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hawkwind

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  1. hawkwind

    [RC5] EVITERNITY II - RC5 Released!

    Yep. Looks fine in an editor. Must be a dsda quirk. Can be fixed by changing sector heights for sector 22 to floor 0 ceiling 500, then attaching another sector behind it with a floor/ceiling height of 0. Same for sector 125.
  2. hawkwind

    [RC5] EVITERNITY II - RC5 Released!

    Oustanding issues in RC4 ... Map14 Should not the lines around sector 4804 be impassable ? Can walk through the switch. Intentional ? Map18 1. I noticed that the "chandeliers" are not flush with the ceiling. Will need a decohack height change to fix. 2. Might be worth making lines 15303 and 15347 impassable since the player can walk through the torch. Map26 1. An issue when viewing the upper texture on line 51. Seen from sector 661. I fixed this by dragging vertex 76 onto vertex 75. 2. GZDoom - render issue floor of sectors 2464 and 1116. Need fake sectors. 3. Player notices the height change when walking over sectors 899, 1417, 2454 ( but not sector 1116. A clue I think ... ) 4. It was reported 2 black issues on the boat. This is because sidedefs 118792, 118782, 118682 and 118646 need a Y offset of -416. 5. Lowers of sidedefs 23277 and 23282 need the tex OWOODF25 and the aligned x y 0. 6. Different light levels on the ships beams. Map27 1. GZDoom - Notice glitch when looking up at sector 1289 for example. Could it have something to do with the height of OSKY01 ? 2. New - Sector 126 needs tag # 1. ( See sector 100 ). Map29 Sector 1380 needs a floor height of -420, since as sector 1789 lowers to -424, not -420. Map32 1. Where line 35207 is, RAILA03 could use an alignment fix. 2. Sidedef 8982 needs an x offset of 6. 3. Large chain at line 32277 goes nowhere, not rendered on the other side, and where vertex 29476 is, can see part of large chain. GZDoom issues ? 4. When the cyber tower - sector 847 gets destroyed, the sky is seen in the floor of sector 574 and 848. A partial fix is to change the tag on sector 574 from 1006 to 3. 5. When the cyber tower - sector 847 gets destroyed, sectors 852, 3263, 3229 etc. etc. scroll. Action 216 for lines 17550, 17551 etc. will fix this. 6. New - Before sector 3220 rises, you can still see the head of the revenant. Map35 When crossing lines 515, 520 etc. the silent teleport is somewhat lost, i.e. teleport is quite noticeable, due to positioning of sectors. Map36 1. Some hanging gore sprites near sector 6965 nearly fully render into the "star" section, and some nearby hanging "mid-air" after gaining access to sectors 65, 25 and 66. UPDATE - T's hang mid-air because their radius is 20 ( length 40 ). The others have a radius of 16, so not affected by the floor height change. Need to use either 16 radius hanging sprites here or change their radius via dehacked. 2. New - Sector 876 needs a ceiling height of -64. 3. New - Should not sectors 48 and 67 have the floor flat OROCKC01 ? Not reported before I believe - map05 GZDoom look straight up at the sky for small glitch.
  3. hawkwind

    [RC5] EVITERNITY II - RC5 Released!

    I don't know what happened there. Tried it again and it does work as intended. That said, if wanting to remove that "white" screen at the start, moving player 1 start 1 map unit north removes that.
  4. hawkwind

    [RC5] EVITERNITY II - RC5 Released!

    Serious bug in map36 DSDA Doom RC4 Player starts the map but does not scroll. Stays at sector 3570 which is not set to scroll. I fixed this by just moving T5145 1 map unit north, to place it at sector 6279.
  5. hawkwind

    [RC5] EVITERNITY II - RC5 Released!

    Map26 RC2 1. An issue when viewing the upper texture on line 51. Seen from sector 661. I fixed this by dragging vertex 76 onto vertex 75. 2. GZDoom - render issue floor of sectors 2464 and 1116. 3. Player notices the height change when walking over sectors 899, 1417, 2454 ( but not sector 1116. A clue I think ... ) 4. It was reported 2 black issues on the boat. This is because sidedefs 118792, 118782, 118682 and 118646 need a Y offset of -416. 5. Lowers of sidedefs 23277 and 23282 need the tex OWOODF25 and the aligned x y 0.
  6. hawkwind

    [RC5] EVITERNITY II - RC5 Released!

