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Aquila Chrysaetos

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About Aquila Chrysaetos

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  1. I'd recommend reading the Doom Wiki's page on demos so you know what's meant by "recording" a demo, and some other important information about them. https://doomwiki.org/wiki/Demo If you have a source port that will run on Mac, then you would need a way to tell the port that you want to record, equivalently to Windows' command line parameter -record <file>. I'm not a Mac user, so I don't know what the process would be. I believe most major ports like PRBoom+ and ZDoom have Mac variations, and I suspect recording in ZDoom would be as easy as typing "recordmap <file> <map>" in the console in-game like it is for Windows. Most demos are recorded with PRBoom+, because of demo compatibility, but demos recorded in ZDoom 2.8.1 or GZDoom 2.4.0 won't be rejected (I'm unsure about GZDoom 3 and later). If you're using an "acceptable" version (by this, I mean the wad you're using is correct and your demo settings and port are correct), you won't have to worry about anything. If the wad, port, or settings are different, that will cause a "desync," detailed in the Doom Wiki page.
  2. Aquila Chrysaetos

    *** The "ask a miscellaneous editing question" thread ***

    @Gaia74 There's this property called Player.ColorRange that might be what you need. Other than that, I can't think of anything. https://zdoom.org/wiki/Actor_properties#Player.ColorRange
  3. Aquila Chrysaetos

    Eagle Mapping Project

    They're the powerup spheres. The blue one is the soulsphere, the orange one the megasphere, the green the invulnerability, and the red the blur sphere.
  4. Aquila Chrysaetos

    Eagle Mapping Project

    The resource wad has been updated with a few extra sprites for the spheres courtesy of @Grain of Salt and @Nevanos. They look pretty sharp.
  5. Aquila Chrysaetos

    Eagle Mapping Project

    @obake That's much better, I like how the end goes. I still think a few wall details would go a long way, but if you like, I can tinker with it at the end and do that for you, just adding some small details here and there to make it look a little better. Also, I'm proud to announce that @DanielAlexander has decided he'd like to join our project and, with a little prodding from me, @killerkouhai has agreed to try her hand at a Boom map for us, and I'm excited to see the results. You might be aware of her work with the impressive Infinite Void (or, more properly, Refracted Reality), so I expect we'll see something very nice from her soon. Also, @therektafire has posted his newest Phoenix Speedmusic Session and we're allowed to use the music produced during it, in a wonderful collaborative work that will, hopefully, earn Phoenix more of the attention it deserves. This project received much more attention than I expected, and I'm glad that this is turning out so well. I'm excited for our final result.
  6. Aquila Chrysaetos

    Miscellaneous demos (part 3)

    Team Rocket demos, -complevel 9. MAP09 UV-max in 3:10. tr09m-310 MAP17 UV-max in 2:37. tr17m-237 MAP32 UV-max in 1:30. tr32m-130 MAP33 UV-speed/pacifist in 1:31. tr33-131
  7. Aquila Chrysaetos

    IronEagle Competition 2: Vanguard

    Updated. Currently Dubzzz is in first. Next month will be rather different, but it will be another skillsaw wad.
  8. Aquila Chrysaetos

    *** The "ask a miscellaneous editing question" thread ***

    Yes, it is possible. https://zdoom.org/wiki/Translation This page explains translations.
  9. Aquila Chrysaetos

    Eagle Mapping Project

    I wouldn't worry about continuous balancing. It's so difficult for a community project, that I think it isn't worth the headache. It would be easy enough to just attach death exits to the end of every map, but it doesn't matter to me either way, make your map as you see fit.
  10. Aquila Chrysaetos

    *** The "ask a miscellaneous editing question" thread ***

    1: https://zdoom.org/wiki/Generic_Ceiling 2: The above action can do it. Use "raise to highest adjacent ceiling" and make the "highest adjacent ceiling" lower than the moving ceiling. 3: Two ways: using a MAPINFO text lump, or renaming the midi directly.
  11. While in visual mode, use shift+left click on the floor texture to select all adjacent floors with that flat. This also works for ceilings and walls.
  12. Music is something @Alfonzo, @Jimmy, @Eris Falling, @therektafire, and @AD_79 could help you with. Making midis isn't something I know how to do.
  13. https://doomwiki.org/wiki/Status_bar_face Find the graphics that start with STF for the face https://zdoom.org/wiki/MAPINFO/Map_definition Create a new text lump and rename it ZMAPINFO, then type map MAP01 "Your Map Name" { next = MAP02 sky1 = SKY1 music = <your music> } Repeat that process for each map and assign a specific sound track for each map. https://zdoom.org/wiki/DECORATE This will help with monsters and weapons and such. All of the above are only for ZDoom and its child ports (save the status bar face, that's across all ports). If you're aiming for Boom or vanilla-compat, you'll need to find the sprites in the IWAD for the weapon/monster you want to replace and rename your sprites so they match those (in your wad, not the IWAD).
  14. Aquila Chrysaetos

    Eagle Mapping Project

    Updated the resources again with a single texture if you'd like to use it. The new texture is those vines at the top.
  15. http://slade.mancubus.net/index.php?page=wiki&amp;wikipage=Tutorials