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Everything posted by EffinghamHuffnagel

  1. Time to go through this again. And if you're fixing things anyway, then CWILV20 is misspelled as "Gounds".
  2. EffinghamHuffnagel

    Pendulum WIP (11/32 maps) [Boom Compatible]

    This looks good. FYI: Your link is not a valid link. Not clickable. Had to copy the text to get the file.
  3. EffinghamHuffnagel

    Ultimate Doom "In Name Only" RC2 now out

    Finished E2. Still having fun. Dying a lot more. I had a couple ZDoom issues in E2, but they were addressed in the 1.2 release. E3M2 - Tag 16 switch doesn't animate in ZDoom. ZDoom animates unseen upper SW1GARG before visible mid-texture SW1GARG.
  4. EffinghamHuffnagel

    TNT : Overcharged BETA Skill Update 08/14/2023

    Check your THUSTR_xx entries in Dehacked. THUSTR_24 should be THUSTR_25. THUSTR_25 should be THUSTR_26. Missing actual THUSTR_24 and 27. MAPINFO has the new map listed as MAP26. Should be MAP27. Really looking forward to when this is done so I can go through it.
  5. EffinghamHuffnagel

    Ultimate Doom "In Name Only" RC2 now out

    Started E2. I really like the monster placement. There is a constant pressure. I keep thinking "Where did he come from? I thought I cleared that area." Makes it feel like there are a lot more monsters than there actually are. Just finished E2M3. One Shotgunguy, thing#176, didn't teleport in from his closet. He's tagged deaf.
  6. EffinghamHuffnagel

    Ultimate Doom "In Name Only" RC2 now out

    Just finished E1. Damn! What great work. Outstanding amount of fun. A big step harder than original Doom, but that's okay. Some combats border on slaughter, but not too many. Some secrets that have no or minimal hints, but that's author's prerogative. E1M7 is insane. I don't remember the last time I played a map that was simultaneously that real and surreal at the same time. Wow. Only note is something on E1M8. I ran into the tag 18 teleport to the last combat room and didn't trigger tags 10 and 11 to open the walls and Baron doors. Probably running too fast. Maybe a ZDoom issue. Took the teleport back upstairs and it worked the second time. I kept trying to duplicate the issue, and succeeded in opening neither once out of about 30 tries; not opening just the tag 10 walls, several times. @cannonball Thanks. I remember seeing what you were referring to, but for some reason at the time I thought "What an interesting light texture". Joy of pain meds. I get to sit on my ass and play a lot of Doom, but things don't always make sense.
  7. EffinghamHuffnagel

    Ultimate Doom "In Name Only" RC2 now out

    I've been waiting for this one to get released. Working my way through EP1. Lots of fun. Like Solar Struggle, this does not feel like Doom1. Happy to see Doom2 liquids added, but surprised to not see SLIME01-08. Just finished E1M4, and a question:
  8. Finally getting to this on my play list. As is my wont, I like to first look through the textures. Noticed something in TEXTURE1. You double-defined a number of textures. Most are defined the same way, and not altered, but some switches are affected. Near the end, you re-defined SW1BRN1, SW1BRNGN, SW1STARG, SW1STON2, SW1STONE, SW1BRN1, SW2STARG, SW2STON2 and SW2STONE back to their original UDoom definitions, which would override Gothic's PatchTex definitions above them. It would obviously only affect the visuals if the switches in question are offset in maps. Was that intentional, or has nobody just noticed it before?
  9. If you're going to update anyway, I'll mention this really picky thing I noticed. In E1M3, sector #179/182 has grey CRATELIT sides and a brown CRATOP2 top. Since you could land on it from the platform, I thought it was a hint to a secret. Isn't. Should be grey CRATOP1. Edit: also, ZDoom doesn't recognize UMAPINFO, so level names don't show up on the automap. Need to add them to Dehacked or add a MAPINFO.
  10. EffinghamHuffnagel

    DBK03: Shrine of the Silver CyberPrimate

    I completely forgot these existed. Good to see a new one. I remember liking the first two. Question: DBK01 was at RC2 and DBK02 was at RC3. Are those considered 'final'? I know they never made it to the archives.
  11. Been working my way through this. Just got to MAP16. In MAP16, the tag 2 switch not animating is a ZDoom issue. ZDoom animates in order, upper switches, then lower switches, then mid-texture ones. That switch has SW1MARB on mid and lower, so it animates the unseen lower before the visible mid. I assume the second switch has the same issue. You just need to remove the lower switch textures. FYI: GZDoom used to have this issue also but fixed it; now animating upper, mid and lower in that order.
  12. EffinghamHuffnagel

