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Xeotroid

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Everything posted by Xeotroid

  1. Xeotroid

    RAMP 2022 [DONE!]

    A few more. MAP107: -957,3314: untextured lower linedef, seen when the elevator goes down. MAP115: Line 4009 (at 6912,4096) has no trigger type, so it can't activate the monsters that would teleport in, making the entire arena completely empty and 100%ing impossible. The teleporting solutions don't seem ideal as they're all activate-once lines. If some monster manages to get to the bottom, it might be stuck there since it has very little incentive to go back up to use a different line. Down at the bottom should probably be a repeatable line. HUBMAP: There's a tiny bit of portal fuckery going on here. I have a couple suggestions for it: - Add map markers for staircases and other places where you go from one floor to another, makes it more navigable - I wanted to suggest a marker for the painting seller too, but once you remember to just follow the road, you don't really need it, so, eh - The markers could be smaller so that they're not too cluttered when not zoomed in a lot - Maybe markers for the helper console too? Also who put the bunny in the 'puter, poor guy - The map doesn't seem to be made with Software lighting emulation mode in mind (the red cave part seems way too dark, unless it's intentional); a MAPINFO entry could be added to force Standard or other mode. Same goes for a bunch of maps; a bunch of others actually do have a forced lightmode! - The helper console could use a note for how to change the difficulty. I tried clicking on the arrows first before trying out the arrow keys - And lastly, a sound effect for the jump enabled message á la RAMP '21 just so that the player definitely (or most likely) won't miss it
  2. Xeotroid

    RAMP 2022 [DONE!]

    A couple more reports: MAP34: The grate at 5072,-4080 probably should be impassable. No sequence break or soft lock happens if the player crawls through, though. MAP91: Missing texture at -2000,2736 (can be seen through with occlusion culling going wack) Non-item things at 8768,1280; 8896,1280 (tech pillars), 6080,-960; 3136,960; 3520,1984 (teleporter destinations) are marked as secret. D_ALBION can be heard for a split second at the start. Is it set in MAPINFO and then changed by ACS? MAP106, MAP119: These maps give weapons through ACS. When using a weapon replacement mod (like Smooth Doom), this causes them to be unusable. With Damyata, this is pretty simple, just put the guns down on the ground instead of activating a script from picking up the backpack. Not as fancy, but it works. With The Escape, instead of giving player Fist directly, the weapon can be spawned at their position, which is then replaced by whatever needs to be. Not pretty, plus it makes the cocking sound of a weapon pick-up, but again, it works.
  3. Xeotroid

    RAMP 2022 [DONE!]

