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Dragonfly

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Everything posted by Dragonfly

  1. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    No. =============== Anyways, here's two new OST releases from my end today, and when they're put side by side like this it's almost comical how different they are, heh.
  2. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    RC5 has been uploaded! Sorry for once again letting some relatively serious issues creep in via RC3 that went unchecked in RC4. We, the team, UV-MAXed the entire WAD as a collective today, with any luck that's the end of any serious issues. Either way, this is where Eviternity II will likely rest until we have the coop patch prepared. In the meantime, have yourselves a wonderful xmas break! Download now! --- EVITERNITY II RC5 CHANGELOG:
  3. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    I've seen this reported a few times - This is a GZDoom bug that is as old as time itself, nothing we, the mappers, can do about it. Thanks for all the feedback by the way. I'm almost concerned for your time and wellbeing with how much time you must have taken to look at every little corner of every map, then double down by reporting the issues by linedef/sidedef/sector index. Very precise, almost too precise! As far as I can tell, port issue. I'd suggest you report a bug with Woof Devs. :) I'll have a look, thanks for the reminder about this. :D You're welcome! Merry Christmas :) ----- RC5 planned for later today, as said before, get your bug reports in asap if you have any you're aware of! Thanks :D
  4. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    This will be fixed among other things. <sigh> Guess we'll be releasing RC5 today at some point! If you or anyone else have other bugs to report, report them now. I'm not working on this over the xmas break. 😅
  5. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    It was also the last thing I tested before release. I've re-tested, it works in both target ports (DSDA, GZDoom). As such, I'm 99% certain that's a case of wrong port and/or settings.
  6. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    RC4 has been uploaded! Sorry for letting some relatively serious issues creep in via RC3. We believe these have all been solved now. We also squeezed in some other improvements. :) Download now! --- EVITERNITY II RC4 CHANGELOG:
  7. Dragonfly

