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About Mordeth

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  1. Real Life stuff, including landing a new job, has been holding my attention for these past few months so there have been very little creative juices left for my favorite pastime. So, I've kept busy with mostly 'technical' stuff, including rewriting scripts.


    However, I've also turned my attention to monster sprites. Currently busy with several variations (Imps, Lost Soul) based on their Doom64 counterparts but vanilla'fied to my needs (WIP image linked below). Based on how well this goes I might be able to commission the more difficult stuff (human zombies) to a professional who actually knows how to sprite.


    Also, at long last, encounters are being implemented. Stuff I envisioned long ago but just couldn't implement at the time has finally become possible. Level details are being filled in; replaced if need be. And there's stuff that's seriously in need of attention (E2M2...) because I'm holding out for certain better / improved Eternity features.




    1. Memfis


      Are you going to use both imp versions at the same time?

    2. Mordeth


      @Memfis No. Above screenshot is from an earlier WIP test to see how the new sprite holds up to the regular one. Main difficulty, apart from the palette adjustments, is to reduce detail so the new higher-resolution sprite does not look totally out of place next to vanilla stuff. I've found that's about 0.7 scale max for monsters.

    3. Memfis


      Ohh, it's great to hear that you're thinking about the harmony in detailing. I've seen so many projects where hi-res stuff clashed with the original graphics badly.

  2. You should also post this on the ZDoom forums so it has more chance of being picked up by the devs.
  3. Duplicate post of I've closed this one.
  4. Mordeth

    PNAMES/TEXTURE1/2 sucks.

    Nope. Can't say I've seen it used in ages. Although I'm using it quite extensively for the reasons mentioned, still using ancient tools like deutex to create the lumps.
  5. Mordeth

    PNAMES/TEXTURE1/2 sucks.

    Perhaps a mapinfo-like feature where you can set the TEXTUREx lump you would like to use for that level only. The engine can then (re)construct the texture set, without it overwriting a different TEXTUREx lump for a different level...? But then again, it is not difficult to come up with a texture/patch naming standard for different contributors during development.
  6. Mordeth

    PNAMES/TEXTURE1/2 sucks.

    Nowadays, the point is not to save disk space but to be able to combine existing patches into a new texture. So you don't have to open up your graphics editor of choice and create a brand new texture every time you need a new variation, and you especially don't have to redo a metric shitton of graphics whenever you replace or improve a patch.
  7. Mordeth

    GZDoombuilder slow down on big maps

    Please tell me you meant to write *sidedefs* instead of linedefs...
  8. Mordeth

    GZDoombuilder slow down on big maps

    Current in-progress level is 28981 vertices, 38176 linedefs, 60892 sidedefs, 6042 sectors and 727 things. That last number should be taken with a large dose of salt; mapspots (usually numbering a few hundred) are spawned-in at map load in-game. Biggest level so far tallies 32684 vertices, 43200 linedefs, 71037 sidedefs (yay for sidedef compression..!) and 6863 sectors. While initial texture loading takes a fair amount of time (sometimes up to 1,5 minutes), switching modes is instant. This using gzdoombuilder Occasionally I use gzdb-bugfix or doombuilderX for UDMF experimentation. No third party addons (I think); draw distance in visual mode maxed out; on an Intel Core duo cpu 3.00 GHz with 4 GB of RAM...
  9. Mordeth

    GZDoombuilder slow down on big maps

    Turn off 'fancy' features, such as lights or textured floorplans in editing mode. If you have 3rd party add-ons, maybe try and turn them off as well. My maps are typically 'a bit' larger than the ones you're working with, and I don't experience the slowdowns you describe with gzdoombuilder (although I use an older version), even on this older machine.
  10. Mordeth

    Anyone know a good conveyer belt tut?

    Take a look at Doomworld's Boom Editing Tutorials tutorials, which Linguica for some reason unlinked from the rest of the site. The information you want is under the "scrolling effects" section.
  11. Mordeth

    Blood is on sale @ GOG

    While Blood is a masterpiece, Blood2 - The Chosen is not. What made Blood fun to play is just not there in its sequel. That said, Blood2 does have its moments and set pieces to remember. The main cons? The enemy roster has annoying elements, such as cussing humans and an abundance of annoying imp-like spitting monsters that for some reasons spin like a carousel for their melee attack. The armor system does not seem to protect you from harm at all, often evaporating from fulll to zero in a single big hit. And the weapon loadout is tricky: it's too easy to pick up the 'wrong' weapons which will make combat pretty tedious / impossible in the later levels. Some monsters can only be dispatched easily with a certain weapon. And some levels are re-used, in an attempt to revisit areas that would be much better served using things such as a hub system. The level design itself is not up to the same level as the original Blood, although it sometimes has its moments. Music is top notch, though.
  12. Mordeth

    Planisphere 2

    Would that bug be hitscan puffs not appearing at the wall you're shooting at? That's very likely due to either breaking the map size limit (editor such as GZDB has an automatic check on that, press F4), or you have a very long linedef somewhere that exceeds 3,5K+ in length - I don't remember the exact size when stuff breaks. The latter is supposed to be fixed in (G)ZDoom.
  13. Mordeth

    Problem with PolyObj textures

    O my... Well, that certainly solves some issues quite nicely... ;)
  14. Mordeth

    Problem with PolyObj textures

    That's not really what I meant, Edward850. Polyobjects have the following actions associated with them: move in a particular direction, move to a mapspot, or rotate around its own center. The "_OR_" variants are not additive, merely override an already moving polyobject with a new instruction. So, as far as I know, you cannot let a polyobject move in a smooth circle around a virtual point elsewhere (in this case, move in a smooth circle around a virtual center in the middle of that room). So my guess is that the moving wall we see in that video is just the visible textured part of a bigger polyobject, whose center lies in the middle of that room, and movement is done by rotating the polyobject by a certain degree.
  15. Mordeth

    Problem with PolyObj textures

    Can you let polyobjects describe a smooth circle around a point not part of the polyobject itself? Would love to see how that is done. I'm guessing you can't, and the player is actually standing inside a polyobject construction with the outer part forming the rotating wall. In that case it rotates around its center, located in the middle of that room. And since this room has floor/ceiling height variations, the whole construction 'wobbles' as a result. Try level all the ceilings to same height, and upper peg your polyobject textures. Add ceiling height variations with a portal. Or vice versa with the floor, if that's more convenient.