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Everything posted by Afterglow
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[RC5] EVITERNITY II - RC5 Released!
Afterglow replied to Dragonfly's topic in WAD Releases & Development
I just confirmed the MAP36 intro portal conveyor sector behaves as intended in RC4 using dsda-doom v0.27.3 (Nov 5) and v0.27.5 (Dec 3). -
[RC5] EVITERNITY II - RC5 Released!
Afterglow replied to Dragonfly's topic in WAD Releases & Development
Manitoba isn't even a real province. -
This really isn't "lost" since I've posts teaser screenshots many times over the years on DW, Discord, my websites, etc. I've had a 3 map set using ukiro's old texture set finished for years now including one frankenmap that incorporates the unfinished pieces by Cocoon, Wiles, Covaro, & other mappers that people know. I tucked it away when Eviternity and the OTEX revival was happening in 2017/2018 and releasing maps with the old textures was a distraction from the main event. It still needs MIDI music and some menu graphics completed - and it's under a different title than Perfect. A dozen of more community members have given me playtesting feedback over the years. The levels are just OK. I was hoping to convert the lot to OTEX but most of the old textures don't have a like-for-like and all my geometry is opinionated around material/pattern edges. The texture set was also made immediately after darken2's set in 1999, but before darken2 was released in 2000. So it's heavily inspired by Quake 2 and 1990s drop shadows. There's a pfcttex.wad Mar 29, 1999 that's basically Surge 1/2 textures with some clones of tech textures Kurt Kesler made for his maps around that time.
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The DWIronman League dies to: Jägermörder 1 & 2!
Afterglow replied to NaZa's topic in WAD Discussion
I'm unsure about port compatibility for these maps that pre-date current source ports. dmdjm01 from 1999 was created for boom.exe but may have issues with current ZDoom-derived ports - maybe a softlock, although the map doesn't have voodoo dolls so that linked "scripting" bug report doesn't make much sense. dmdjm02 was only developed and tested on early ZDoom due to map size static limits. A quick bugfix was later done to stop a PrBoom+ on-load crash but it wasn't thoroughly re-tested. With DSDA/PrB+/EE I'm now aware of a few problems with the absence of ZDoom blockmap/physics changes, such as barriers that can be bypassed. If I ever get around to finishing dmdjm03 this century, I'll release bugfixes for these maps (with UV redone.) Either way, I'm looking forward to watching people die in very specific ambushes. -
What are the lump counts shown in DoomBuilder's bottom right when no linedef/sector is highlighted? When beyond static limits, DB2 highlights it in red. The DB2 family of editors (including DBX & UDB) will auto-compress SIDEDEFS if they go beyond the limit but truthfully the SEGS lump has its limits reached before LINEDEFS/SIDEDEFS. I check that using SLADE: The SEGS limit of boom.exe was 2^15 = 32768 but PrBoom+, Eternity Engine, Woof, etc. raise that to 2^16 - 1 = 65535. I have a limit-removing map about the size of your automap screenshot and I had to cull some details because it was hitting both 65k SEGS and the blockmap limit.
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[Texture Wad] Espi Compilation from Hellcore
Afterglow replied to Vorpal's topic in Mods & Resources
4 years later I just noticed this thread today via the wiki. I recognize some XX* lumps from a mix of sources: XXWOLF17 and XXWOLF4 are taken from the 3D Game Alchemy CD by Justin Fisher of Aliens TC fame. XXROCKS1 is Quake 2's ROCKS19_1 converted to the Doom palette. XXWOLF2 is a green version of ER_BRK08 from Eternal Doom IV. XXFWAT2* animation might be edits of Hexen water textures X_WATER1/W_241-W_244 / flats X_005-X_008, although I haven't done a pixel-by-pixel comparison. XXWOLF1 looks like a re-creation of a Hexen grey brick texture CASTLE07/W_071 (Eternal Doom lump 3BIGRIK4) but I don't know the source. Adjacent info: Fanatic's unfinished Castle demo for EDGE from 2001 (not on /idgames) has some custom decoration sprites and textures by Espi. It artistically bridges his work between these Hellcore graphics and the more realized Eternal Doom IV texture set. In the text file Fanatic wrote "You MAY NOT use portions of this package in your project(s)!" but that could probably be loosened if he were contacted. Maybe @Lüt can answer whether some of those Castle textures were also used in the unreleased Doom Millennium upgraded levels. -
what are you working on? I wanna see your wads.
