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About hawkwind

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  1. hawkwind

    [Beta] Ozônia: 11 plutonish maps [+1.3 Release]

    A couple of late issues courtesy of doombuilders error checker ... map 05 - missing lower tex line 1068. map06 - missing back-side upper textures lines 103, 1360, 1361, 1363 and 1364.
  2. hawkwind

    [Beta] Ozônia: 11 plutonish maps [+1.3 Release]

    General : a)May I suggest you use Boom linetypes 261 and 213 in your maps. b) This mapset could use many other Boom line and sector types. If you don't already have it boomedit.wad is very useful ... https://www.doomworld.com/idgames/themes/TeamTNT/boom/boomedit One example is at map02 sector 81. Try this if you like ... 1. Give sector 81 a tag, number 16. 2. Give line 933 line type 261 and tag number 16. 3. Give line 375 linetype 213 and tag number 16. 4. Save and see the result ... :) . ======================================== map01 - line 265 should be impassible. map02 - line 1156 should be impassible. map03 a) - showstopper - It is possible to be at sector 105, run/leap to sector 206 and fall down into sector 207 - trapped ! A suggestion is to make sector 207 secret and place a teleporter here. b) Using fwater1 at sectors 96/235 didn't look good to me imo. Note too different sector floor heights. map04 - Remove lower unpegged from lines 1491/1499. Sector 248 is not a door. map05 - a)Note that lines 1018 and 1014 use the texture doorblu2, which shows a skull. I used the keycard to open door sector 117. Boom can specify whether a skull or a keycard of the same colour can be used. b) Lower of lines 837/838 should probably use the texture sfall1. map06 - Nothing to report. ... all for now ... and yes, I'm enjoying it. :). Anything else to add I'll mention here. maps 7 to 11 ... map07 - a) ceiling of sector 86 should have the flat mflr8_4b to match sector 84 imo. Map08 - a)Wrong floor flat at sector 64 b) It is insinuated that a red key/skull is required to open door sector 172, but it is not required. c) Wrong floor flat sector 15. map09 - a) Lines 269/270 need a lower front side texture, as sector 39 lowers to the floor height of sector 38, not sector 292. b) The lowers of lines 1380-1383 would look better with plmudrk1. c) For the sake of zdoom and Risen3D, lines 999 and 1005 should be flagged impassible. map10 - Line 308 should be impassible. map11 - all good. Good job.
  3. hawkwind

    A problem with Risen3D under Windows 7

    I maybe should have preceeded points 1 and 2 by first pressing the Esc key. If you want mouselook ( i.e. freelook, and why wouldn't you ) reverse the options mentioned.
  4. hawkwind

    A problem with Risen3D under Windows 7

    This is what needs to be done for autoaim to work. 1. Options>InputOptions>MouseLook NO 2. Options>Gameplay>Lookspring NO 3. F4>Input>Disable mouse Y axis YES
  5. I'd like to announce the recent release of Risen3D v2.2.34 and Sitters latest map Last Warrior. Details here I would like to mention too that some of Sitters earlier maps have had some fixes/improvements.
  6. Options > General > Video > adjust to suit
  7. hawkwind

    Risen3D Help?

    Give us a step-by-step of what you did. The problem is somewhere your end, as the models work just fine.
  8. hawkwind

    What version of opengl does glboom/prboom+ require?

    Did you read this ? ... http://risen3d.drdteam.org/faq.htm
  9. hawkwind

    PLUTONIA 4 Released! (April Fools Megawad)

    I suspect. Release candidate needs more work. This already in map01 ... 1. All doortraks need lower unpegging. 2. Lowers of lines 242/243 etc. need BLOODRIP1. 3. Wrong ceiling flat sectors 5 and 48. 4. Wrong floor & ceiling flats sectors 44 and 45. 5. Lines 477, 469 and 227 should have been slightly north of sector sector 57, then a-grate would have tiled correctly.
  10. hawkwind

    Port Glacia - now on /idgames!

    The floors of sectors 695, 696, 681, 697, 692, 694 and 693 need the floor flat MFLR8_1 and AQMETL22 on the back-sidedef of line 4350 needs an x alignment of -56.
  11. hawkwind

    Port Glacia - now on /idgames!

    I admit I gave up on this one. Visually stunning. The gameplay was too hard for me. Way to many archies and not enough ammo. I managed to get to sector 1449 - using god mode a lot - but could not access sector 1525, since the player had to use the switch at line 9300. But how to get there ? OK found the teleporter at sector 1563 ... continuing on ... Got to the end. I could not access secret sector 150. Monsters in sector 459 did not exit. Player Things at sectors 1882, 762, 508 and 513 remained that their starting position. Maybe me ? Im wondering if the exit area with the boat? could use fake sectors.
  12. hawkwind

    journey: level 1 of 10 (+), boom compat

    ANIMDEFS error ... The syntax for your ANIMDEFS lump is wrong. You have this for example ... flat AHEART01 pic AHEART01 tics 5 pic AHEART02 tics 5 pic AHEART03 tics 5 pic AHEART04 tics 5 it should be ... FLAT AHEART01 pic 1 tics 5 pic 2 tics 5 pic 3 tics 5 pic 4 tics 5 Risen3D picked up on this. I do realise there are no new animated flats yet. See here ... https://zdoom.org/wiki/ANIMDEFS#Examples I also noticed a mixture of torches and floorlamps. This looked a little out of place for me. Just torches would look better imo A promising level.
  13. I thought that I would add that this is made for gzdoom ,which is not mentioned in the OP
  14. hawkwind

    (Poll) Your favorite Doom source port?

    Steve D, I know you are now aware of this but for other users, if you want the title screen using the Risen3D launcher, under the skills area, click the down button and select "Start game from New". @bzzak - sorry of I came across a bit grumpy - put it down to "old age".
  15. hawkwind

    How do i create doors with Doom Builder 2?