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About Fonze

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  1. Fonze

    what are you working on? I wanna see your wads.

    First off, screenies look nice! Second, this makes me think of this fun song:
  2. Step 1: find or make some pixely pics for the death animation Step 2: open slade, rename new pics with names of old ones you want replaced Step 3: put markers around the new sprites Step 4: play wad; enjoy new death animations I have confidence that you can do it Re: the d2msfp, if I'm correct their goal isnt to do anything along the lines of what this is asking for; their goal is to fix 1-pixel mistakes in existing sprites, not to make the next project broodles.
  3. Fonze

    Weird visual anomaly in GZDoom when testing maps

    I wouldn't consider the editor to be at fault. Imo it does exactly as it should. Keep in mind that modern editors do stuff for mappers automatically like flip 1-sided linedefs to face the inside of a sector created in the void, create new sectors automatically when they are finished forming, as well as split linedefs that cross, etc. There are a lot of functions that the editor does automatically for us, and in all honesty changing any of them would likely create more work for mappers than "bugs" it would solve. Especially since most of the behavior is predictable and consistent. The best way to prevent it from happening is to know more about what the editor is doing, even if not in programmy terms just know what it has to do when you do this thing x. Basic troubleshooting: do something mindfully and carefully observe the result. On that same thought, wrt stuff like node building, understand that the issue is no longer in the editor's hands. Some editors can display what the node builder is doing, but they cannot change the directions or paths it takes. Only line positioning can change that. Something I've noticed when building lots of non-orthogonal stuff is that the node builder will get super confused and leave slivers of nothing a fraction of a pixel wide all over the place, which for the most part causes no issues, possibly just too hard to see from their small size, but which occasionally can be big enough to see in opengl. It's weird to see the node builder just cop out on a line it is basically parallel to and to be so close to it in at the same time, but we have to keep in mind that this is a program that was designed to follow a line to its end, then pick left or right and continue until all lines were accounted for. Adding in crazy angles, detail, and etc should understandably cause some issues and honestly I don't see how that will ever be fixed, but maybe in another 23+ years somebody will figure it out ;D
  4. Fonze

    Weird visual anomaly in GZDoom when testing maps

    When you add lines it can change the node builder's path elsewhere in the map, which can make them pop up in previously completed areas. This is one reason to just save these types of fixes til the end of map building. But definitely do look into that plugin, as it will show these and likely many more areas that the node builder botches on the regular.
  5. Fonze

    Weird visual anomaly in GZDoom when testing maps

    Its most definitely a node building issue. Also ive noted that opengl ports tend to show little errors like these more than software. Open the node builder view plugin in gzdb and you'll see that triangle as a section of the map that is outside of the sectors covered by the notes. Basically it'll just look like a black triangle against the rainbow assortment of other sectors all around. Much like slime trails, as this is a node-builder issue simply moving a vertex can fix it (or move it as you've noticed). If you want to be rid of them, delete and rebuild the area. And as nih said, try to build stuff more carefully; remember that the newer map editors actually do a lot of actions behind the scenes whenever we even do something basic such as draw one line or one sector, so also not going hog wild with your drawings and giving the node builder a tangled mess will also help to not encounter them as much.
  6. Fonze

    My experience constructing the Tower of Hanoi (Boom)

    Awesome job Dobu! I love your work with puzzles and boom mechanics; it's a huge inspiration to see stuff like this come together. <3
  7. Fonze

    This gives me a Sandy Petersen vibe

    This sounds like a fun midi being played on a computer covered in magnets with possessed speakers being feed the notes from a tone-deaf sound card.
  8. Fonze

    what are you working on? I wanna see your wads.

