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auxo

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Posts posted by auxo


  1.  

    On 7/16/2020 at 7:12 PM, GarrettChan said:

    No, it doesn't increase. Using AA Map18 to explain, there are 2 type of total for PrBoom+:

     

    Smart total (but it's also not that smart) will say K 0/237 at the beginning, the number will only increase when an original monsters is killed. However, if any of these monsters got resurrect, the number won't decrease. Let's say if you are at 50/237, and you killed an Imp and got up to 51. Then if that Imp got resurrected, you're still at 51/237 (you're supposed to be at 50). Later you kill the Imp again, you'll still stay at 51. Therefore, even you're at 237/237, you can only safely say "you killed every original monsters at least once", and you can't guarantee that "every original monsters are dead at the moment".

     

    Not-so-smart total (but it's also not dumb :P) will say K 0 M 237 at the beginning to show you how many monsters are placed. Whenever you kill something, K will increase by 1 and M will decrease by 1. However, the problem is that M shows living monsters, including things spawned by the IoS, so the total of K + M will be beyond 237 at the end of the map. However, when something got resurrected in this case, K will decrease by 1 and M will increase by 1. For non-IoS maps, this is a better way to know whether you Max-ed the map since you must kill resurrected things.

    That makes sense. Maybe they should make a special IoS kill count, but I guess it's kind of an edge case. Anyways, thanks for the elaborate answer!


  2. 13 hours ago, GarrettChan said:

    This is an old video of my run of AA Map18 (got beaten by a wide margin now...), and I used smart total on the HUD, so you can see I killed all 237 monsters before exiting, but there are a bunch of spawned Cacos that I left alive.

    Ok, that it exactly the map why I got that question XD, thanks for answering. So how does PrBoom+'s smart total deal with arch-vile revives? Does it increase the total then?


  3. 12 hours ago, Dragonfly said:

    Thank you very much for the kind words, I really appreciate it!

     

    As for the switches, well, that... doesn't seem right. However as per the text file, we advise you run it in PrBoom+, not GLBoom+ as there's a whole host of graphical issues in GLBoom+.

    Ah, I did not know GLBoom+ was so different from PrBoom+. I thought they could be used interchangibly. I finished the problematic map with GLBoom+ and subsequent levels with gzdoom again.

     

    Again thanks so much!


  4. Hi,

     

    First of all, thank you so much for this WAD. This is the best Doom experience I have ever had.

     

    I have recently switched to glboom+ as gzdoom was too slow on certain maps (most notably Transcendence). But I have noticed that switches don't change texture anymore when activated while they would under gzdoom. Luckily they do still activate, but it's kind of annoying. I am using comp level 11, so that should be no problem.

     

    Does anybody know what could cause this issue?


  5. 8 hours ago, Gez said:

    MIDI music in Doom mods is typically either in MUS format or directly as standard MIDI files. Advanced music players can usually handle MUS files when they have their MIDI plugins, but you can also convert them to standard MIDI format with SLADE. Standard MIDI files obviously do not need conversion. In both cases, export them from the WAD with SLADE and there you go.

     

    XMPlay can actually just open WADs directly if you get its WAD plugin. So with that and the MIDI plugin you don't even need to extract anything, you can just load the wad in XMPlay and listen to its soundtrack.

    Thanks for the suggestions. I couldn't get the XMPlay WAD plugin to work, but I managed to extract the MIDI files using Slade. The MIDI plugin for XMPlay works like a charm so thanks for that. Now I can listen to the Eviternity soundtrack with some kickass drums :)

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