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Everything posted by esselfortium
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Looks awesome, and it feels very three-dimensional. The textures do a good job of making it seem much more detailed than it is. :P One thing I did notice was that at least one of the textures you're using had a cyan dot in it, due to the Simplicity palette including cyan instead of putty-color. If you want to fix it, you could either just find repaint over the dot(s) in XWE or paint or something, or you could batch-fix all of them with these steps: Open the wad in SLumpEd, temporarily remove the palette, close and reopen the wad so it loads the standard palette, convert all the graphics to PNG (right-click, Convert to PNG), add the palette back and close/reopen the wad again, then convert the graphics back to Doom Graphic and Doom Flat format.
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No. ZDoom-based ports, including ZDaemon, aren't good for testing Boom compatibility.
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Legacy isn't fully boom-compatible, if I remember correctly. Try it in PrBoom. There's some compatibility level you should set to test for actual Boom.exe compatibility, but I can't remember what it is, and I doubt it'll have much effect on the behavior of your dehacked patch, anyway.
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Right, but you can't tell the caco attack codepointer to fire a thing other than its normal caco fireball, you can only swap it out for one of the other monsters' attack types.
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I tried that same idea with the Lost Soul a whole bunch of times for Knee-Deep in KDiZD. No matter what I did, I couldn't get it to reliably die on impact, so they'd just hit walls and stick there. :(
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You're no fun. :(
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Indeed. I see your cheesy dance music and raise you IDM. Boards of Canada - Dayvan Cowboy (official video) Boards of Canada - An Eagle In Your Mind (no video, just album cover) Aphex Twin - IZ-US (unofficial video) Autechre - Clipper (unofficial video) Autechre - Dropp (unofficial video)
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Understood, definitely. I know that compared to the much more important stuff like getting it to build playable maps, this is far from the most important thing. :P
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Why wouldn't you :( /me looks towards esselmusic in signature
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No, Kirby, but the actual pages consist entirely of solid black, so it might as well. :(
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Oh wow, awesome. What you have in mind for the lighting sounds a lot like something I've tried talking a few people into writing before. I'm looking forward to seeing how this all works. Will it be able to do angled walls, or will it still be limited to 90-degree angles for the most part? I notice the "detail" pulldown menu; is that going to be prefab-based detail like in the current release, or will it actually be generated? I wouldn't be surprised if it was be possible to get it to generate basic "torm's detail guide"-esque detail by itself. Maybe the modes could range from "Sandy Petersen" to "Torm It Up!" :P Also regarding detail stuff, I don't know how difficult it would be for someone to implement this as a mod or update after-the-fact, but it'd be very useful if it could be fed a database of certain x and y points which different textures can be cut off at without looking bad. For example, a standard doom2 brick texture can be cut off at any x point, and at any multiple of 16 for the y height. Other textures like the star* variants would have more specific x and y requirements. I'm really curious about a lot of stuff in regard to this, so I'm definitely looking forward to seeing how it all works out.
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If the camera view is from over doomguy's head, then he's even shorter than we thought! D:
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Deus Vult II: First Edition Released
esselfortium replied to Doom Marine's topic in WAD Releases & Development
If you're not already, try adding a CheckReload codepointer in between the two firing frames. I'm pretty sure this will prevent the additional firing and firing animation from occurring if you only have one bullet left. -
32in24 (Part 6) Return to Basics (02MAR08) MISSION ACCOMPLISHED
esselfortium replied to Shaikoten's topic in WAD Releases & Development
Shhh! -
32in24 (Part 6) Return to Basics (02MAR08) MISSION ACCOMPLISHED
esselfortium replied to Shaikoten's topic in WAD Releases & Development
http://www.doomworld.com/idgames/?id=15251 Final version of 32in24-6 is up on /idgames/, yay, go play it :D -
Doomworld Confirmed for Brawl (CIF3 released)
esselfortium replied to Kaiser's topic in WAD Releases & Development
CIF3 is the feel-good movie of this holiday season. 5/5 -
32in24 (Part 6) Return to Basics (02MAR08) MISSION ACCOMPLISHED
esselfortium replied to Shaikoten's topic in WAD Releases & Development
Having the mapinfo line that tells it to go to map00 first was making the entire wad refuse to run in ZDaemon, so your map is actually last now. The slot is still map00 though. -
/me looks over at deathz0r >_>
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32in24-4 was CTF, which he already listed. :) The full list, for reference: 32in24 - Free-For-All Deathmatch 32in24-2 - Single-Player (not on idgames) 32in24-3 - Duel 32in4-4 - Capture The Flag 32in24-5 - Free-For-All Deathmatch/Detail Extravaganza Diet 32in24 - Single-Player (still needs to be compiled...>
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http://www.doomworld.com/vb/post/710164 32in24-6 :) The beta linked to in that post has some minor issues that prevent it from working in ZDaemon (this will be fixed in the final, of course), but since you're using Skulltag it shouldn't be any problem.
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Almost definitely, but who says it's for doom2.exe? :p
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You're no fun.
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32in24 (Part 6) Return to Basics (02MAR08) MISSION ACCOMPLISHED
esselfortium replied to Shaikoten's topic in WAD Releases & Development
Yes, it's in the plans. :) That's a pretty interesting idea, and doing that with unfinished single-player maps would almost undoubtedly yield better results than our previous attempts at doing single-player 32in24s. -
32in24 (Part 6) Return to Basics (02MAR08) MISSION ACCOMPLISHED
esselfortium replied to Shaikoten's topic in WAD Releases & Development
Here's beta 2. Unless any more major issues are found ("lol I misaligned a texture" doesn't count), this'll be the version that gets uploaded to idgames. http://sl4.startan3.com/wasd/32in24-6-beta2.zip