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Everything posted by Lüt

  1. Well, looks like another few months have passed without me realizing I hadn't made a visit. I know this has become routine for a while, so for those interested or concerned, here's the main things that have been going on:



    1) Mom's failing health - In late 2018, my mom developed a severe case of pneumonia and had to go through a months-long recovery period to fully eliminate it. During her hospital visits, a diseased aortic valve was discovered. Because the valve was weakening and not pushing enough blood through, she would randomly faint and drop throughout her day. With the condition having a 2-year life expectancy if left untreated, a surgery was scheduled as soon as she recovered.


    The operation started well, but upon preparing to insert the new valve, the old one turned out to be extremely calcified and cracked into pieces when the replacement was being fitted. The surgeons got the bleeding under control, but by that point 90% of her organs had shut down, including her brain, so it was either keep her on life support while the rest of her body gradually shut down over the next 2 months to 2 years, or just let things continue naturally. The choice seemed obvious, and she died last 2 years ago today.


    2) Dad's moving on - If there's one thing my dad will tell anybody about this, it's that the death of an immediate family member is 95% practical matters and 5% time to actually process it. Finances, paperwork, certificates, insurance, belongings... I could summarize every expected and unexpected thing that came up, but I want to finish this update sometime this year.


    The main issue was selling their property. My parents bought a large condo in 2008 with the intent of taking care of my grandma, who then suddenly died when she was due to move in, so the place was already bigger than both of them needed, and definitely too big for my dad alone. It finally went on the market in March 2020, but thanks to COVID immediately following, it took until November to find a buyer. So we spent most of November and December moving my dad into what's probably going to be his last place - a little apartment near our old home.


    3) My moving on - For me, the personal aftermath was a mixed bag. I'd been living on my own for 15 years, so it's not like my mom and I saw much of each other, and when we did live together, it's not like there weren't routine struggles. In the end, the whole ordeal wasn't exactly a devastating emotional impact, as much as it was simply exhausting. After everything settled, the time came to get my own place fixed up for sale and figure out where I wanted to go next.


    People have been hearing me talk about selling this condo for years now, but for all the effort I put into it, the process continues to be one step forward, two steps back. I had set aside the rest of winter and all of spring to finish working on it and get it on the market, but two things got in the way.


    1) My old boss showed up at the end of August last year, once again homeless, starving, broken vehicle, and needing money. He spent the next month draining me for "just a little more," telling me "it's all coming back" and detailing how he was connected with different charity organizations who were all set to reimburse me. And one of them actually did (despite questionable circumstances), so I went with it. However, the others didn't, and after he borrowed me down to $5, he disappeared.


    2) The stomping silbercunt failed to make its usual journey to Florida this winter. Every May through December, this wretched 90-year-old thunderdemon claims dominion over my ceiling and rains down daily riotous insanity. My quest for peace has taken me to lawyers, social workers, two homeowners association leaders, the police depart, and the village hall, along with bringing officers to the scene for direct intervention. But behavior that would get anybody evicted from an apartment in days can continue in a condo for years "because owner rights," so for 7 months every year, this decrepit shrieking hag continually makes the case for euthanasia at my expense. I only survived this long because of the winter/spring reprieves, so this is the last complication I need.


    And thus unit repairs have fallen into limbo until either my old boss pays back my repair budget or I convince family to bail me. It's looking like the latter, and once that's set, I'll probably spend a few more months restoring and marketing the place, then finding where to move to next.


    So, that's why I've been continually absent the last few years, and why I'll probably remain sparse for another chunk of this year. Even though I'm at the PC a lot of days, I'm finding myself easily overloaded by large-scale projects and interactions due to the amount of RL things still up in the air, so idle chat in smaller Discord servers or PMs is about all I've been good for lately.


    Anyway, the point I'm trying to get at is that it's been the perpetual dilemmas of daily living that have kept me away, and not a lack of interest in Doom or the community. In fact, I've been genuinely enjoying the time I've been able to spend working on maps and other resources, as well as doing testing for other people. In particular, being able to go at my own pace with no public releases or deadlines looming has been quite relaxing, and helped turn all this back into a hobby. It's been fun exploring Eternity Engine's possibilities, and I'm getting so many fresh ideas now that I've set aside time to learn the new features, tools, and formats that have become available over recent years. I really do look forward to the time I can return as a regular participant around here, and hopefully that comes sooner than later. Until then, feel free to tag or DM me on Discord - I might even reply within a week.

    1. Show previous comments  2 more
    2. Use


      Hey Lut. Your 'exodus family' is missing you too if you know what I mean. Check in there sometime, some names are no longer present here and they'd love to hear from you. Take care bud.