    This actually revealed a bug. Since sector 2597 lowers to sector 7702's floor height, this means that the front sidedefs of lines 9126, 9121 etc. ( vertices 5496 to 5357 ) have missing textures, rendering like an ogl slime trail. Need the tex OFLSHC01.
  7. hawkwind

    [RC5] EVITERNITY II - RC5 Released!

    Ah! I made work for myself. I straferan from sector 8660, reached sector 8060, dropped down to sector 8623, and made my way to line 40154. :) .
  8. hawkwind

    [RC5] EVITERNITY II - RC5 Released!

    Map36 RC2 1. Many hanging gore sprites near sector 6965 not hang at correct height and some nearly fully render into the "star" section, worse after gaining access to sectors 65, 25 and 66. Also, might be worth making a dehacked patch for Thing Type 61 so it hangs at the "correct" height, not half in the ceiling ( for DSDA ). 2. Minor - noticed that the tex on lines14278 and 14294 for example do not align. 3. Suggestion - At sector 5952 there are 3 cybers. Why not 3 Hard, 2 Medium, 1 Easy. 4. Suggestion - sector 6327 could have been a secret sector. Took me numerous attempts to reach it. 5. Maybe I missed something, but sector 7606 did not lower for me, preventing T2271 from crossing line 12346. ( sectors 3626 and 7447 OK ) Map27 RC2 1. GZDoom - Notice glitch when looking up at sector 1289 for example. Could it have something to do with the height of OSKY01 ? 2. DSDA - Note sky change when walking from sector 1289 to sector 478 for example. 3. Lines 19408 and 19407 should be impassable. 4. Is it possible to get to sector 3636 with the blue armour on it ? Well done to all for this megawad. Thank You.
  9. hawkwind

    [RC5] EVITERNITY II - RC5 Released!

    Strange ... but ok.
  10. hawkwind

    [RC5] EVITERNITY II - RC5 Released!

    Map 29 RC2 1. Cacos' freely pass through the fence textur EFENCA01. 2. Sector 1380 needs a floor height of -420, since as sector 1789 lowers to -424, not -420. This causes, at least in gzdoom hardware, a render glitch. See pic.
  11. hawkwind

    [RC5] EVITERNITY II - RC5 Released!

    No cheating at all. I teleported to sector 2284 from line 9203. When the player takes the "ladder/steps" - sector 2924 etc. player sees the texture, giving the player the impression that getting to sector 2722 cannot be done, but when at sector 2722 and looking up at said "ladder/stairs", the texture is logically not seen.
  12. hawkwind

    [RC5] EVITERNITY II - RC5 Released!

    How do they hide anything, since they are not seen from sector 2722, but are from sector 2284 ? Doesn't make sense to me.
  13. hawkwind

    [RC5] EVITERNITY II - RC5 Released!

    Map24 RC2 1. Minor alignment issue with OFENCB01 at vertex 5312. 2. ORAILA03 should not be on lines 37546, 17543 and 37487. I just loved the battleship ! Great work there. :) . Map26 RC2 I noticed an issue at sectors 2945, 2995 and 2941. Those sectors probably should have had a floor/ceiling height differerence of 128, for the texture OFIREA41. Then needs alignment. I admit to giving up on this level. WAY too many monsters compared to pickups. Map27 RC2 Start the map, drop down into the circular area ... then what ?
  14. hawkwind

    [RC5] EVITERNITY II - RC5 Released!

    Thanks. :) . ======================= Map35 RC2 When crossing lines 515, 520 etc. the silent teleport is somewhat lost, i.e. teleport is quite noticeable, due to positioning of sectors.
  15. hawkwind

    [RC5] EVITERNITY II - RC5 Released!

    Map21 RC2 How does the player get to secret sector 2217, and, if possible, when the Astral Arachnotron teleports to sector 2239, it just "dances around" and is no threat at all ? Issue solved.
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