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Dragonfly

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Everything posted by Dragonfly

  1. Dragonfly

    Doom Pictures Thread 2023

    The texture side of things is where the difficulty can arise, but again, it's not that difficult or time consuming with modern tools. Careful use of UDB's stair builder can automate almost all of it for you, if used correctly.
  2. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    It's supposed to do in the ballpark region of 1000 damage, I forget the exact value. If you play in DSDA-Doom, it behaves as intended. We intend to get the next release candidate out some time before Xmas, so you won't have to wait long for the "official" patch. ----- Two more OST releases done! I forgot how much my computer hates video encoding. 😅
  3. Dragonfly

    Doom Pictures Thread 2023

    Oooh, this is awesome! Is this something you can essentially automate and just map as normal? If so I'd be *very* interested in using this some time :D
  4. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    Finally making a start on OST videos, here's the first of my own tracks uploaded:
  5. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    It's best to consider this as an unmarked secret, if I understand Aurelius' intentions. --- Both the website and text file do their best to clearly state that an up to date copy of GZDoom or DSDA-Doom is needed. ;) --- Then you can grab the gear and press the button? 😅 --- This will be the case in just about every other WAD you've played including the IWADs too, as GZDoom's hardware settings typically don't render the portions of a sprite that would clip into the floor, however some actors such as the aforementioned blood sprites have offsets that push them into the floor to make them look like they're actually on the floor and not floating slightly above. Not much I can do to change this really. --- Sure, I believe antares has added it to the correct location so that next time I do a DoomTools build for release, it will be included.
  6. I agreed earlier on in the thread, just need to get around to testing and adding it. 👍
  7. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    Outside of the intensity discussion, it's a bit crap that each sector will flicker separately from eachother, ruining the impression of it being the same light source that causes the flickering. 😅 We will look to handle this issue though, it's clearly quite a serious concern since it's been voiced so many times.
  8. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    Interesting question! I find that it's easier to explain retrospectively - had you asked this question shortly after I'd written that track I wouldn't have had a particularly good answer outside of "lol i made song" or something equally dismissive. As with most MIDIs I write, I started it with no purpose, no goals... Just noodling about with Sekaiju and seeing what happens. As part of that process, naturally, my emotional state impacts what I'm doing and this MIDI is definitely one of the pieces where that had some amount of impact. At the time I was in a "state of recovery" for want of a better way to word it - I'd lost my step-grandfather earlier in the year, and then only a couple of months prior to writing this piece I also lost my last remaining grandfather - both in a single year. I was definitely still feeling the grief of that loss, so naturally the somber tone was reflected within the music in this case. I started off with the intent of writing something ambient or drone-like, using different instruments pulsing the same chords one after another over and over and over and... you get the point. I felt that despite it being a cool "minimalism" experiment, it was lacking any real reason to listen to it, so I toyed around with giving it a chord progression, and eventually settled on which instruments I liked coupled together (95-Sweep Pad, 102-Echo Drops, 53-Voice Oohs and 88-Fantasia in the end). After that I started experimenting with a melody, and before I knew it there's a finished piece in the end. So, despite how The Innkeeper (originally titled "Minimalism", heh) started out as a piece intended to be a minimalistic, monotonous and relatively dreary track, it grew into something more whimsical and uplifting as the track progressed. That's generally how most of my compositions grow; they might have some underlying concept, emotion or idea, but if the piece evolves in a different direction than what I initially expected, I don't fight against that and instead try to see where those ideas take me. After I initially composed this track I posted a video of it up on my Discord server, where Tristan then suggested that maybe this piece should be used as the intermission music in Eviternity II. Honestly I'm so glad he had suggested this, as it feels like an absolutely perfect fit to me!
  9. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    Because of the reaction it could cause - we anticipated a lot of "woah, what the hell?" kind of responses and the prospect of this was extremely exciting. Better yet, the reaction we actually got far surpassed expectations and was worth every bit of pain and difficulty endured to keep this a secret! CRAZY run, holy shit! GG, WP, thanks for taking the time to check it out and explaining your feelings afterwards. :D Thank you!! [EDIT] STARTING RIGHT NOW is the premier for the first official piece of OST releases, see here:
  10. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    Please don't report this going forward, as we can't really do anything about this. For the most part, this is an engine limitation. Any global fix we could do would cause detriment overall (trees having larger hitboxes and interfering the playspace, for example), and any map-specific fix (such as joining the sector the tree is in with other sectors that would be visible elsewhere) would: be a colossal-scale chore actively increase lag throughout maps be noticed by next to nobody So as much as I'd love to solve for the tree pop-in issue, all solutions I personally know of are not solutions we're willing to explore. That said, if there's other methods or ways to prevent sprite culling, then sure, I'd be open to it. Lastly, thank you for all of your other reports! The same goes to everyone else - reporting bugs, misalignments and even the most insignificant little things that could be improved is super helpful and will help us refine Eviternity II even faster, so thank you! [edit] Oh, also! See spoiler:
  11. Dragonfly