    3. Csonicgo


      I'm glad you're here.

    4. Lüt


      Thanks for the warm replies :)


      Hey Lut. Your 'exodus family' is missing you too if you know what I mean. Check in there sometime, some names are no longer present here and they'd love to hear from you.

      Ah, so sorry. I've lost track of so many groups lately. Connections have gotten so fragmented that I'm on like 15 different sites and services trying to keep track of everybody, and I'm not doing very well at it. I really need to work on consolidating things this year.


      Admittedly, part of the lack of communication is that I don't like to dump issues on people that they can't do anything about. Like, if I write something and I realize the only possible response is "sorry man that sucks," I usually just drop it.


      Of course, the problem is that when such issues go on for a while, I tend to disappear entirely.


      I've had this discussion with people in private before, and the general concensus is that it's better to hear potentially negative news than to hear nothing and be left wondering, especially if it's for such extended periods of time.


      Still, I can't shake the feeling of not wanting to share an issue that only leaves people hanging. But, it's not like people don't know everybody has ups and down, and it's probably presumptuous to decide for others that they don't want to hear certain things from me. So, I'll try to be a bit more active and open like I used to be.


      Maybe I'll turn my status updates into "Carpenter Lüt's Home Repair Bitchfest Feed" for the next few months :P


      Speaking of which, I got some potentially good news regarding that money yesterday. Since my mom worked at an insurance agency for most of her time, we always used one of their agents to do our taxes. But last year, my dad tried to do something that would save us money on his own. It apparently worked, but it also disqualified me from receiving the first $1200 stimulus. I haven't been in the registry for the new stimulus either, but we talked with the agent again and he said we should be able to do my taxes in a way that qualifies me for the new one. So if that works, the $1400 should cover all the supplies and labor I'd need to finish here, and I won't need to borrow anything from anyone. Sending in the last necessary info this morning, fingers crossed.

  2. Lüt

    Doom updated on Steam...with Unity version

    Consider it disregarded.
  3. Lüt

    RAVEN MIDI Pack project - COMPLETE.

    Something that may be of use here: A problem I had when importing other composers' MIDIs alongside the original Heretic MIDIs, is that despite the new music fitting the fantasy/medieval theme, it simply didn't sound correct next to the original compositions. As it turns out, a lot of the clash had to do with the instruments used, rather than the actual composition of the music. The new tracks needed "re-orchestration" to fit the original sound. So I went through the original Heretic MIDIs and compiled a list of all the instruments used, along with a tally mark for each track that the patch appeared in: Traditional Symphonic/Acoustic: String Ensemble 1 - IIIII IIII String Ensemble 2 - I SynthStrings 1 - IIIII IIIII IIIII II SynthStrings 2 - III Synth Brass 1 - II Hammond Organ - II French Horn - I Choir Aahs - IIIII I Synth Voice - III Lead 6 (Voice) - I Voice Oohs - II Bottle Blow - I Pad 1 (New Age) - I Pad 2 (Warm) - II Pad 5 (Bowed) - I Pad 7 (Halo) - I Marimba - IIIII Celesta - I Vibraphone - II Acoustic Grand Piano - IIII Pizzicato Strings - I Acoustic Bass - II Modern / Electronic: Distortion Guitar - IIIII I Electric Guitar (Clean) - I Electric Bass (Finger) - IIIII I Fretless Bass - III Synth Bass 2 - I Slap Bass 2 - I Percussion: Acoustic Grand Piano (Drum) - IIIII IIIII IIIII III Timpani - IIIII IIIII I Tubular Bells - III Melodic Tom - II Agogo - I Synth Drum - I Taiko Drum - II Reverse Cymbal - IIIII So if project participants want to mimic the original sound, and need a starting point for instrument selection, there you go.
  4. That kind of problem isn't inevitable with sector portals, but different engines seem to have different portal rendering capabilities. For example, I've done scenes plenty more complicated than that in Eternity, but earlier today I was trying to help somebody on Discord solve a similar issue using LZDoom, and after going through all the old tweaks and hacks from EE's early days, I couldn't fix their rendering problem. Then out of curiosity, I converted the action/tagging setup to Eternity's format, and that engine displayed everything perfectly fine - no changes to architecture necessary. If you're going to use Eternity, I could probably help set up the map correctly, but if it's for ZDoom or another engine, somebody else would probably know more. The main issues that caused problems like that back in EE's early days were 1) portal sectors needing different heights/textures than surrounding sectors 2) not enough map space in portalled area for camera to render full area 3) smaller portalled area too close to other interfering architecture. Not sure if any of that's applicable to you though, and I don't know how much help anybody could provide without being able to look at the map themselves, but no, there shouldn't be any reason for architecture like that to have those errors.
  5. Oh, I meant in a general image editor. Doom's colormaps are just indexed-color bitmap images, you can export/import them as PNG images using Slade3, so with a program like Photoshop or GraphicsGale, you can swap the colors in the colormap like you would any other image.
  6. I don't see any in the original Boom colormap archive, and I don't have any sitting around in my own collection either. It's probably easiest to take one of the existing red/grn/blu maps and do a color swap with whatever brown range you want.
  7. You need to use a colormap. Assuming you're using line action 242 for "create fake floor," then you assign the under-floor colormap of your choice by selecting it as the lower texture on the front sidedef of your action line, so your sidedef properties would look something like this: The same goes for if you want an alternate colormap above a fake ceiling: select the above-ceiling colormap of your choice as the upper texture on the front sidedef of your action line. You can actually apply a colormap to the main area of the sector by selecting it as the middle texture, but it only displays when you're standing in the tagged sector, and then everything else in your view is rendered in that colormap as well.
  8. Lüt

