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Everything posted by Rexen²
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Stuck in a map? The Duck Guide to Escape
Rexen² replied to DuckReconMajor's topic in Doom General Discussion
While not a tip for the player but I figure it should be mention, for those that make maps its best to look into hiding linedefs and sectors that are there just to add detail to the map as a player might see it on the automap and think they might not have fully explore the area, you can also hide linedefs that you use for triggering things such as ambushes too. While I can't say for other map formats, UDMF has options for hiding both linedefs and sectors on the texture automap. (I think other map formats just have hiding of linedefs). As for the player if there're down to using mods to help, there's the mod called Hellscape Navigator that can help the player out. -
(Stable/Release) Hydro, a map for Doom 2
Rexen² replied to Rexen²'s topic in Map Releases & Development
oh you don't need to worry, most of those doors well open in the final version, even the ones that hold the coop starts, as for the crows, the person that made them set flags on them so that they can't be kill even then they have 999 hp. The rest of the none working doors I plan on making it so they're just jammed. I do plan on giving a rocket launcher at least for the final major fight at least. I might put a cell charge in front of the door that leads out side and some that can be seen though the window to hint towards the secret. -
(Stable/Release) Hydro, a map for Doom 2
Rexen² replied to Rexen²'s topic in Map Releases & Development
About the yellow door, I did say it was playable up to the yellow key, just mentioning just in case you forgot, also the last secret -
To be honest, I'm running Windows 11 to test it and give feedback. Of course I'm also well aware things might break as a result but I did want to ask just in case it was a bug after all.
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(Stable/Release) Hydro, a map for Doom 2
Rexen² replied to Rexen²'s topic in Map Releases & Development
The lighting effects are something new I'm trying out for the first time. (I actually been mapping since 2015 just never finish anything). As for the pond being flat at the bottom, I can fix that by adding some tringles and then editing the apexes of them. The mounds are actually made up of many triangles connected to a shape, I just flag the linedefs to not show on the automap to kept the automap clean. As for the non working doors, there mark that way until I want to use them or find a good way to make them look like they're out of order in a way. As for the room with the stairs and slope, I can easily change it to a slope. Also difficulty is also still a work in progress as well. Thanks for the feedback. -
Okay that first part I understand, that 2nd part was not something I expected, I can see why they promoted to as a feature since in this case it was used to make the box look like it got tossed upside down and beats having to make a new texture. GZDoom 4.6.1 add support for checking to see if it was running on windows 11 (mainly for crash reports and logs) but then again that is GZDoom and that's just the debug end of things and already had support for windows 11.
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I really like both of the intermission music from UD and Doom 2
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Sorry for the double post but I noticed this issue when testing my map in this port, it looks like some UDMF options are not being respected This box looks normal in Gzdoom, I guess this port doesn't like having a negative number for the texture scaling.
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So I decided to give this port a try only to get this, I'm running Windows 11. Is this a know issue? I should note I did get it to work by setting compatibly to windows 8 as a temp solution but I just find this odd that it even happened, its usually older software that does this kind of stuff.
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The Unity Port Thread - PS/Xbox/Switch/IOS/Android
Rexen² replied to Eurisko's topic in Console Doom
Well I can say I learn something new about classic doom -
The Unity Port Thread - PS/Xbox/Switch/IOS/Android
Rexen² replied to Eurisko's topic in Console Doom
I kept forgetting to share this but I had this happen with Earthless, I been told this is a normal doom bug and not a unity bug and I wanted to hear from more people confirm this because I never heard of this happening in vanilla doom. The weird part is it was just that spot and if I shot a rocket point blank the rocket would blow up in my face -
Do you ever listen to music while mapping?
Rexen² replied to SLOTH MARINE (CB)'s topic in Doom General Discussion
In the past I didn't but lately its been what ever youtube puts into my audio mixes and its mostly euro beat and DragonForce -
RAMP - Rabbit's All-Comers Mapping project [DONE!!]
