testing) WAD

    I'm contemplating on doing that.
  17. DASI-I

    Strife, whats it like?

    Strife, whats it like? I thought only Doom, Hexen and Heretic used the Id tech 1 engine until i found out about Strife, is it worth buying?
  18. Co-op in DoomII is fun, except we keep killing each other just because we are running through teleportation pads one after another too quickly. We always have to say to each other when the next person can go through, It really sucks! The point is: I'm currently building a new WAD for DoomII and I would like to have the player teleport next to another player instead of right on top that results in death. I've already tried placing multiple "Teleporter destination" Things; but it keeps teleporting all the players on the thing that was placed first! Thus making the other things useless. Any help would be great - thanx in advance.
  19. Now thats a really nice and simple way of doing it! I think I'll try that out.
  20. You know...I wonder if it's possible to get the teleporter to not teleport when there's something blocking the destination pad, you know, monsters cant teleport if you're standing on their destination pad. Does anybody know the code for that?
  21. Wow, thanks! this is very useful info. I will also look into ACS.
  22. So there's no way around it? Okay, well at least I now know its impossible. You know It's not like I'm the one that keeps teleporting into other people! At first I didn't think it would be a problem...But it actually happens enough for it to be annoying, especially in large maps that require you to trek all the way to where you were before you died (good thing you can run really fast in this game, huh). Now the reason this keeps happening is because there is a slight pause in the players movement once the teleportation happens, so, no, you cant just jump off the pad instantly. Although, its just for one second, and that's not even the main reason: Everybody tends to run to the same pad when you've got a few Spider Masterminds hosing you down (what can I say; WE LOVE PLAYING CRAZY HARD MAPS)
  23. DASI-I

    Strife, whats it like?

    Whether they released the source code or not probably doesn't matter because I can play this game using gzdoom.
  24. DASI-I

    Strife, whats it like?

    I got the teaser, tried it, and I think it feels more like a modded Doom than a whole new game (nothing drastic like Hexen). But maybe I shouldn't say that until I play the whole game.
  25. DASI-I

    Strife, whats it like?

    Gamespot reviewed it, heh? I'll go take a look.
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