    Search function not working anymore?

    Nope, not working :P Last post from Ling: "It's been up and down lately since the search server doubles as the static image server and the whole thing is working overtime with Doom Eternal and all. It works fine for a while and then falls over again. The only option is probably to bite the bullet and pay for a beefier server. I have been putting it off because I was having a minor panic attack over LetsEncrypt breaking and the SSL certificate for Doomworld was due to expire, uh, now-ish? So I was busy sorting that all out first." So, may not be working for a while.
  9. Lüt

    Post limit

    It's per user account. Not that I'm recommending it, but yes.
  10. Lüt

    Post limit

    There's a 4-content-count limit for new accounts. It expires 1 day after registration, so you should be clear to post as usual now.
  11. Chubzdoomer has a lot of good youtube videos. Check his Doom Builder tutorials playlist. Many of them are for Doom Builder 2, but all newer versions of the program will have the same features, even if they've been expanded or they're in a different location. And yes, Ultimate Doom Builder is the newest version of the program. It's the successor to GZDoom Builder, being developed by the same team. Use that if possible.
  12. HTML was surprisingly easy to grasp compared to any other language I've tried to work with. (As in, it's the only one that was remotely sensible and comprehendible.) Probably helped that I also had to make a site for a project as part of the graphic design curriculum at college, and the teacher of the web class was quite good. (As in, she literally wrote the book.)
  13. Texture offsets are +X and +Y, unless you enter a negative value. As far as offsets are concerned, textures are drawn from left to right and top to bottom. So if you're facing a wall in the game, and its texture has offsets of X=16 and Y=24, that texture will be shifted 16 pixels to the left and 24 pixels up. Negative values will shift it rightward and down. However, since textures are repeatedly tiled, all offsets will loop around eventually, so positive or negative values don't really make a difference in achieving proper alignment. Unpegging doesn't affect offset directions, but it does change a texture's initial vertical alignment point, so yes those settings can affect your texture alignments, but only on the Y axis.
  14. Lüt

    How does one make a lift anywhere?

    First: GZDoom Builder is dead, and Doom Builder 2 is exceptionally dead. Use Ultimate Doom Builder. That said, lifts have been a part of Doom since its original release, so any map editor is capable of making a lift. By default, lifts start in their raised position, then lower to the lowest nearby floor (nearby meaning another sector directly connected to the lift sector), wait for a moment, and finally return to their original position. Different map formats allow different behavior, so you should specify if you're mapping in Doom format, Hexen format, or UDMF (and if Doom format, whether you're aiming for Boom-compatible). In any instance, you'll need a line to activate the lift, so pick whatever line you want to be the trigger, and right-click it to bring up its properties. Under the "action" section, there'll be a "browse" button that will bring up a list of line actions by category. Open the "Lifts" category and choose whatever type you want. Then you'll need to tell the line what sector to activate, so give the line an identification tag (Doom/Boom) or sector tag (UDMF). Then go to the sector you want to be the lift, and give it the same identification tag. That links the two, so that the line action always activates the sector with the same tag number. You can use the same tag on multiple lines (for multiple lift activators) or multiple sectors (for multiple lifts), but limit it to this particular series of actions only.
  15. Lüt

    texture bug

    Your door height might be wrong, your sector definitions might be wrong, or you may have additional surrounding sectors interfering with the movement/positioning of the door. At this point, without an example to look at, anybody can only guess. I'd suggest either posting a link to the map in this thread, or send it in a PM to anybody who offers to have a look (I'm around for a few hours, if you want to send it my way).
  16. Lüt