    This looks awesome! Insert joke about the maps breeding like rabbits. Wish I didn't find out about this too late to try and make something (something terribly amateurish), but oh well. A small issue report: MAP28: Not strictly a bug: Marking a weapon as secret is not ideal - if you find a secret weapon when you already have both it and full ammo, you don't pick it up, secret doesn't get counted, and you get annoyed. My suggestion: Just use a sector secret or, if you really want to hide it from the automap (for people who have them always shown), have a walk-over line action/player enters sector thing activating a SecretTrigger. Both ways are safe, SecretTrigger can't be activated more than once, so no duplicate secrets stemming from multiple line activations! MAP29: Player can get soft-locked by killing the Hell Knight at 368,-416 before entering the hallway he's in. This causes the bars to "lower" first and then raise instead of the intended opposite way. My suggestion: Killing the HK activates a script that lowers the bars and also disables the trap walk-over line that raises the bars. Alternatively, putting him far away from the door and setting him to ambush/deaf could work too so that the player is required to enter the hallway to interact with him, but this is less bulletproof. Edit: Also, the hub map's automap in RAMP 1 would automatically be fully shown upon entering, at least in the form of grey lines like with the computer area map. 2022's hub doesn't have that. Icons are all there, but the map itself needs to be explored like a regular Doom map. Is that intentional in order to hide secrets? Those could use Hidden line flags, I think those then don't show up even with the computer map. Edit 2: Clicking outside from the choices panel (eg. on the imp) or Alt-Tabbing from a conversation with the painting seller crashes the map with the following log: VM execution aborted: array access out of bounds. Negative current index = -1 Called from RampArtMenu.GetArtReplyNum at RAMP2022-BUILD-700.pk3:zscript/artwork.zs, line 241 Called from RampArtMenu.MenuEvent at RAMP2022-BUILD-700.pk3:zscript/artwork.zs, line 213 Called from ConversationMenu.MouseEvent at gzdoom.pk3:zscript/ui/menu/conversationmenu.zs, line 381 Called from Menu.OnUIEvent at gzdoom.pk3:zscript/engine/ui/menu/menu.zs, line 252 Called from ConversationMenu.OnUIEvent at gzdoom.pk3:zscript/ui/menu/conversationmenu.zs Quick and dirty fix is to just add this to the beginning of GetArtReplyNum() in zscript\artwork.zs. Consider using a const for the replyArtIDs array size and the upper bounds check here. if(mSelection < 0 || mSelection >= 10) { Close(); return -1; } Alt-Tabbing or clicking away now just closes the dialogue. Also, the formatting of the replies is a bit fucked when the Use standard font for dialogues option is enabled, there's way too much spacing between the choices, and they go below the screen border: It's fine when not using the standard font. Base ConversationMenu class checks for the generic_ui and dlg_vgafont variables in the Init() method, so my best advice is to use those to choose the line spacing. Though to be honest, this isn't the first instance of modded dialogue functionality/assets having issues with the standard font - Reelism 2's dialogues were unreadably tiny with them the last time I checked.
  4. I found this interesting after extracting sound files from Eternal: the music made specifically for the game (not taken from 2016 or original) is in a folder titled "ghost". The meaning of that eludes me, since the conclusion of there being a ghostwriter involved sounds completely bollocks to me. Then again, BFG tendril effects are referred to as tendies in their filenames, so it might just be id being ebic memers.
  5. Hey-o! I've been making covers of music from Doom games and megawads for some time (usually just above averagely shitty) and decided to put them out here, too. You can listen to all of this on YouTube without downloading anything (actually you are downloading more, but shhh...) and you can download it in 320kbps MP3, FLAC or for usage in (G)ZDoom / Zandronum source ports, perhaps others that support Ogg Vorbis and loop tags. If you've already seen one of my threads on some other Doom forums, there's probably nothing new here, sorry. :D LATEST UPDATE: Made this thread, newest cover is Ancient Aliens. MEGAWAD COVERS: GAME COVERS:In case you want a list of all my awesomeness:------------------------------------------------------------ Legal and technical stuff:
  6. Xeotroid

    Baron of Hell fan art :)

    I think something like that might be possible in ZDoom. In the very least, if a Baron notices you, he could alert monsters in a radius around him. That's pretty much it for gameplay mods, but with some ACS scripting in custom maps, they could order monsters to flank you depending on where you are etc.
  7. Xeotroid

    Baron of Hell fan art :)

    I love it! What I liked about Barons and Hell Knights in the old games was that they looked intelligent and truly evil, like they're really leading some demon squads. In the newer games, they're just mindless monsters, but you've made them truly terrifying in the old, evil way again!
  8. Xeotroid

    Fort 4: Posledni uder

    Not bad at all, the architecture is quite nice and even though there's just a few textures in a level (mostly grey / brown), the levels don't look dull. Gameplay is fun, too (though there could be a bigger variety in monsters, it's mostly just zombies and imps). Also +1 for being Czech. Nazdar! :D
  9. Xeotroid

    (G)ZDoom Editing Plugin for Doom Builder (BETA)

    Wow! I downloaded this on my birthday :D This plug-in is really awesome, but... Can we somehow report bugs? Because I found one: texture offset doesn't work - in editor it's shown, but in game it's 0,0. With native Visual mode it's fine.
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