    Christmas wad suggestions please

    The lack of mentions for the Joy Of Mapping 5: Winter Weekend is criminal, I daresay!
  8. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    I mean, it's intentional for sure, I was just a liiiittle bit overzealous with the volume mixing. You can hear the amended (but still a lil goofy) version here.
  9. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    I've been made aware that I forgot to implement the "VILE/" frames correctly, and there's a couple of typos in the changelog - these issues will be amended and reuploaded within the next day, possibly less. For now though, I'm gonna sleep. 😅
  10. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    RC3 has been uploaded! Please update your copy of Eviternity II. RC3 fixes several issues, from softflocks and other major changes, to the most insignificant of misalignments. For information of all amends, see below list.
  11. Eviternity is a megawad comprised of six 5-map episodes (called Chapters) plus two secret maps. This project exclusively uses OTEX, a brand new high quality texture pack by ukiro. Eviternity's six chapters explore a series of unique and varied themes, each featuring classic gameplay with an interest in making each map hold its own unique identity and personality. The themes are "Medieval", "Techbase", "Icy Castles", "Industrial / Brutalism", "Hell / Gore / Alien" and "Heaven". This project was created as a birthday gift to Doom, which is celebrating its 25th birthday on the day this was released. The texture pack used in this project, OTEX, was also released on the same day - so please do not use Eviternity as a base for your wads & mods. While mostly being a "Dragonfly project", with 24 maps being made or heavily worked on by myself, I present to you a mighty lineup of well-known guest mappers who have crafted beautiful and fun levels. Since the initial release we've worked hard for an additional two months working on the now-final version of Eviternity! I hope you enjoy Eviternity, thanks for downloading & playing! Eviternity is primarily an MBF format project, intended to be played in the following ports: PrBoom+, GZDoom, Eternity & Doom Retro; and is supported in Zandronum when playing multiplayer. This was tested with the latest versions of each during the creation, so please ensure your copy of your respective source port of choice is up to date! /idgames: Download Now ModDB: Download Now DFDoom.com: Download Now Dropbox: Link removed - dropbox disabled link sharing on my account for excessive traffic. Thanks for downloading it so much!! MAP04, MAP09: James "Jimmy" Paddock (MAP04 is a collaboration with Dragonfly) MAP10: Derek "Afterglow" MacDonald (A Dragonfly map with a detail pass by Afterglow) MAP13, MAP18: James "an_mutt" Collins (MAP13 and MAP18 are collaborations with Dragonfly) MAP14: Seongbae "antares031" Park MAP15: AtroNx MAP19: StormCatcher.77 MAP24: Brett "Mechadon" Harrell MAP26: Xaser Acheron MAP29: Tristan "Eris Falling" Clark (MAP29 is a collaboration with Dragonfly) MAP31: Paul "skillsaw" DeBruyne MAP32: Ola "ukiro" Björling All other maps: Joshua "Dragonfly" O'Sullivan In the music department we have some talented members of the community. Some music is bespoke, and others are previously made pieces music that suited the maps perfectly. The music credits are as follows: MAP01: Midnight Call - Mark Klem MAP02: Octarine - Jimmy MAP03: Fluid Motion - Jimmy MAP04: Ancient Sovereigns - Jimmy MAP05: Sacred Light - Jimmy BESPOKE FOR EVITERNITY MAP06: Digital Bitchslap - Alfonzo MAP07: Pistons - Jimmy MAP08: Gutter Penny - Alfonzo MAP09: Wheezer - Alfonzo MAP10: Motion Machine - Jimmy MAP11: ice.mid - Dial Up For Murder BESPOKE FOR EVITERNITY MAP12: Gemstones - Jimmy BESPOKE FOR EVITERNITY MAP13: Polar Expedition - Stewboy BESPOKE FOR EVITERNITY MAP14: Frozen Wilderness - Tristan "Eris Falling" Clark MAP15: Restless Restless - Stewboy BESPOKE FOR EVITERNITY MAP16: All Systems Agogo - Alfonzo MAP17: Rotted Roots - Jimmy MAP18: Impermanence - Brayden "AD_79" Hart BESPOKE FOR EVITERNITY MAP19: Brutal Schism - Jimmy BESPOKE FOR EVITERNITY MAP20: Thanatos - Tristan "Eris Falling" Clark MAP21: Everything Explodes - Jimmy EXTENDED / IMPROVED FOR EVITERNITY MAP22: Waves of Intrigue (v2) - Kyle "Nabernizer" Dobson BESPOKE FOR EVITERNITY MAP23: Pearlescent - Jimmy MAP24: Ghostgrinder - Jimmy BESPOKE FOR EVITERNITY MAP25: Slave - Jimmy - MIDI Rendition of a song by Leprous BESPOKE FOR EVITERNITY MAP26: Gonzu - Kniggit MAP27: Imaginarium - Stewboy MAP28: Temporal Tower - Pokemon Mystery Dungeon MAP29: The Godhood Suite (Full) - Jimmy MAP30: Eviternity - Tristan "Eris Falling" Clark BESPOKE FOR EVITERNITY MAP31: Land of Able - Mark Klem MAP32: Epitome XIV - Yash Bhandari - MIDI Rendition of a song by Blut Aus Nord - Converted by Scotty CONVERTED FOR EVITERNITY Intermission / End Game Screens: Death's Toll - Stewboy Title Screen: Entering Eternity - Jimmy BESPOKE FOR EVITERNITY Lastly, what large-scale release is complete without some heavy testing? The following people have been testers and bugfixers throughout the project's life span: Joshua "Dragonfly" O'Sullivan Ola "ukiro" Björling James "Jimmy" Paddock Seongbae "antares031" Park Ben "Bauul" Mansell Tristan "Eris Falling" Clark James "an_mutt" Collins Derek "Afterglow" MacDonald AD_79 rdwpa KingDime AtroNx Brett "Mechadon" Harrell Scotty Paul "Skillsaw" DeBruyne Xaser Acheron StormCatcher.77 YugiBoy85 This project has had various assets made for it and/or borrowed from other works. Thanks to the extra support from the following people: Cage M_Doom & TITLEPIC graphics ukiro Multiple requests for OTEX, Tree Sprites, Archangelus sound effect voice "acting", various sprite edits CWolf Firestick replacements FuzzballFox Keycard Graphics Bauul & Jimmy general WAD management and double-checking antares031 DeHackEd / DECORATE wizardry and management Gutawer & josh771 snow scripts for Episode 3 in GZDoom Kristus BOSSBACK picture id Software, Raven Software, Wolfendoom Cyber Baron Sprites - Sourced from the Realm667 Bestiary: "Cybruiser" - Edited by Xaser id Software, Blizzard Entertainment, Vader Terminator Sprites - Sourced from the Realm667 Bestiary: "Terminator" - Chaingun sourced from here for the above edits by Xaser Raven Software, Antares031 Arachnotron / Elite Chaingunner Bullet Sprites SD EnterNET (edited by Antares031) Arachnotron / Elite Chaingunner Bullet Sound Amuscaria (Formerly Eriance) Nightmare Demon Sprites & Sounds - Sourced from Hellforged (Edited by Eris Falling) Amuscaria (Formerly Eriance) & Vader Astral Cacodemon Sprites - Sourced from the Realm667 Bestiary: "Poe" Raven Software & Midway Astral Cacodemon Sounds - Sourced from the Realm667 Bestiary: "Poe" Jimmy - The Font Based on the font 'Voice In My Head' by Chequered Ink Clay Archangelus Sprites Raven Software Archangelus Sounds - Sourced from Hexen Chandalier sprites Bauul GLDEFS Eric T Archangelus sound processing & mix Cyano Blugron & Bauul Teleporter particle effects Aquila Chrysaetos Knows his way around a nodebuilder and probably killed 1000+ slime trails! Viewers of Dragonfly's Stream I thank you all for providing me seemingly unlimited motivation! <3 Come hang out with the developers on Discord; we're a friendly bunch! :) https://discord.gg/D4Sv5px
  12. Dragonfly

