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Everything posted by Darch
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Fixed, thank you!
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I did, I caught the stream live :)
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They don't. You must be referring to the Revenant's projectiles, which do emit bird sounds, because parrots
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[complevel 9] Entanglement (on /idgames)
Darch replied to Demonologist's topic in Map Releases & Development
Wow! Looks beautiful! Downloading -
Silent teleporter teleports player the wrong direction?
Darch replied to Lizardcommando's question in Editing Questions
I think flipping the linedef solves this -
Guess I just used the default soundfont of the tested ports (PortMidi, FluidSynth). Which soundfonts are you using, and what issues are you experiencing?
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That's actually me, haha
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Thanks! In theory, it is already multiplayer compatible (coop). However, since it uses a lot of music changers and online ports don't really implement that feature, there will be a version without music changers for Zandronum and Odamex. I believe it will be ready next month!
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Yes, I've compared those sounds and some others with their default Doom counterparts, and they were indeed louder. I slightly compressed them so they'll sound a bit lower.
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Thanks for the feedback! Well, yeah, the fire staying on the floor is a feature, but it was kind of hacky to do so with Dehacked, and there's this side effect of looping itself sometimes. I don't know if there's a way to fix it. I asked for help in this thread years ago: ..and @holaareola came up with the code. It's been a while since he doesn't visit Doomworld, but maybe he can help if he sees this (or somebody with enough dehacked knowledge)
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Agreed. Your point is valid, but there's no need to discuss it here. My opinion on the subject is the same as Plum's. Maybe he and I can discuss via PM what to do with these sprites.
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I prefer the green version, but nice edit @Gothic!! I like it! Even better if the horns could have its browns back, but I guess that would be a lot of work.
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Maybe something like this?
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Well, I'm sorry to hear that; this is meant to be a light and fun mod, and not to offend anyone. These monsters were based on characters from other games, like the Cannibals from Monkey Island 1 and The Fetishes and Shaman Fetishes from Diablo 2. The Gatling gun is included simply because it is an effective weapon against low-tier monsters, as is the shotgun. That said, I think I would made their skin color green or dark gray if I made it nowadays. But they were made for PD1 ten years ago, and changing their skin color would require remaking them from scratch, which is a lot of work. The Arch-Vile is the monster with the most frames, and just adding the skull helmet for PD2 took a huge amount of time. I tried remapping their colors in Slade, but it looked really bad. If there is someone more skilled than me interested in changing their colors, I wouldn't mind changing them. But I don't think anything in this mod should be taken too seriously, and they're not even human.
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Well, this is a wad on the easy side. Considering the theme and art style, I think it shouldn't be too hard. It will eventually get harder on EP03, and of course, you can pistol start or even use -fast or -coop monsters if it's too easy for you. I had unmarked many secrets because of the automap, but now they're marked again. The next version will have most of the secrets back. I got it, players want their secrets marked! By the way, you can find secret slot 5 weapons in the first half. But yeah, everything is presented slowly. My general rule was to introduce one new thing per map, be it a monster or a weapon. Although you can find new weapons and even new monsters in secrets before the map where they would be "officially" introduced. The barrel is just a graphical replacement, what was janky about it?
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Thank you! But that's exactly what I meant; it's been 10 years since Pirate Doom 1. I started this around five years ago, but I really took my time; sometimes, I would go months without touching it.
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hehe, just a few more tweaks!
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Oh, thanks a lot!! Working on it daily. Cleaning sprites and textures at the moment. Also, secrets are back :)
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Thanks for the feedback! Regarding the secrets: all secrets that are revealed on the automap before they are actually found are unmarked. I think finding a secret shouldn't be as easy as identifying purple sectors on the automap. Edit 2: That said, I think I can mark some of the secrets back by creating a sector around the item with invisible linedefs :P Working on it
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Awesome, thank you! It's MBF11 :)
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Lol I swear that was a coincidence, Cannonball! Well, PD2 is actually the Pirate Doom "prboom" version. It was even called Pirate Boom in the very beginning, then it had enough new content to be called Pirate Doom 2. Not that I was remaking PD1 maps; I thought it was less work to simply make new maps. Also, there are many design choices in PD1 that I would do differently today, such as some weapons and map layouts, so it was better to make a whole new set. However, many themes are revisited. For example: PD1 map41 - PD2 maps02 and 03 PD1 map42 - PD2 map22 PD1 map43 - PD2 map31 And so on. Oh, and of course I found a wrong texture and 4 monsters that don't "awake" in MAP27 right after releasing this beta.
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Alright, I think we've got a decent enough version for a public release! Download: https://drive.google.com/file/d/17s9YV1ocVT4MLOeZBcG-8U3W9HhI7Iv3/view?usp=drive_link Still beta because every time I play it, I find a minor thing to fix, like misaligned textures or one wrong pixel on a sprite :P Please report any issues, even misaligned textures, through PM or here in the thread. Ports tested so far: PrBoom 2.6 (software mode) Dsda Doom 2.7 GZDoom 4.11 ZDoom 8.1 Woof 14.2 Nugget Doom 3.0 Complevel 11 Multiplayer ports like Odamex and Zandronum don't fully support music changers, which are used in almost every map. There will be a version without music changers for these ports, after the final single-player version is finished. First post edited with this link and info.
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Sure you can! PM me! Pirate Doom: All pirates turned into demons! Pirate Doom 2: All pirates turned into demons again! Thanks a bunch! Feel free to ask the other testers If you're going to play it again, wait a bit for the next version to be ready! Should be done in the next few days
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You can double the instruments you want to make louder in sekaiju. Ctrl c ctrl v the whole tracks.
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Thanks, everybody! I'm still watching the demos sent and addressing any issues found during testing. @Scuba Steve has come aboard and made several sprite fixes and weapon animations. The cutlass has been completely remade by him, and looks much better now. For those who still want to participate in beta testing, I can send you the next version via PM when it's ready. Feedback can also be sent through PM. I apologize for not replying to everyone yet, but I will get to it soon!