Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

rf`

Members
  • Content count

    8758
  • Joined

  • Last visited

About rf`

  • Rank
    I liked the King of Hyrule better as a boat

Recent Profile Visitors

2122 profile views
  1. Fixed Fixed. You can actually just run out into it without needing to jump, but I raised the orb a little higher to make it less ambiguous. This is a weird GZDoom rendering issue that's only recently started cropping up. This happened in map04 as well, but I finangled that one away. Not sure how to fix this one. I might make a new sprite for larger health potions? (incidentally also for super healths) The alt hud is only barely supported (as in nothing is really broken with it), as such I haven't done a whole lot with it. Many things are scripted in sbarinfo/acs so don't work well with that hud. If anyone has suggestions maybe we can try something, but for now you might want to use the regular fullscreen hud. As far as hand sprites showing the active powerup, if you have any suggestions for that I'll think about that too. Well, they are meant to be semi-secret and quite powerful. Every level is beatable without them. I'm not sure what you mean by them getting stuck. They also flash brightly to stand out a bit too. Maybe an occasional warning sign of some sort, and make the one secret you can jump to more obvious? Fixed. Hopefully fixed. Now spawns a text message, and there's a light higher up once its lowered to show that there's a place to go. That's an issue with how monsters track through portals--aka they don't. He's technically still aiming right at you, but you're in a different location that's shown. Outside of moving the entire arena so that he still shoots in that general direction, not sure what else to do. While that is a viable option, I don't want to use too many wizards to hold the player's hands, but I understand how that can be a problem. If it helps, when you first start the game the opening window should point to looking at the help file, as that info is there, just like the original game. Granted, most people don't look at those screens. :P Ok, maybe this would warrant a wizard, as the electric barriers wouldn't thematically fit at the beginning of the level. Fixed. Thank you for the feedback and I'm glad you're enjoying it!
  2. I want to see more space flesh.
  3. rf`

    Funny Jump Scares In Doom

    Probably the best thing to ever come out of Maximum Doom.
  4. I have no idea what's going on with the first screenshot. the background is completely translucent. I fixed the alignment in the second one, thank you for that. And no, its not coop compatible. Singleplayer only. Edit: Fixed. That color was defined for some dumb reason I forget, but translucency had an incorrect value.
  5. Just poking in to see if anyone's got any feedback for me lately. I haven't heard much from anyone in the last month so I figured I'd check.
  6. I'm not sure what the problem is but have you tried running without using ZDL?
  7. Welp, the 20th lands on a saturday, so I'm sadly out. I work that day.
  8. Current playable version for 9-23-18 https://www.dropbox.com/s/eot6fpp1bffp6yj/hocusdoom-09-23-18.pk3?dl=1 Ogg versions of music (updated) https://www.dropbox.com/s/h4wlfocvkewtmrj/hocusogg.pk3?dl=1 So, after a very very long time, I've finally got 40 maps that are more or less set. Now, before I can release this I need help thoroughly testing everything. I want to make sure that everything runs on the latest stable version of GZdoom without breaking, and that I didn't miss anything. Things to take note while testing: Texture alignment - Rocks I'm less worried about, but bricks and decorations are important to catch. Skippable areas and shortcuts - Many of these I've discovered in testing myself that I decided to keep in. If its difficult to do, is not glaringly obvious, doesn't let the player out of the game space (like skybox), and doesn't land the player in an unwinnable state I'd like to leave it in as a bonus for speedrunners. (A notable one is E1M2 where you can skip getting the keys and jump onto a window and SR50 jump onto the crystal platform.) Things that still need done before release: * menudef highscores table from menu (anyone good with Zscript, is it possible?) * testing testing testing * decide how to do difficulty levels * brightmaps for models? (I heard it was possible but I never got it to work) * find a better way to pause the game when talking to terrexin (something that doesn't pause music) * tweak par times (are they too easy? too hard?) * tweak treasure locations in earlier maps (probably fewer groups with more in them so they're not as difficult to find) * do sprites for projectile enemy in the secret map (damn turtles) * still noticing blood decals on occasion even though everything has +NOBLOOD and +NOBLOODDECALS. I may just blank out the decals themselves to get around this * need to raise the volume on map40's music (I just put in the direct .S3M file rather than a rip so I don't know if I can alter that) (fixed) * implement default automap settings I'd like to release this sometime before December if possible. If not, there is next year. :P
  9. Doom Anomaly Kat/Auxois Nanami SlowMotionHobo Darknation DSM Silverwyvern probably a few other people too. I've been here too long.
  10. rf`

    Your favorite track throughout classic doom?

    Kitchen Ace (and taking names) - E1M4 Sawed the Demons - E2M1 Donna to the Rescue - E3M2
  11. I distinctly remember us always passing it by in the car because we were too poor.
  12. rf`

    Getting annoyed by some words

    "All the squares form a circle. All the squares form a circle. Kame!" "Yes Mr. Popo?" "I need you to tell me that I can leave the lookout tower." "...You can leave the lookout tow--" "Bitch don't tell me what to do! All the squares form a circle."
  13. Just to let you guys know, I probably won't be working on this a whole lot within the next couple months. My dad had a heart attack last week (he's recovering fine), but we're going to be moving several states away soon. I'm not exactly going on hiatus, but I don't know what's going to happen in the next month or two.
  14. Getting close to being done. Still have one level to do, and other stuff to tidy up. Current playable version for 07-28-18 https://www.dropbox.com/s/yqn8rwghreuechj/hocusdoom-07-28-18.pk3?dl=1 Ogg versions of music (updated) https://www.dropbox.com/s/h4wlfocvkewtmrj/hocusogg.pk3?dl=1 changelog for - 07-28-18 fixed conflicting sprite names for bombs and smartbombs remade mushroom minibosses. lowered base damage for bombs from 10 to 5 increased resistance to bombs for minibosses added +DONTSPLASH to various traps that explode like the volcanic vents added terrain effects for sand added healing oases in egyptian levels switched names for 'Shifting Sands' and 'Mirage' fixed more portals and hopefully fixed a lot of framerate issues around them on a side note, a LOT of fiddling with map16 to ease up on the framerate. Tried to cut a bunch of extraneous stuff out, especially sand dunes you can never actually see anyway. added a 'particle limit' for heavy effects like rain and snow to try and speed things up a bit added a particle limit for basic particle effects too--mostly particles that get used the most like the basic square particles. the limit scales with particle gen scaling added larger, more detailed snowflakes that occasionally spawn on map05. All this work for a weather effect that's only used on one map. does anyone read these? changed music for map35 and map36 to m_meso instead of m_gloom2. Whoops? more brightmaps! bug that caused thrown bombs to inheret a player's color flashes no longer happens. somehow fixed itself? more changes to bomb damage revamped power wand, hopefully for the last time ammo icons for alt hud changed projectiles for flamethrower powerup added vertical lightning traps for later maps reworked some of the skyboxes to make easier to change later on updated graphics for powered up ammo bars added +NOBLOODDECALS to all enemies and shots, as even though everything has +NOBLOOD, sometimes they'd still splatter on walls renamed particle options to be less confusing bug where ricochet projectiles will get stuck in corners. No idea how to fix this yet. finished map36 finished map37 finished map38 finished map39 gave power wand its own damage type to tweak it for boss use.
  15. rf`

    Popular/highly rated WAD's you're not a fan of?

    I'm going to sound like a treasonous heathen, but BTSX. I dunno, all the maps seem a little too homogenous and start to blur after a few maps.
×