Afterglow replied to everennui's topic in WAD Discussion
Been working on (yet another) vanilla map this month. Half of the level is right up against the drawsegs limit because I enjoy torturous playtesting? -
Eternal Doom/Team Eternal and TeamTNT (Piecing History Together)
Afterglow replied to Michael Jensen's topic in WAD Releases & Development
In vanilla, line specials "51 - S1 Exit Level (goes to secret)" & "124 - W1 Exit Level (goes to secret)" will restart the current level when used outside of MAP15 & MAP31. However this behavior changes in some circumstances when the global game state is different, e.g., when command line parameters -warp or -playdemo are used. If you progressively play MAP01, MAP02, MAP03, etc. in a continuous session and hit line special 124 on MAP05, doom2.exe will restart MAP05. With -warp or a loaded save game, it resets the game back to MAP01. (Some source ports like ZDoom "fix" that undefined behavior by treating the trigger like a regular exit when no secret map destination is defined.) -
[Megawad] Tarnsman's Projectile Hell - Now on idgames
Afterglow replied to Tarnsman's topic in WAD Releases & Development
In E2M3 I ran into a soft lock behind a tree sprite: E3M3 texture misalignment near the exit: -
Vengeance 2: Invasion (new screenshots)
Afterglow replied to Kor's topic in WAD Releases & Development
Since returning have you had a look at OTEX? It has drop-in replacements for many textures in those scenes including some really good bricks. In the post-BTSX era, the SurgeDM stuff can look a bit dated now. Although we're making Doom levels here - dated is our jam. -
One afternoon back in December I started a (hacky) experimental Eternity Engine branch that attempted to support the original /idgames cod.wad & codlev.wad as-is: https://github.com/team-eternity/eternity/compare/master...derekmd:caverns-of-darkness-support For ambient sounds, I added a thing type ID map that moved cod-engine.exe's hard-coded IDs into EE's 14001+ range. I didn't really do much else work on that branch beyond loading a custom .bex file when cod.wad is loaded. FYI printz also posted a Caverns of Darkness discussion on EE's GitHub issues about adding first-order support to the source port: https://github.com/team-eternity/eternity/issues/305 And if this helps with migrating the old code, my diff on the COD engine source and Eternity Engine beta5 found only these files were changed: D_deh.c D_deh.h D_englsh.h D_items.c Doomdef.h G_bind.c G_bind.h G_game.c I_VIDEO.H Info.c Info.h M_cheat.c M_misc.c Mn_menus.c P_enemy.c P_inter.c P_lights.c P_pspr.c P_spec.c P_spec.h R_sky.c Sounds.c Sounds.h Wi_stuff.c
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what are you working on? I wanna see your wads.
Afterglow replied to everennui's topic in WAD Discussion
Basic. -
Yup, that's it. I have no clue why the original IWAD texture was assembled in such a complicated way. A single plain 128x128 patch would have even taken up less disk space.
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Yeah, to reiterate there's a glitch in the texture drawing of BIGDOOR7 rooted in the weird-ass way doom.wad composed the texture by re-using a 128x136 patch. Ultimate Doom E3M4: I just discovered this alongside a conversation with boris about the DB2 family of editors not considering this Doom "bug" (or error correction): https://doomwiki.org/wiki/Vertical_offsets_are_ignored_in_texture_patches in doom.wad & doom2.wad, W105_1 is a 128x136 patch IWAD doom.wad: the patch is applied to the BIGDOOR7 texture twice at (-4, -4) and (125, -5) however, Doom ignores the negative Y offsets so it becomes (-4, 0) and (125, 0) IWAD doom2.wad applies W105_1 (-5, 0) and (123, 0) so these alignments are unaffected According to the wiki article, the Doom II's STEP2 re-use of patch SW11_4 would also affected but NeuralUpdate2x_v1.0.pk3 already has a GZDoom texture filter workaround for that. It looks like the downscale didn't consider the W105_1 patch's odd dimensions as it glitched when cropped and resized: It would have to be regenerated and edited to be similar to `WOOD5` with half `SUPPORT3` patches along each edge; 24 pixels thick in a 256x256 texture.