    Dootle Twootle: The silly sequel to Dootle

    Thank you for the link to the original. Somehow I completely missed it the first time. FYI: I did a Doomworld search for the word 'dootle' and only found the dootle 2 thread. In the original thread, the word 'dootle' is only in the Mediafire link. It seems the search engine doesn't check for text in links. Not sure if that's a flaw in the Doomworld search engine or Microsoft Edge.
  13. EffinghamHuffnagel

    Dootle Twootle: The silly sequel to Dootle

    First, yes, Dehacked can re-name music tracks. Check this thread. Second, you released a wad called 'Dootle'? Couldn't find it on Doomworld or id archive. You should probably add a link to it in the OP.
  14. EffinghamHuffnagel

    [RC2] What is health? - April Fools CP [cl-9]

    UMAPINFO is screwed up. MAP08 was skipped and everything was mis-numbered after that. MAP34? Edit: there are also two D_READ_M in the wad. Which was intended?
  15. I enjoyed most of this. But I hate tightly timed SR runs to get secrets. Either I can do it right away, or it takes me forever. MAP02 secret BFG, first try. MAP03 secret BFG, 50 minutes. And when I finally got there, I was softlocked. The tag 38 lift can't be opened from the inside. Annoyed. Only other thing I noticed was in MAP02. Three steps up from linedef tag 25, the STEP1 is not offset like the others, so it's mis-aligned. Probably to keep the upper A-WOOD1 texture aligned. Not sure which would be more noticeable. Overall, I had fun.
  16. There are two MAP26 in the wad, slightly different. I assume one was an older version that didn't get deleted when updated.
  17. MAP33 BTW, the path to the secret exit in MAP31 is brilliant.
  18. Still working my way through this. Still fun. MAP12
  19. You are absolutely right. When the wrong music started playing for MAP01, I stopped to figure out why and tried to fix it. Well, I feel a fool. Ignore the post. All music works as intended.
  20. I just started the wad again in ZDoom without my add-ins and the music playing for MAP01 was the default D_RUNNIN. Same in GZDoom. I think Mapinfo and Umapinfo take precedence over Musinfo on startup, so you'll probably have to change the MAP01 and MAP12 music name entries in both to D_NOCHKN and D_HEAVEN to get the music to play properly. FYI: Loving it so far.
  21. In the MAPINFO, MAP04 definition is missing the line "cluster = 1", which means that technically, it's changing clusters, which means it plays the clusterdef 1 exittext after MAP03. At least in ZDoom.
  22. EffinghamHuffnagel

    Known lost WADs of our history?

    Wow. I had this thread bookmarked and completely forgot about it. Found it again by accident. Went to look at https://risen3d.drdteam.org/maps.htm on the first page. I had a Risen3D folder on an old hard drive and compared files. Found some sitters/abbs maps that aren't listed there. I have multiple versions of most of them. These are the latest ones. The numbering system may be mine, to keep them straight. Risen Egypt is not the same as Hell on Egypt, unless it was completely thrown out and re-done. Risen_Egypt_1.5.rar - some nice textures in there. MainframeComplex_2.1a.rar RocketBase-v2.2.07.rar The_Aztec_1.5.rar - also nice textures. Welcome_Hell_1.5a.rar Some other maps I don't know who they belong to. An odd version of Vrack2 Vrack2BIGGESTever.zip An earlier version of forest32 on the archives forest.zip And a file with no identifiers. pillboxx.zip Also, the Risen3D page says you need Hawkwind's addon to play Caverns of Darkness. Don't know if this is still valid or even if it works. COD_Addon-v2.2.05.rar Hope these are useful. Edit: All the rar files were self-extracting rar executables. Re-named them. I wouldn't want to click on an exe either.
  23. Here's a generic Mapinfo entry for Doom2 - MAP07: map MAP07 lookup "HUSTR_7" { titlepatch = "CWILV06" next = "MAP08" secretnext = "MAP08" sky1 = "SKY1" cluster = 6 par = 120 map07special music = "$MUSIC_SHAWN" } Notice the line "map07special". If using a Mapinfo or Zmapinfo, it's required for the tag 666 and 667 actions to work, at least in ZDoom. I don't know about Emapinfo and Umapinfo. Adding the line to both entries should fix the problem.
  24. EffinghamHuffnagel

    Doomworld Maximum Project 2021 - On IdGames!

    Saw this in Newstuff. Congrats! Looking forward to playing it. Saw two things in the wad. There are two MAP06. The second has less 'Things'; might be an older version. The Musinfo refers to a D_26MUS; the music is named D_27MUS. Tried to send a message; not sure it sent.
  25. EffinghamHuffnagel

    Fallen Leaves (now on idgames)

    Lots of fun and really good looking! I found one additional thing in MAP06 of RC4 that I didn't see mentioned. Found a thin wall ledge next to the outside of the Red Key door. SR'd to it, worked my way around to the steps, then to the Rocket Boxes and got outside without the Blue Key. At first I thought it was a hidden speedrunner route, but the second time through I fell into the Chaingunner pit.