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odysseyofnoises

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Posts posted by odysseyofnoises


  1. Wow, very cool source port! I will definitely be using this from now on, as it's a great way to play boom wads in multiplayer to do tricks like glides and keybumps and whatnot. It's a bit esoteric, but it would be pretty cool/funny if it were possible to set a -speed for slowmotion in multiplayer lol. Also, an option an enable cheats in multiplayer would be pretty nice, especially resurrect...

     

    One small thing I've noticed is that the wrong music plays on certain maps. For example, pl2 map27 will play the stock Plutonia map27 music (unless pl2.deh is also loaded), though most of the other custom tracks seem to play fine. Crispy Doom, or any other port I've ever used, doesn't have that issue.


  2. (1) English: native speaker.

    (2) Russian: also technically native, but I still consider my English skills to be superior, as that's the language I use in a wider variety of situations. Sometimes, I feel like I have some slight gaps in my Russian vocabulary, causing me to struggle to grasp at a word, which doesn't really happen in English.

    (3) Hebrew: intermediate. I know it well enough to have basic conversations, but I can definitely tell I have gaps in my knowledge when I hear native speakers.

    (4) Finnish: beginner. I probably wouldn't really even count this as a language I properly "know," since I can only really ask and answer some basic questions. In truth, I learned most of my Finnish from HexTheRex on ZDaemon's Thursday Night Survival, lol. So I can maybe have a basic conversation about Doom and some other topics, but my vocabulary is really limited. I can't seem to understand shit when I hear people speak it, and even in written text, I often find it really hard to recognize familiar words when the grammar is applied to them; that can change the way a word looks significantly. It's a pretty hard language but an interesting challenge nonetheless. I doubt I'll ever really be fluent in it though.


  3. Overall, the wad is very well designed and generally quite fun to play. There were some maps where I couldn't figure out exactly where to go because the triggers were not obvious. However, I like the designs, especially with regard to the use of color. The custom monsters and decorations were nice additions too.

     

    I'm not sure if anyone else has reported any of these issues elsewhere in this thread, but here are some issues I found whilst playtesting in multiplayer using GZDoom 3.7.2:

     

    (1) Co-op starts should be added to all the maps so that players don't telefrag each other at the start. Some maps, but not all, seem to have them.

    (2) On MAP04, there are some small walls that appear to have missing textures.

    (3) On MAP05, the white orb that opens after the mini-boss fight seems to be a one-time teleporter, which is a problem in co-op; it should be a multi-use teleporter. Then the second one didn't seem to work at all. I'm assuming that second one was supposed be the exit.

    (4) On MAP06, the fog at the start of the level causes extreme lag that doesn't happen in other areas. This same problem is also true on other maps that have the white fog.

    (5) On MAP10, there are some lost souls stuck in some decorations.

    (6) On MAP12, we couldn't really figure out what the hell to do to solve the map. So yeah. Probably needs some hints of some kinds.

    (7) On MAP13, one of the co-op starts is between some decorations, preventing the player from moving.

    (8) On MAP22, there's a place where you can get stuck.

    (9) On MAP23, the map appears to not be exitable, as the blue portal doesn't work (assuming that's the exit).

     

    Screenshots are attached where relevant.

    Screenshots.zip


  4. 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


  5. 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.


  6. 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.


  7. 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

    Capture.JPG


  8. 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


  9. 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

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