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Because I don't have enough unreleased levels, this weekend I started my first vanilla map since darken2.
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what are you working on? I wanna see your wads.
Afterglow replied to everennui's topic in WAD Discussion
More OTEX. Single player layout done for a level started April this year so for once it isn't a drawn-out process that takes two decades. This one will be packaged with two more maps. -
Miscellaneous demos (part 3) [please post in part 4 instead]
Afterglow replied to dew's topic in Speed Demo Submissions
Nah, Ling & DW no longer have 1999-2000 hosted site backups. Team Insanity admin Simon (Chief) left two decades ago so @Lüt is the only person that would (by some miracle) have a doomworld.com/insanity backup. If Wayback Machine didn't store the ZIP files then those demos are gone. -
Miscellaneous demos (part 3) [please post in part 4 instead]
Afterglow replied to dew's topic in Speed Demo Submissions
dmdjm01 MAP01 UV Max in 4:41 dmdjm441.zip Recorded on June 23, 1999 by Adam Hegyi. The demo is mentioned in the archive of my old Doomnation hosted site from 2000. The current top times all came from a Team Insanity LMP competition held November 1999, 5 months after Adam's run. -
Skulltag v0.98b level designer credits from 2010 (skulltag_data.pk3)
Afterglow posted a topic in WAD Discussion
Cross-posted on Zandronum forums, for the DoomWiki I've been trying to gather the graphic artist & level designer credits missing for the original Skulltag stock maps, all 57+ of them. Most members active 2003 to 2010 have since run oft so getting this information is proving a challenge now. The other problem being Skulltag's web site, wiki, & distribution never having a thorough level designer credits breakdown post-2003. Knowledge Archives: http://web.archive.org/web/20100211202018/http://skulltag.net/wiki/Credits http://www.skulltag.com/stmanual/credits.html http://www.skulltag.com/download/files/release/Skulltag Version History.txt https://x1.rfc1337.net/stforum/ Skulltag forum database archive from threads created late 2009-2012 unfortunately has little mapping activity talk since v0.98a on 2009-10-24 was the last major map release. http://web.archive.org/web/20091216214055/http://skulltag.net/forum/viewforum.php?f=107 Frustratingly this Dec 2009 snapshot of the forum has ideal thread subject "New credits map" that was never archived by the Wayback Machine. So far I have contacted Carnevil, Agent Spork, and Mechadon that confirmed their map slots. Carnevil couldn't remember exactly who did the remaining slots. @boris probably didn't bothered to read my monster Discord DM about his maps because... TLDR. So I'm hoping some long-dormant members like @Submerge or @WastedYouth could pop in to help. EDIT: Every credit I gathered is now published on: https://doomwiki.org/wiki/Skulltag_data Below are 3 maps still missing credits, each was added in v0.97b (2006) so I'm fairly sure they were created by Carnevil. D2DM9: Infernal Chamber (edited by Submerge) D2LMS3: Death Corridor D2ST1: Doom Keep -
Skulltag v0.98b level designer credits from 2010 (skulltag_data.pk3)
Afterglow replied to Afterglow's topic in WAD Discussion
Carnevil also added more details in the released version, most notably around the central elevator. According to an old Skulltag forum threads I came across, the consensus was the hallways being too cramped and the layout too small for a 4+ player deathmatch sessions. Since 1v1 duel slots were full and people were tired of Torn's level, it was replaced. To be fair, almost every Skulltag map had cramped gameplay space (including my own) considering its player movement speed. D2ST1 / D2ST3 I missed v0.97b moving D2ST1 to D2ST3 for a D2ST1 replacement so it's actually the newer D2ST1 missing a credit. http://www.skulltag.com/stmanual/ shows Carn & Lu Wang (what happened to his western TC?) making D2ST3. -
New maps - Root of Evil now Beta
Afterglow replied to Szymanski's topic in WAD Releases & Development
Yeah, I suppose the floor sky is how Doom II's hell levels & Ultimate Doom E4 handled that. Many levels still had EXITDOOR as an indicator too? Other ideas: Draw the word "EXIT" into the floor, lit up but if the player doesn't see it, the word would also show on the automap. Sacrilege: add a single patch from OTEX that was designed to mix with doom[2].wad. OEXITC03 fits right in. Make an edit to OTEX's bloodied flesh OEXITA01 or OEXITA02 to either blend with shadow on GSTONE or act as a midtex. When entering the room, make a crusher kill a Commander Keen thing and replace its death sound with you screaming, "THIS IS THE EXIT!" -