Rexen² replied to DavidN's topic in Community Projects
I'm glad I found this project in time and got a map in, a map that would of most likely have never even seen the light of day. It was also neat seeing all the different maps people made for the project as well. -
The Unity Port Thread - PS/Xbox/Switch/IOS/Android
Rexen² replied to Eurisko's topic in Console Doom
Correction, the addon was Deathless, not No End In Sight. Should have double check but I got so much going on irl( like still dealing with having move from MD to WA), I thought it was No End In Sight for sure. -
The Unity Port Thread - PS/Xbox/Switch/IOS/Android
Rexen² replied to Eurisko's topic in Console Doom
Oh I forgot to report this, but on the Nintendo switch on Doom I had textures get corrupted when loading a save file that was made in No end in Sight, iirc the map was E1M8 and I was on stock E1M7 only the damaging floors got corrupted. (Good thing I tweeted about it, makes it easy to get the screenshot I had). The second glitch was in Doom 2 in No Rest for the Living, I was on Map02 and I came out of one of the secrets and once I pressed R my game crashed to the Switch's home menu, not sure what caused that one. -
The Unity Port Thread - PS/Xbox/Switch/IOS/Android
Rexen² replied to Eurisko's topic in Console Doom
Ah I see, I just had assume it was the ports fault since my other games don't complain too much but I guess its because the network calls in those games are done differently, or at least get called at different times. -
The Unity Port Thread - PS/Xbox/Switch/IOS/Android
Rexen² replied to Eurisko's topic in Console Doom
I don't remember if I brought this up but my one major issue with the Unity Port is how the switch version nags about airplane/flight mode being on near the start of the game, it also happens if I go into addons too. Sure its only two times if just jump into the game but at most its 3 if I go into addons and always appears each time. Also I don't get why one is needed after the logos and at the title screen. -
The Unity Port Thread - PS/Xbox/Switch/IOS/Android
Rexen² replied to Eurisko's topic in Console Doom
Speaking of features I would love to seeing zooming in and out of the auto map using pinching on the switch version since the switch supports mutli touch and Doom 64 actually does use pinch controls as an option for zooming the auto map, one can even use one finger to move the map around. -
The Unity Port Thread - PS/Xbox/Switch/IOS/Android
Rexen² replied to Eurisko's topic in Console Doom
Same here but I couldn't update the switch version -
The Unity Port Thread - PS/Xbox/Switch/IOS/Android
Rexen² replied to Eurisko's topic in Console Doom
I just took a look at the wad in slade 3, and took a look at DMAPINFO map "MAP31" "Slamdance with the Sun God" { next = "MAP16" sky1 = "SKY3" music = "D_EVIL" episodenumber = 1 mapnumber = 28 } endsequence "placeholder" { text = "Working around a little bug here.." music = "D_VICTOR" flat = "flat5_3" } Not sure if this has anything to do with it. But I'm guessing its because MAP31 is set to have a map number of 28. Also I wonder what the bug is that the endsequnce is talking about. Anyway it looks like its a feature and not a bug. -
Doom -1: A Doomworld Experiment
Rexen² replied to AtticTelephone's topic in Map Releases & Development
The Unity Port allows for custom Episodes and Map Pools, so its possible to make it so only the non-boom maps are playable, you can say have map03 jump to map05, and have say map04 have an exit to map07 and a secret exit to map10 as examples. This wiki page explains it all https://doomwiki.org/wiki/DMAPINFO -
The Unity Port Thread - PS/Xbox/Switch/IOS/Android
Rexen² replied to Eurisko's topic in Console Doom
To add on to Lollie's post. Bluetooth devices can get in the way too, it gets worse if they have a built in mic as sometimes a game while output to that part of the headset instead of the main part of the device. For example my headphones go by WH-CH510 Stereo and also WH-CH510 AG Hands-Free. Games sometimes output to the AG Hands-Free and not Stereo one even if its the one being used -
Doom -1: A Doomworld Experiment
Rexen² replied to AtticTelephone's topic in Map Releases & Development
Make a .bat file with this inside the folder that has PRBoom+ and run it prboom-plus.exe -iwad doom2.wad -file NEGATIVEONE_v5.12.wad -warp 33 -skill 1 You can change the skill and the name of the file as needed. And iirc skill starts off at 0 meaning I'm Too Young to Die and 4 being Nightmare -
The Unity Port Thread - PS/Xbox/Switch/IOS/Android
Rexen² replied to Eurisko's topic in Console Doom
Sounds more like a driver issue, try updating or reinstalling them and see if that fixes the issue. -
Doom -1: A Doomworld Experiment
Rexen² replied to AtticTelephone's topic in Map Releases & Development
I had added support for the Unity Ports but then remember some of the maps actually use Boom things causing the port but some maps could be played, I even added a DMAPINFO lump as seen here Even Made Map33 selected able, I just copy the lump from tnt and replace the map names with stock doom 2 names since that fits better. Map06 is the first map that crashes on load but I decided to share the edit anyway, just in case anyone wants to take a look and I didnt feel like tossing out my work after I realized my mistake NEGATIVEONE_v5.13.zip