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LemonWolf3322

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About LemonWolf3322

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  1. LemonWolf3322

    [v1.5] Doom 64: Retribution

    I haven't posted around here in quite a while, but I've updated the Absolution file I posted almost 2 years ago. The new version contains numerous fixes, an updated version of Test Facility (matches v1.5 but supports the additional monsters), some small adjustments, and some pretty dynamic lights. All of the new monsters' projectiles now glow for that extra bit of eye candy. You can pick up the updated version here. It should be autoload compatible, the only thing it replaces in base Retribution is MAP34 and the D64FADES library. Sorry if it invalidates your save files, but seeing as the new monsters are only accessible through summon commands and the MAP34 arena, you can just wait to finish your currently playthrough before loading it up. At some point I will try my hand at porting the Acid Demon, and maybe the chaingun guy. (I think Nevander was going to add the chaingun guy himself?) I've also considered making an addon to replicate the experience of playing the TC by inserting the Absolution levels back into the map order and adding the new monsters into the levels, just so we can come full circle. If I do this, though, it won't be until after 64-style lighting is fully implemented in GZDoom. That way, I can do everything properly once as opposed to twice. Still excited to see some new stuff when the project eventually updates. Best of luck with that, Nevander.
  2. LemonWolf3322

    SIGIL v1.21 - New Romero megawad [released!]

    I'm a little less than halfway through currently. It's fun overall, I think, but... The crusher maze in E5M4 is not even remotely satisfying to play. It's an interesting design idea and it was implemented well, but it is a pain in the ass to try and navigate only to get hit by one crusher, forcing me to reload a savegame and try it all over again. I found the secret invulnerability sphere after completing the map when I went to go back and look for secrets, and I thought, "oh, maybe I was supposed to use this to get through!" before realizing... the crushers freeze you in place for several seconds if you get stuck in them. And if the invulnerability wears off in that time, well... F9 yet again. Every map has one or two quirks that are a little bit irritating, but this one stood out the most for me. Not sure what awaits me in the last 5 levels.
  3. LemonWolf3322

    SIGIL v1.21 - New Romero megawad [released!]

    Oh lord. I haven't noticed the sky at all until you said that. I just looked in the WAD and... hoo boy. Palettization did not do that sky texture any favors.
  4. LemonWolf3322

    SIGIL v1.21 - New Romero megawad [released!]

    Just dropped some money on the early-bird release - I know it's only a couple hours away from going public, but I don't think I can resist the temptation of getting the Buckethead soundtrack. I've mostly avoided spoilers, excited to see where this thing takes me. Time for a ride.
  5. Alright, great. Thanks for getting back to me so quickly. If nothing else, I'll probably be "fixing" these myself and packaging them together for my own personal use. Just thought I'd share them in case you might be able to harvest a few for usage in the main project.
  6. LemonWolf3322

    SIGIL v1.21 - New Romero megawad [released!]

    The free release is coming May 31st, but you can pay €6.66 to get it a few days early. The Buckethead backing music WAD is also included with the paid version.
  7. I don't know if you ever plan on updating this project again, but I've spotted a lot of issues and inconsistencies that would do well to be included in a Sprite Fixing Project 2.0 or a Minor DeHackEd Fixes 1.1. Apologies in advanced for the large post. As for sprite changes, the 3 garbage pixels in the SKELI7 frame are actually intended to be part of the SKELI6 frame, as seen in the spritesheets that Romero released. decino mentions this in his "Interesting Findings About Doom's Monster Sprites" YouTube video, which is where I found out about it. There are also a lot of inconsistencies and errors in various menu and font graphics. STCFN036 is missing a row of pixels at the top, resulting in an unfinished outline. STCFN064 is missing a row of pixels at the bottom, resulting in an unfinished outline. M_SAVEG reads "Save game" instead of "Save Game". (Game should be capitalized, as seen in M_QUITG, M_NGAME, and M_ENDGAM) M_LOADG reads "Load game" instead of "Load Game". (Game should be capitalized, as seen in M_QUITG, M_NGAME, and M_ENDGAM) M_DETAIL is missing a column of pixels on the left, resulting in an unfinished outline around the G. M_MSENS reads "Mouse sensitivity" instead of "Mouse Sensitivity". (This one might be intentional, but M_DETAIL, M_SCRNSZ, and M_SVOL all have their second word capitalized) M_SFXVOL reads "Sfx Volume" instead of "SFX Volume". (This one also might be intentional.) M_SFXVOL and M_MUSVOL are both missing a column of pixels on the right, resulting in an unfinished outline around the E. On the topic of DeHackEd fixes, I found a few more inconsistencies in states and frames that should probably be corrected. It would also be a good idea to include the entirety of uhbooh's SNDFIX.DEH patch, as it fixes all of the inconsistencies with the game's audio. On both the green and blue armor, the fullbright frame is swapped; the A frame should be fullbright, as the sprites show, but the B frame is the one marked with the fullbright tag. The green armor's B frame lasts for 7 tics instead of 6. The blue armor's B frame lasts for 6 tics, and the A frame for both lasts 6 tics. The death state for Romero's head uses the A frame rather than the B frame. Since this head is never seen in normal gameplay, this is only a minor nitpick and may not even count as an inconsistency at all. This one might or might not be considered a bug, but was worth mentioning nonetheless. The small pickup for shotgun shells uses the string "Picked up 4 shotgun shells." even if the user is playing on ITYTD/NM where it gives 8. The GBA version of Doom fixed this by changing the string to "Picked up the shotgun shells." It should be possible to change this using DeHackEd, but I can't remember if there was enough character space to allow it or not. I could try to throw together some fixed files myself and upload them here for use, but I'm not at my main working computer so it might take a few days.
  8. LemonWolf3322