    Doom Pictures Thread 2023

    Pretty much this yeah. Though it's Doom, do what you want! We wouldn't have a single percentage of the cool maps and mapping techniques we have today had people not experimented and gone against the grain. :)
  12. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    Thanks for the offer! However there's no need to over-engineer a solution with ZScript... plus parity between ports is a better outcome. We have a Monster Alarm actor that was waking them on level start, I've changed it now so this monster closet specifically recieves the alert when the player reaches the final arena, achieving the outcome you've asked for and also achieving port-parity. :) This will be present in RC3.
  13. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    Hopefully you'll eventually convince them to come join the community! (Though in my experience, nearly 20 years of dooming and talking about it later, I can still count on only 1 hand the amount of people I have managed to convince to check doom out heh)
  14. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    Which closet(s) are you referring to? Also the ping should be for @Tristan or @Guardsoul as they're the primary mappers for this level Solution in spoiler:
  15. Dragonfly

    Doom Pictures Thread 2023

    Did someone say boom slopes?
  16. Dragonfly

    Doom Pictures Thread 2023

    I drew quite a few lines over the last few years.
  17. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    *3x3 (total 9, I see how you got there.) :P Aurelius originally made it a 4x4 tile puzzle before deciding to simplify it!
  18. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    Extra elaboration on Antares' post. Again, don't look if you've not beaten it yet!
  19. Dragonfly

    Doom Pictures Thread 2023

    I've been saying the same!
  20. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    ...or running the correct wad, even? Eviternity II should work absolutely fine. Eviternity 1 does not have leaves etc.
  21. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    ...Yeah, that's a fair point. 😂 I will say though, I miss posting in the Doom Pictures thread and participating in the community as a whole, so I think I'm done with secrecy for now. :P Continuous play is a hard thing to balance for when Pistol Start also needs to be balanced for. From my own observations it seems commonplace that people who actively want more challenge in their gameplay typically lean towards pistol starts, and I think the balancing is fine in continuous play. You are only on the second episode after all, trust me when I say there's plenty more bite to come in future levels. ;) I'm not sure I follow - are you failing to see where the exit signage is, or are you complaining that levels... have exits?
  22. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    Uncertain yet. We're more concerned with updating Eviternity II itself and finishing the music than we are with distribution atm 😅 We'll post an update when we know more. 👍 Luckily theres no plans to make evi3 😂 Thanks again! I just finished going through the previous list last night for RC3, appreciate the time you've put into it! This map has some quirks for sure. Be sure to do the six outer challenges to gain every advantage you cna in the final encounter, and if that's still too hard, consider lowering the difficulty or looking for all the secrets. 👍 You're the 2nd person to report this. I wonder if something is a bit busted in the pre versions of GZDoom? For now I'd advise going back to version 4.11.3 as this is the version we can confirm works as intended.
  23. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    You're right to bring it up! I even suggested the same during development and we all agreed "that looks a bit goofy, especially when IDCLEV achieves the same" in the end. I'm not personally writing the idea off entirely, it's @Bauul's map, so they get final say on the matter. :D
  24. Dragonfly

    [RC5] EVITERNITY II - RC5 Released!

    IDCLEV15 will have the same effect in this case, since you pistol start MAP33. I will note that Bauul went to extra lengths to ensure the conveyor is slower on lower difficulties, and the explosions that chase you are either slower or not there at all on lower difficulties. :) We knew it'd be polarising, yes, but to say "loved by few" is a reach when it seems to be one of the more commonly complimented maps (from what I've seen of various Twitch streams at least! 😅
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