Mordeth

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About Mordeth

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  1. And we're done here.
  2. I'd like a Eternity-Doom to Eternity-UDMF converter, which takes ExtraData lumps into account...
  3. Mordeth hails from an era before source ports, when people had to use additional tools to make an add-on work. Unfortunately I used a tool that created an internal WAD layout that is no longer supported by most current source ports. However, you can use this alternative archive (mfb97dsf.zip) instead. Download it, unpack, and run the WADs with your (vanilla compatible) source port of choice plus doom2.wad as you would with any other WAD. Edit: and, oops, don't forget to load the .DEH file as well.
  4. Two people deemed it necessary to report @dew for exposing their ignorance about the first "Die Hard" movie. Next time you feel like filling my inbox with this kind of stuff, try curling your toes into fists and really ask yourself how much attention you want to draw to yourself.
  5. The Canadian held world sniper record currently stands at 3540 m ( ~ 2,2 miles). So if Doomguy went up against the Canadians, he'd post on these forums about how much hitscan hell maps suck.
  6. Fun stuff: you can with Eternity's linked portals. So you can destroy a floor and fall into a room below, or re-assert a floor to close a gap.
  7. These last few days I've been exploring moving linked edge portals - at last. Now that I've got this working, creating an elevator as a box with a solid 3D floor and 3D ceiling that can (seemingly) travel between two portal planes seems to be theoretically possible. Until now I've been doing this with 3DMidTex elevators, with the same basic construction as used by the lift in the Vaporware demo. Remaining but crucial roadblock: the different edge portals for the elevator versus the edge connecting the two planes each require space, and I still need to find a solution for them not to interfere / overlap with each other before this can become of any practical use in an actual level.

     

    On a whim, I've also been working on a proof of concept for jumping hotspots. Placed on eg a raised platform, these invisible mapspots signal to a passing monster that it is possible to jump down here to the floor below. It only does so if the monster is jumping-enabled and its current target is actually situated on that lower floor.  This still requires a lot of tweaking to make the jump look right - not to mention sprite work. It is even possible to use this technique to make monsters crawl up or down structures (like pillars) to reach their targets.  Up to now this is basically just exploring the possibilities... not sure if I will end up using this.

     

     

  8. Oh lordy, you hope there are tapes..?
  9. I've been keeping busy refactoring the yellow key area of E2M3. Originally a pretty bland straightforward area, a few key changes made the gameflow and -play interesting again. So far, I'm pretty happy how this latest incarnation turned out.

     

    Still haven't experimented with moving linked (edge) portals yet - for shame. First objective is to determine if I can redesign the current cross-portal 3DMidTex elevators (based on the same principle seen in the Vaporware demo) as a true 3D object.

  10. People stay hooked on WoW because of something called the "sunken costs fallacy". They have invested time, money and effort on their characters. The 'progression' in tiers means that your latest top notch gear and dungeon strategies become dated or even obsolete the moment the next tier patch is released. Meaning, you have to play to keep up or you will lose your investment done so far and end up like a scrub nobody wants to play with. Plus, there's your guild who insists on filling their raid rosters with active members only. With WoW, it's all or nothing. This is a completely different situation as most multiplayer games, as players get to play with the same gear the moment they enter the game. Unlock mechanisms are the company's attempt to add the same kind of hooks.
  11. I like the Cleric for two reasons: the poison cloud bottles that can easily dispose of those annoying centaurs, and the Wraithverge. Also: fuck the Crucible of Steel.
  12. I think it's more or less a given that any cross port stuff ought to be based on the UDMF map format.
  13. True. That's why I don't use the map editor but an ACS script to place 99% of the things that require a TID in the level at map start. Usually these are (interactive) custom mapspots. Only when I absolutely have to (eg. if I want to check if a group of monsters is dead before I open a door) do I need to resort to CLED / ExtraData. And it's not ExtraData that is a drag to use... it really is not. It's the requirement to use CLED to assign a number to a Thing's options flag that represents its tag. CLED works by thing sequence number, so if you delete a Thing in your WIP those sequence numbers change and your CLED script assigns stuff to the wrong Things.
  14. Edmap doesn't clean up your WIP properly during saving, which means you have even less memory space available for development. Plus it is very prone to crashing and mangling your level after the first nodesbuild. This is why I used a copy of a WIP for nodesbuilding and testing, leaving a "pristine" unbuild WIP for further development. A routine I still do to this very day, despite using far better level editors.
  15. Give both linedefs the same id (tag) "A". When either linedef executes your script, use SetLineSpecial in that script to remove the special from any linedefs tagged "A".