    [v1.5] Doom 64: Retribution

    Nice to see an update! Will be hopping on those new maps right away :)
  9. LemonWolf3322

    [v1.5] Doom 64: Retribution

    Great! Nice to see some more progress on the new update but I do have a question... Now that Doom 64 style lighting is available and can be easily set up using GZDoom Builder (Bugfix), when you do predict that it will be added to the existing maps? Is this something we could expect in the 1.5 update or is that going to be part of an overhaul later down the line (2.0 maybe?) I don't wish to rush you, as we're already getting nearer and nearer to the next release, but I just wanted to get some clarification on the matter. Don't feel pressured to do too much for this next update, I'll be plenty satisfied just to have some new maps to play!
  10. The newest version of the TC comes with Sound Caulking (PSX flavor) which can be disabled using the Customizer. As for issues with PSX Doom resetting your settings, it loads a separate INI file. Changing your GZDoom settings and then launching the TC will not work. You will need to change the settings while you are running the TC. That should solve it, but if it doesn't... I'm not exactly sure what the problem would be at that point.
  11. In newer versions of the TC, all spectres/nightmare spectres on the map were replaced with demons, then UDMF was used to simulate the flag system of the PSX version. Spectres have their alpha value set to 0.25, while nightmare spectres have their render style set to subtractive and health doubled. I believe there's still DECORATE left in the main PK3 for the original spectre/nightmare spectre actors (since they're still used by The Lost Levels) but in all instances of the main TC they've been replaced. That doesn't sound like a problem with the engine, but rather a problem with your data. What files (including IWAD) are you loading with?
  12. LemonWolf3322

    [v1.5] Doom 64: Retribution

    Great to see some new screenshots! If there's one thing the Doom 64 texture set and lighting system are good at, it's creating atmosphere. This next release is looking to be very promising so far. ;)
  13. LemonWolf3322

    [v1.5] Doom 64: Retribution

    Yeah, Turbo drew the sprites back in 2011 I believe. I just converted them from a sprite sheet to separate images, fixed up the positioning, and packed it up in a WAD file.
  14. LemonWolf3322

    [v1.5] Doom 64: Retribution

    Yeah, I don't know what it is about me, but I have a lot of fun tearing apart other people's mods and seeing what I can do with them. It helps when trying to get inspiration for your own mods, that's for sure :P If you'd like to use what I've already finished as a basis for your own version, you can download it here. As for what's all included, it has fully functional versions of the Nightmare Spectre and the Nightmare Cacodemon that are 100% accurate, and then 90% accurate versions of the Stalker and Night Crawler that while fully functional, have a few differences to the original versions. Namely, I had trouble replicating the exact chance of the Stalker's teleportation attack and the gravity/bounciness of the Night Crawler's grenades. They could probably use a bit more fine tuning. As a bit of a bonus, I also included an updated version of the fade spawning script to take account for the new monsters, a modified version of MAP34 that allows for spawning of the 4 new monsters, and an extended character cast for after MAP28. I don't know how much updating you've done behind the scenes, but I tried to keep the formatting of all of the new stuff accurate to 1.3's format. All of it should be easy to implement, as I'd imagine most of it is just a matter of dragging and dropping and maybe changing up spawn IDs and whatnot. Anyway, hope you can find a use for it. I graciously await a new version of Retribution and can't wait to see the new maps. ;)
  15. LemonWolf3322

    [v1.5] Doom 64: Retribution

    I don't know if you'd be open to accepting community contributions or anything, but I got bored after playing Retribution one day and decided to sit down and crank out some DECORATE equivalents of the Absolution/Outcast monsters. I believe I finished all of them except the Acid Demons and the Chaingun Zombies. I couldn't help you replicate the Unmaker firing modes as they're quite a bit more complicated, but if you're still interested I could send you the wad file so you can pick and choose what to keep and what to throw out.
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