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odysseyofnoises

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  1. odysseyofnoises

    Outpost Alpha: A Vanilla Doom Map

    Here's a demo I recorded in Chocolate Doom where I get all the way to the final room but unfortunately die. This reveals the solution to the barrel puzzle for those who are stuck and should also be enough to prove that the map is possible in UV Max. Make sure to download the very latest version of the wad in the first post before attempting to play back this demo. op01.zip
  2. odysseyofnoises

    Outpost Alpha: A Vanilla Doom Map

    I don't know what to tell you other than to keep trying. The barrels should never get permanently stuck, and if you accidentally push one into a wall and it won't move, you can always dislodge it by shooting it away from the wall.
  3. odysseyofnoises

    Outpost Alpha: A Vanilla Doom Map

    You have to push the barrels out of the way in the right order to access the silver key. It's a puzzle.
  4. odysseyofnoises

    Outpost Alpha: A Vanilla Doom Map

    I changed the map to make it slightly easier, as well as to make one of the bridges wider, and updated the posted file. I don't want to stray too much from the difficulty though because, since it is only one map, I intended it to be brutal.
  5. odysseyofnoises

    Outpost Alpha: A Vanilla Doom Map

    See the text file for relevant information, including a list of officially supported source ports. Screenshots: OUTPOSTA.ZIP
  6. odysseyofnoises

    Chocolate Doom Crash with no Error Message

    Here's the latest version with the spinning-fan problem fixed. There should be no more crashes inside that room. However, there aren't supposed to be any ceilings lower than floors, so if you'd kindly point out which sector indices have that problem, I'll gladly fix them. I already found one and fixed it. freezerifle.zip
  7. odysseyofnoises

    Chocolate Doom Crash with no Error Message

    Funny enough, when I used chocorenderlimits, it actually would crash in the noted area (before I fixed it, that is). There is still a nearby area where the visplanes will overflow (with an actual error telling me so) if the silver barrier is lowered and player stands at just the right position and angle, but I'm just letting that one go, since it shouldn't really happen in normal gameplay; you'd have to actively try to get it. Other than that and some specific places with segs overflows, there are no other problems that I'm aware of, so I can safely continue mapping.
  8. odysseyofnoises

    Chocolate Doom Crash with no Error Message

    It works fine if you use -merge freezerifle.wad -deh freezerifle.deh.
  9. odysseyofnoises

    Chocolate Doom Crash with no Error Message

    I wasn't getting nearly 137 when I checked in that area, but yes, I really did overdo it a bit with the detail there. Even so, I'm still skeptical that it was a visplane overflow because why would the solution then be to make the posts inside the fans solid? I'm actually adding visplanes by doing that, and yet the map no longer crashes in that spot. I'm convinced it had something to do with the middle textures.
  10. odysseyofnoises

    Chocolate Doom Crash with no Error Message

    Well, I ended up solving the problem by making the posts in the middle of the spinning fans solid instead of using middle textures. I'm still not really sure what exactly the problem was, but maybe it was some sort of crazy opening overflow.
  11. There seems to be a particular spot on my map where Chocolate Doom crashes, but I have no idea what the hell is going on, since I'm not getting any error message (aside from the Windows one that says the program has stopped working). I don't think it's a visplane overflow or anything like that, since that would give me an error. I've attached a screenshot with the relevant area marked with the green dot (not in the actual map, which is also attached if needed). It seems to happen whenever I fire a weapon, so I thought it might be related to the ambient sound effects, but if that's true, then I don't get why that would be the case or how I would fix it. freezerifle.zip
  12. odysseyofnoises

    Implementing a Super-Chaingun in DeHackEd

    Sorry, I didn't quite understand your explanation the first time around. Anyways, I ended up figuring out how to solve all of my problems, and the weapon works as intended. The only outstanding bug is that, in Chocolate Doom, the weapon will not switch to the fist/chainsaw if you run of out ammo and have no other weapons, but I'm afraid there's no solution to that problem (that I can envision). vanillamod.zip
  13. odysseyofnoises

    Implementing a Super-Chaingun in DeHackEd

    Thanks for the explanation. I had no idea FireCGun was such a pain, so I instead re-engineered the weapon to use FirePistol (knowing that two pistol shots is equivalent to one chaingun shot). I'm even closer now, but there still seems to be a problem with the muzzle flash animation: It only displays one frame whilst the gun is firing instead of alternating between two as it should. In addition, the muzzle flash displays while the gun is winding down, which isn't supposed to be the case. How do I sort through this mess now? Attached is my current best attempt. chaingun_almost.zip
  14. odysseyofnoises

    Implementing a Super-Chaingun in DeHackEd

    I'm attempting to implement the chaingun from Valiant in my vanilla wad, but something is wrong. Whenever I fire the weapon, the chainsaw is superimposed on top of it, which makes no sense whatsoever, since the chainsaw isn't referenced anywhere in the DeHackEd code. The new chaingun replaces the rocket launcher (there is a legit reason, but that's beyond the scope of this post) and must work in vanilla DeHackEd. What's going on here, and how do I correct this ridiculous issue? chaingunfail.zip
  15. odysseyofnoises

    [Request] Broken Ice Shard Sprites

    That's an interesting thought; since most of the monsters are of relatively the same size, I suppose only two or three different versions of the ice breaking sprites would suffice.
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