    Doom Pictures Thread 2023

    A shame that image has such extreme JPEG artifacting... the map looks incredible but the quality makes it hard to see the details! That said, it does give off a slight "old gaming magazine" feel which is kinda cool, heh.
  13. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    Interesting, this is one of the lesser-taxing maps, especially so in the locations you've mentioned, plenty of 1 sided lines to cull background geometry surrounding you. Are you playing with any mods of any kind? I assume not, but I'm struggling to think why these locations in particular would have caused issues. Talking of MAP16, I just put out the OST video for that map :)
  14. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    Play with what you prefer lmao. I used to play around 110 FOV back when I was more into multiplayer stuff, though I now play closer to 90 typically so that it's not as jarring when switching between ports. --- New OST video:
  15. Awesome thank you! I've just implemented this into Eviternity RC3, which will be released soon. :D
  16. I've taken the time to look at the WAD and notice that loads of assets irrelevant to improving offsets are included from Eviternity II - before I feel comfortable merging this into the main release of Eviternity, could I please be a colossal pain in the ass and ask that you reduce the wad down to only the amended assets? This will make it easier to split apart and integrate into our build process (We're using DoomTools), and, much more importantly, ensure we're not overwriting various assets that have been changed since RC1. A simple example is the titlepic which features a tiny little "RC1" in the corner (I believed it slipped through with the RC1 tag even in RC2, as that was an emergency patch to handle some serious softlocks). It's also worth noting we've re-included some sprites from the original IWADs to adjust them to show correctly with our new palette. (WADs like Ancient Aliens have had to do the same, just an unfortunate by-product of indexed colour I suppose!) Hope this isn't too much to ask! 🙏
  17. Dragonfly

    Doom Pictures Thread 2023

    Nice to know I wasn't alone! It was cool that they had the built-in park editors but they didn't quite scratch that itch.
  18. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    In case you're not already, I'd suggest playing with OpenGL if you're using DSDA. The reason for that lag is most of the map is constructed out of 2 sided lines, and with the way the Doom engine operates, that means that from some certain angles, over two thirds of the map are being rendered by the engine, even if you can't see it. 😅 The areas where combat is intense within that map are generally better performing though, so with some luck it won't affect actual gameplay all too much.
  19. Dragonfly

    Doom Pictures Thread 2023

    Source? :o
  20. Dragonfly

    Doom Pictures Thread 2023

    Having lightly dabbled in the tools of old, yeah, the stuff that was accomplished back then was almost comical in how complicated or long-winded it was to implement. Very impressive for sure! Even Doom Builder 1, which is where I got my start back in 2005, seems extremely primitive by today's tools!
  21. Dragonfly

    Doom Pictures Thread 2023

    Overcoming aforementioned limitations is a massive part of why Doom mapping is fun, and these "boom slopes" as it seems like we're calling them now is just another drop in the ocean of the countless ways we as a community have surprassed the engine's percieved limitations. Whether you or others love it or hate it, I as a mapper am not too bothered; ultimately I enjoy both the process and the result, and that makes it worth toying around with in my opinion. :) I've had "heated discussions" in the past (slopes.txt, if you know you know 😅) as someone saying how GOOD slopes are in ports such as ZDoom, I completely understand the appeal. Same goes for all those other advanced features like 3D floors, polyobjects, etc. But I also get the appeal of using alternative methods to achieve similar results in places you wouldn't expect to see them. We've been wowed by the emulation of more advanced tech in similar ports for decades, such as swinging/rotating doors achieved with a whole bunch of instant raise/lower trickery, "deep water" achieved with HOMs, room-over-room and faux-3D bridges with self-referencing sectors... to name a few.
  22. Dragonfly

    Doom Pictures Thread 2023

    At what point do you stop adding features? Or should every port become a GZDoom clone? There's definitely merit to different ports having different capabilities and sensibilities, I'd say adding slopes to DSDA etc is a slippery slope (pun intended) that probably isn't worth sliding down.
  23. Dragonfly

    Doom Pictures Thread 2023

    As a general guideline I'd suggest only use it on things that feel absolutely necessary to slope - in the examples I posted recently, the obelisks, rooves, shadows etc felt so much more "real" than they otherwise would have, so it felt like a good justification. There's the sloped parts by the exit gate that are definitely more arbitrary but it does help draw attention to "hey, yeah, this bit's important, look at me!". It's worth noting that it is awful for performance reasons, plus it also makes maps much larger in terms of filesize (who cares about that much anymore though?) If the player can't get that close to them I'd suggest using 2px spacing between each line instead of 1px; this helps with optimisation as you'd imagine. The brutalist structure with the angled portions are an example of this 2px spacing. I would strongly advise not putting them in playable spaces where the player can actively walk though, as in DSDA-Doom, PrBoom, etc etc, the player's camera view gets extremely bumpy when traversing up and down them, which feels awful. :P
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