Skulltag v0.98b level designer credits from 2010 (skulltag_data.pk3)
Afterglow replied to Afterglow's topic in WAD Discussion
@Doomkid Yesterday in the Zandronum forum thread Metalhead replied via HeX9109. Last night Wartorn was able to retrieve some old Skulltag forum posts that revealed some credits: D2DUEL6 (Carnevil), D2DUEL10 (Wagi), D2LMS2 (Carnevil & Submerge), D2LMS4 (Carnevil), D2CTF3 (HeavenWraith) That leaves only 3 maps uncredited: D2DM9, D2LMS3, D2ST3 -
New maps - Root of Evil now Beta
Afterglow replied to Szymanski's topic in WAD Releases & Development
Also some suggestions for release: Add a new custom MIDI so the player doesn't get D_RUNNIN'd. https://doomwiki.org/wiki/Adding_custom_music#Finding_MIDI_files has a bunch of resources to trawl through. (I personally -nomusic and play actual recordings.) I don't think it's absolutely required but the RSKY1 patch would usually be wrapped by PP_START & PP_END marker lumps. Add a ZMAPINFO lump with the compatmode setting to ensure doom2.exe gameplay in ZDoom ports. i.e., prevent feedback like "this level is broken after I hit the jump key". defaultmap { NoCrouch NoJump compatmode = 2 } map MAP01 "Root of Evil" { cluster = 5 levelnum = 1 music = D_RUNNIN par = 900 sky1 = "SKY1" titlepatch = CWILV00 } cluster 5 { flat = FLOOR7_2 music = D_READ_M exittext = "The End." } -
New maps - Root of Evil now Beta
Afterglow replied to Szymanski's topic in WAD Releases & Development
Wait, how'd I miss this? I lurked your DW profile and only saw this thread last week. First run is HMP visiting the blue key area then red (and I corrected my corrupt mouselook ways.) Second run is UV run going red then blue. Gametime for both was about 25min. I had some commentary during the stream but afterwards I realized my webcam mic was silently disabled because Windows 10 privacy settings are a pile of makeshift shit. If you see this comment after Aug 23 the video will be gone from Twitch but I have an 8gb .mp4 I can upload to YouTube. Bullet point things: Same as Crudreams MAP11, awesome use of varying skyheights to make the whole space feel more 3D. The final fight floating cubes = very cool. The non-linear choices are mostly balance really well. I did find the first run easier since the RL picked up from the blue key area provided excess ammo for the east. Not a big fan with maps that have alert enemies immediately on level load. A blood floor-raise trigger could be added when stepping off the white teleport pad? Same as the earlier comment about the blue key area's first archvile, this arachnotron is easy to pick off with the bars still closed. Maybe raise it out of the blood after the bars have opened? The BFALL1 steps leading to the blue key could use Y-alignments to avoid repeating patterns. I got caught up in alcoves nestled around the north-east fast-moving platform. I suppose that was intentional and I am an idiot for trying to make that a close-proximity fight. Thick marble pillars provide really easy cover for the red key cyberdemon. Is there a way to force the player to approach that fight from the opposing ledge (with the pillar-raising switch)? The cut marble block secrets could use a slight lighting shift to make the geometry difference more apparent? Especially for vanilla 320x200 & 640x400 software renderers where the seams won't be as obvious. East area has a misplaced texture that should be WOODMET1. The exit cyberdemon can also be partially cheesed with CG & SSG from the side tunnel/window although there is limited bullets/shells at this point so it's probably not a concern. I agree on UV this fight could use more projectile enemies from the ledges but it's always a balance of trying to avoid in-fighting. Is the exit finished? The switch lacks an exit sign indicator. There is health atop of the switch but there isn't a subsequent fight to load up for. The last fight and exit have a lock-in. e.g., in my second run there were 4 enemies left but I couldn't return to earlier in the map to finish 100% kills & secrets. The exit teleporter could return the player to the room before they ascend the platform to that last fight? All in, great map especially considering it targets doom2.exe.