    In addition to uploading to the archives, there are other ways to share your wads as well. My personal recommendation to you (and really to anyone) would be to get some feedback from the community on the map before uploading it to the archives, since that is somewhat more of a "finalized" type of thing, in that while you can technically resubmit a new version of your wad, keep in mind a real person has to delete your old wad and move your new one to the proper location, so basically it's not a system to abuse with tons of updates to one wad file. Also potential speedrunners and demos etc.; it's generally best to make sure a wad is totally finalized before uploading to idgames for many reasons. On that note, the best bet for you would be to post some screenies in a thread like this to gather some general attention, which you've done, and to create a thread for your wad. Make sure to read this so you remember to provide all necessary info and also on some tips for a good presentation: For general wad sharing, (of stuff you want tested or dont consider to be 100% done) find a file sharing service. A lot of people will recommend Dropbox and I do too; it's free and easy to use, plus it has a windows plugin that lets you use it directly from windows explorer. On this same note, it would also be good to look into a site to host your screenies, recommendation for this goes to imgur; simply upload there and copy+paste the "direct link" here to share screenies without fear of using all your available storage space on this site, since iirc we don't get very much individually, heh. Best of luck to you; welcome and cheers!
  9. Fonze

    Post Your Mapping Tips

    Tips for new mappers on how to make annoyingly bumpy floors; yay!
  10. Just read that article, but was more interested in the video they posted showing a level being played (and the comments, which turned out to be a major let-down). Honestly idk what to think about it; it looks like a >50 percentile first map and honestly shows no signs of computer learning at this point whatsoever, aside from the fact that it made a technically functional map which I guess means (assuming the ai knew nothing at all going into things and had no instructions on stuff like placing keys before their locked doors, giving a non-pistol weapon at the start, etc.) the ai at least learned to make maps that can be finished and aren't total haphazard messes of sector/line/texture-salads. But i found it weird that despite the kinda cool looking layouts showed before the playthrough, they chose to play the map shown. On one hand it's cool that they made an ai that has gotten as far as this has, but on the other hand it is clear that they have no idea what they are doing or talking about wrt the Dumes, which makes this ai in particular seem like a lost cause. Can't become better when your feedback loop says shit-work is great work, and the researchers behind this seem to agree with the feedback loop as they consider that to be fun and not embarrassing to show. Like props but nots.
  11. Fonze

    Things about Doom you just found out

    0/10 wrong wiki. Use doomwiki.org My point is that on average, in order to save the most time it makes sense to fight even all single revs with the RL over the SSG. Grouping them would of course cause splash damage to be taken into account and would further push the balance away from the SSG. Even without blast damage, if your goal is speed... then using the SSG over the RL on the gamble that 3 rockets will be needed to kill a rev when the average is 2.03 rockets is kind of like cutting off your nose to spite your face.
  12. Fonze

    Things about Doom you just found out

    The percentage chance of 2 direct-hit rockets not killing a rev is in the single digits. Both rockets have to get literally the lowest roll possible for 2 direct hits to not kill a rev. Anything but the lowest roll on either rocket will kill the rev in 2 hits. If you went up against 100 revs one-on-one, one-after-another with just one weapon, the SSG would take longer to go through them all than the RL.
  13. Fonze

    Drifting DoomGuy

    Most people just tap the opposite direction they were moving in to stop suddenly.
  14. SelfAbsorbedHatch (and I say that with love, else I wouldn't waste my time typing this post) I'm gonna try to help you understand part of the problem here that is causing people to respond negatively towards you: Your word choice conveys your attitude very well, if you understand what I'm saying. You word it as if players are being "punished" with lots of stuff to kill. Maybe some, or many for that matter, players and mappers like to shoot lots of stuff. Maybe they don't see it as punishment at all, but more-so as a fun interlude purely for the sake of fun from the standard stuff of the megawad. And finally maybe they also know that people like you will make big hissy-fits about them so they hide them away behind 2 secret exits in hopes that players will only go through the trouble of reaching them if they actually want to play something that doesn't necessarily fit into the main gimmicks of the megawad. Honestly a secret map that is essentially a regular map but in slots 31-32 is a bit of a let-down to me; that's the chance for the author(s) to cut loose and flex their juicy creative muscles. Also like 90+% of maps are designed for pistol starts, so if you feel punished for finding the "super secret" level, just idclev16 and play map16 the way it was probably designed anyway. Hope this helps :D