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Diabolución

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Posts posted by Diabolución


  1. On 3/27/2021 at 4:38 PM, northivanastan said:

    E4M3 Sever the Wicked - "Good Luck" by Bloo Note: This MIDI was submitted for no map in particular, but I thought it would fit best for E4M3. If you have a better idea for this map's MIDI, you are free to submit it.

     

    I would assign Good Luck to either E1M1 or E2M3, preferably the former. I think said MIDI is really fitting for a short introductory map, whereas it might become repetitive and knackering for a relatively long map, such as E4M3.


  2. Neither vanilla Doom nor Chocolate Doom will be ever able to run this PWAD, as its maps are too detailed. The minimum would be something like Boom or MBF, something that increases or removes the limits whilst fixing certain visual glitches, such as tutti-frutti artifacts and Medusa artifacts.

     

    Thus, it does not make sense to use the restrictive legacy DeHackEd format. BEX is the way to go, as it is supported natively by Boom, MBF, PrBoom, PrBoom-Plus, Woof!, Crispy Doom, ZDoom, GZDoom...

     

    As for the syntax of DMAPINFO:

     

    DMAPINFO - The Doom Wiki at DoomWiki.org

     

    I do think that BEX and DMAPINFO can coexist together, as the Unity Port would simply ignore the former.

     

    Finally, the text file does not follow the mentioned standard. For example, there is no description, permissions regarding reuse and whatnot are not specified... I would suggest using the nice text file generator of doomworld.com/idgames, so that said front-end can parse it out smoothly:

     

    Text File Generator - Doomworld /idgames database frontend

     

    These are good examples of text files:

     

    https://youfailit.net/pub/idgames/levels/doom2/megawads/btsx_e1.txt

    https://youfailit.net/pub/idgames/levels/doom2/megawads/btsx_e2.txt

     

    Of course, these are recommendations, not commands, obviously.


  3. Just now, Xaser said:

    the same as the Unity addon

     

    Thanks for confirming I am not getting crazy(-ier), and for the explanation.

     

    Well, the official add-on after two passes of ‘remove entries duplicated from IWAD’, the first one with doom2_unity.wad (not the classic 1.9, as before), and the second one with syringe.wad (v1.1). And, of course, all maps extracted as loose maps by DeuTex do match.

     

    Quote

     


  4. You never disappoint, sure.

     

    At any rate, when comparing both v1.1 releases, I think these four graphics are actually borrowings from the Unity IWAD, without any edits whatsoever. These comparisons get confusing with so many assets from doom2.wad.

     

    Finally, I would say this is the first time the public release of something released as an official add-on gets ‘Bethesdasoftised’, so to speak.


  5. I am not going to post a long-winded post (it would be a waste of time and effort, as most people tolerate my posts, not enjoy), but I can say that all maps match byte-to-byte the public release, v1.1. As for art, no art has been edited / censored. On the contrary, four assets have been added: HELP, CREDIT, BOSSBACK (default widescreen ones from doom2.wad, edited to match the customised palette) and STBAR (widescreen). Assets borrowed from doom2.wad to convert it to an IWAD aside...

     

    Quote

    GnURQiV.png

     

    gDpS3F1.png

     

    zQwkO46.png

     

    DeuJ5VO.png

     


  6. To convert the strings of a legacy DeHackEd patch to BEX, you only need PrBoom-Plus and a system somehow capable of running Perl scripts.

     

    First step:

    prboom-plus -deh cool_legacy_dehacked_patch.deh -dehout cool_output.txt

     

    Second step:

    perl deh2bex.pl cool_output.txt > cool_output.bex

     

    Thirst step:

    Use your favourite text editor to tweak cool_output.bex. For one thing, the [STRINGS] header is missing.

     

    To get deh2bex.pl:

    https://youfailit.net/pub/idgames/themes/TeamTNT/boom/prboom202.zip prbstuff/deh2bex.pl


  7. BEX patch for ProjectUnity.wad - Pastebin.com

     

    This PWAD requires anyway, yes or yes, a limit-removing port (it is not vanilla compatible, as stated in its text file). Thus, I think the normal release should use a BEX patch embedded as a DEHACKED lump, and the possible official add-on, a DMAPINFO lump. Both support customising the par times and the flats of the text screens.

     

    Doom file template - The Doom Wiki at DoomWiki.org

     

    The text file does not follow above, the standard template.

     


  8. Finding a / the first backpack.

     

    Instigating in-fights between barons of Hell and cyberdemons.

     

    When a cyberdemon gets paralysed, and bitten to death by demons.

     

    When a chaingunner manages to kill, by himself (or itself?), a bullet sponge foe, like, say, a cacodemon or a mancubus.

     

    Maximising (100% / 100% / 100%) any map (I stick to official and semi-official maps, mainly, based on ‘two criteria’ of mine) on UV, deathlessly and savelessly.
     

    Spoiler

    I will leave it at that, as the more I write regarding subjective things, the more likely it is that someone starts debunking me on a per-paragraph basis (or even per-sentence basis), and, honestly, dealing with contrarian long-winded posts in a foreign tongue is the last thing I want in my life. This is a forum, a leisure activity, not an IEEE Journal. I apologise for the rant. Move on.

     

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