    texture bug

    Middle textures always appear between floors and ceilings, and the underside of a door is its ceiling, so yes, putting a texture in the middle will cause a door texture to be drawn where there is open space under the door. As for why the upper texture is missing, all I can think of without seeing the map is that you put the texture on the wrong side of the line. Door textures should be on the upper part of the side of the line which is facing the player when they approach the door (meaning that, in the editor, that line should have a small center marker pointing away from the door itself, and you'll be putting the door texture on the upper part of the "front" sidedef).
  17. Heh, that's probably about as good as I could ever play it. Sounds like he was enjoying it despite all his trouble though. Also looks like it has a pretty accessible learning curve. It'll be interesting to see how quickly he gets better as he progresses.
  18. Oh, figures. Should've looked at the general polyobjects page instead of searching out the ExplicitLine entry individually. Alright, so, any polyobject using 2-sided lines. I always remembered that being an impossibility (or impracticality) due to clipping issues long ago, but since UDMF offers things like midtex solidity and other forms of object/projectile blocking for 2s lines, I see that's no longer a concern. It's odd, since I've made some rather irregularly-shaped polyobjects as tests using Polyobj_StartLine, and there didn't seem to be any rendering issues either placing them or moving them. Maybe EE's just gotten better with that over time. Still, I see how the automatic shape tracing becomes a concern when you have multiple lines intersecting at a single vertex. And yeah, I did like the ZDoom general page said and used "1" for the render order of all lines. It worked fine, and now I've got this odd step contraption circling me: It's too bad that with all the methods UDMF provided to activate a line, it didn't allow for an "on start of level" option. Anyway, appreciate the script examples and references. I'll keep these saved/bookmarked in case using them becomes inevitable. I should also mention, my primary interest in polyobjects is using them as voodoo doll conveyor replacements. Since UDMF allows lines to be activated "when polyobject crosses," it gives much more accurate event control because polyobject movement and other level geometry movement specials use the same speed system, which makes the timing math much easier to calculate. But most importantly, I wanted a system that worked in multiplayer/DM exactly as it did in single player, and with this, I don't have to sacrifice DM support for traditional voodoo doll conveyor setups, which is why using one of those to initiate actual in-level polyobject movement defeats my purposes.
  19. Here, but you should be aware it's been discontinued, and is now replaced by Ultimate Doom Builder.
  20. Two questions about polyobjects in UDMF maps: First, I don't understand the purpose of Polyobj_ExplicitLine: http://eternity.youfailit.net/wiki/Polyobject#Method_2:_The_Polyobj_ExplicitLine_Special This says I can decide the order in which lines are added to a polyobject, but doesn't say why I would ever need to do a thing like that. The ZDoom wiki has even less information: https://zdoom.org/wiki/Polyobj_ExplicitLine But as far as I've seen, a polyobject is always fully spawned the moment you start a map. I've never seen one load line-by-line, or a situation where that should make a difference. So why would I use Polyobj_ExplicitLine instead of the standard Polyobj_StartLine? Second, how do you set polyobjects to go into motion automatically when the player starts a map? Every line special relating to polyobject movement is a trigger line requiring some manner of activation. Actually, that may as well be a general UDMF question - the format allows for all manner of activating trigger lines, but is there any way to just have a line automatically activate as soon as the map loads? Non-scripted solutions are preferable, but I'll work with a script if necessary. Agree. (Merged.)
  21. The best kind of uneventful you can hope for.
  22. You'll need an additional sector behind the walls with the missing texture. Set its floor and ceiling to 30, and use F_SKY1 on the ceiling, leaving the upper texture as missing. That'll solve it in software.
  23. Lüt

    Do you guys like Jazz?

    I don't particularly like it, but I took jazz piano lessons for 2 years and played in a jazz lab band for a year and a half, so I at least appreciate it. Favorite pieces to play were Song For My Father, Cantaloupe Island, and Some Other Time. And who ever would have guessed Over The Rainbow was a jazz ballad?
  24. Lüt

    What is the oldest PC game that you own

    Oldest game I actually bought on my own is Spear of Destiny. I still have a 1.44" disk for a game called Brix though: Before that, our family used to have an Atari ST, which came with a lot of games. I forgot most of them, but I remember playing Deja Vu, Zany Golf and Speedball a lot. However, that stuff's long since been sold.
  25. Lüt

    Am I banned?

    It just means that the topic was moved to the Post Hell forum, which was closed to regular members a few years ago, so you'll get a viewing permissions error when trying to access its content unless you're a mod or admin.