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Dragonfly

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About Dragonfly

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  1. I'd suggest those aren't bugs of the map. Just because a renderer behaves differently or a ceiling decoration moves (outside of the average player's field of view, no less) doesn't really warrant immortalising it as a bug as it has absolutely no effect on the players' ability to play the map. If such small details are considered as bugs, I suppose we should start writing down every misaligned texture ever placed in the history of doom as a "bug", or perhaps how certain maps look incorrect in (insert port here) as a bug. To be clear, map36 doesn't define how one port shows a different 1st frame, nor did it decide that a actor on the ceiling should detach from the ceiling, those are "bugs" with the respective engines, if you can even call them bugs in the first place.
  2. Thanks for all your reports prior, super helpful. However, final is final. Please don't report bugs unless they're absolutely game breaking, thanks! 😁
  3. Yes, the contents are identical to the byte. ModDB simply renamed the zip since it shared the same name as the other upload, annoyingly.
  4. Okay, third time's the charm so they say! The website has been updated with the actual final build. GET IT NOW! I'll arrange a reupload (and hopefully be better able to follow guidelines) for idgames on my return from vacation next week, but until then you can use the three mirrors on the Eviternity website, as well as the ModDB mirror. Enjoy!
  5. As is often the case (and was already proven once with this release) anything called "Final" seems to welcome fresh pairs of eyes and reveal new problems... ugh. We will publish one last update, most likely later today. At that point, what will be, will be! Sorry speedrunners, the wait is almost over, I promise!
  6. Crisis averted, the links on the website have updated to the "true" final version (unless someone else spots something comically gamebreaking). That's what I get for making changes in the 11th hour, sorry for busting your map @Bri!
  7. WHAT HOW DID THAT HAPPEN HOTFIX INCOMING, WILL REPLACE LINKS EVERYWHERE SHORTLY.
  8. Speaking for myself primarily, I simply wanted to be the original uploader on Youtube to ensure a good quality version that plays how I intended it is more likely to be the way people found my music when searching for it. I'm not sure as to the plans of the other musicians, but for now I can link the Youtube upload - full ost here - and some of the musician's respective bandcamp pages should you want to support them! https://tristanclark.bandcamp.com/ https://jamespaddock.bandcamp.com/ https://velvetic.bandcamp.com/ https://ad-79.bandcamp.com/
  9. HAPPY BIRTHDAY, DOOM II! To celebrate, we're launching the final version of Eviternity II! We're finally at a place we feel Eviternity II can be packaged up and released to the world with the peace of mind knowing it's not going to change any more, much like we did with the original Eviternity. Blast your way through 36 maps across 6 episodes, take in the sights of the exciting new locales and rock out to a killer soundtrack with Eviternity II! It's been an absolute joy to craft these worlds, we hope you enjoy playing Eviternity II as much as we enjoyed making it! DOWNLOAD NOW --- MERCH STORE As many have requested a way to buy the titlepic design, Eviternity now has a merch store, check it out! BROWSE SHOP Redbubble.com is a print-on-demand service. For questions around sales, quality, and returns, see their FAQs and read product reviews on the site. The Redbubble interface isn’t always crystal clear, but the designs are available on a variety of items depending on what fits. This includes lots of clothing options, prints, and more. Redbubble hides this in an annoying way but here’s a few examples: Titlepic as a jigsaw puzzle Eviternity II Logo on a hat Portrait crop Titlepic on a tanktop Eviternal Song Art as a framed art print Map36 “Kenosis” Automap View as a cotton tote bag OTEX Logo as a magnet --- CHANGELOG To see what's changed since compared to RC6-Hotfix, please see the below changelog:
  10. Thanks @Nilex! Regarding your feedback: MAP12: The actual cause was a linedef at the Blue armor secret, designed to prevent the player cheesing the fight from the BA secret's high ground. I've fixed this by adding a couple of line triggers as you progress towards the exit teleporter which lower both the wall that locks you from the backpack as well as the backpack platform, making it obtainable once again. MAP34: Thanks, fixed! MAP18: Already fixed, thanks! MAP21: Not really fixable due to needing joined OOB sectors to control the intended height of the platform, opting to not fix, since no matter where this is placed the sound will be offset from the desired origin points. MAP35: This has now been fixed, thanks for re-flagging it!
  11. Well spotted. This has been fixed. :)
  12. Dragonfly

    Opinions on Prodeus?

    The tools have a bit of a learning curve but they're extremely fun and powerful to use; so much so that after I'd finished my contract I willingly built a DM map of my own volition for fun. :) EDIT: I'd typed a bit in the early days about the editor here, as well.
  13. I can't speak to the intentionality of it as this would have most likely been Antares' decision when creating the monster's code, but it's something I am a big fan of regardless. Also, thinking deeper about it, changing anything as potentially major as a monster's radius at this point would be complete and utter madness from a testing standpoint, so it'll stay as is. :)
  14. Hmm, not sure how far we want to go down this rabbit hole, perhaps an external wad (fan made, perhaps) can be made that further optimises it should people still have issues. :)
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