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


  • Content count

  • Joined

  • Last visited

About ryg

  • Rank

Recent Profile Visitors

479 profile views
  1. I actually used Slade just for adding colormaps. And yes, there are many Boom trigger types in the map. Regarding the extreme bump, you don't know how lucky you are. I have looked at doomworld today for the first time since March 2020. I hope to pick up DOOM editing some time in the near future and finish up the separate 5spiders maps as announced.
  2. Thank you for your intelligent comments and analysis. I will continue to create maps because I just like to do it. You guys just get to play them as a side-effect. But I learned with the feedback I received after publishing 5spiders that it's important to listen to the public's comments and to incorporate suggested improvements gained from experiences of the players who sent me comments. As a reaction to the comments I received I am currently splitting 5spiders into separate maps while fixing most of the flaws, improving gameplay and adding some new areas. I have seven maps ready up to now and will probably get to twelve. Last question: I tried to figure out what a D!Zone map that you referred to is and came up clueless.
  3. ryg

    Ultimate Doom Builder

    I am experiencing problems opening or creating any map. Standard Windows 10 Pro configuration. Error message: ***********SYSTEM INFO*********** OS: Microsoft Windows 10 Pro GPU: Intel(R) UHD Graphics 630 GZDB: R3352 Platform: x64 ********EXCEPTION DETAILS******** Error setting render target: glCheckFramebufferStatus did not return GL_FRAMEBUFFER_COMPLETE at CodeImp.DoomBuilder.Rendering.RenderDevice.ClearTexture(Color4 backcolor, Texture texture) at CodeImp.DoomBuilder.Rendering.Renderer2D.CreateRendertargets() at CodeImp.DoomBuilder.Rendering.Renderer2D..ctor(RenderDevice graphics) at CodeImp.DoomBuilder.MapManager.InitializeNewMap(MapOptions options) at CodeImp.DoomBuilder.General.NewMap() at CodeImp.DoomBuilder.Actions.Action.Begin() at CodeImp.DoomBuilder.Actions.ActionManager.InvokeAction(String actionname) at CodeImp.DoomBuilder.Windows.MainForm.InvokeTaggedAction(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
  4. I am experiencing problems with GZDoom-BF that I suspect to be a settings issue. The editor creates nodes for linedefs that cross paths even if Snap to Geometry and Split Joined Sectors when Drawing Lines are set to off. This not only happens when I draw new lines but annoyingly also to existing crossed lines that cross without node (on purpose) when I create new sectors somewhere else on the map. Any GZDoom buffs who recognize where my settings betray me?
  5. Will objects like trees also be regarded as blocking or has it to be a change in floor height?
  6. I have created an outside area (288 units high) with different height levels (64x64 stairs) and I had hoped for the cacos to attack the player on the stairs above them but they stay on the ground and attack from below but don't rise. Why?
  7. Thank you for your feedback. I am glad you liked it. If you have criticism don’t hold back. I have had very critical play testers. Some got lost, one succeeded in soft locking himself in a way I did not anticipate, some points were valid, like if the map is so detailed it makes it very difficult to discern hints. Watching some of them play I was shocked to see how some players rush through areas and how they do not look around carefully but turn left and right for fractions of seconds. No wonder they miss some hints. Maybe my problem is that I assume that most players proceed as cautiously as I do as a player. For example, when I play a map and there is a switch, I use it and If I don’t see what it activates I listen to the sound it creates and look around to see what it causes. Of course, playing with music on full volume makes it difficult to identify the direction a sound originates from. Enjoy the second part!
  8. When I run GZDB-BF it causes problems with MS Outlook. I cannot send and receive mails while GZDB-BF is open. It’s not my mail server because at the same time I receive mail on my phone. When I close GZDB-BF my mail returns to getting updated. Any clues anyone?
  9. ryg

    Eventlines in DBX

    Can I display eventlines in DBX? I seem to remember seeing it in one of the forum threads but cannot find it again. I think it was accomplished with the help of a GZDoom plug-in.
  10. I have been streaming the last few days with @meapineapple who is so kind to play test my map. In response to his comments and watching him play I started to overhaul the map. I fixed very many of the problems meapineapple encountered, including tight corridors, a flittering wall, the lift where one gets stuck without explanation sometimes, switches that are removed from the effect (not all of them yet but some), the pop-up switch (which has three linedefs to activate and only the two at the front worked if the player does not come very close to the switch), the door that got stuck on a sergeant and some more. One of the lessons I learned was that if you give the player too many options he gets lost. It's the other extreme of linear progress where there is are no options. I have to find the right balance.
  11. I get your point but I have two playtesters who figured it out. Even if you don't figure it out leave the map and go on. You will have more opportunities to get a computer map.
  12. You are going to try my level because there is too much controversy about it? Lol. I like your approach.
  13. I will say it again for the benefit of everyone playing 5spiders: There is no need to hump walls indiscriminately! Walls that can be activated are hinted either by a switch texture or a variant of it, like a thin switch, a hint on the floor (leakage coming out from under a hidden door), a door texture (or variant), an off texture (not off by one pixel that would require superhuman capabilities and would not be enjoyable for normal guys) or sticking out color variant (not just shading like under the bridges in the first big open area) or when you get a glimpse of the backside of a door (with a door texture) but you are accessing it from the hidden front-side. When you can see a texture that you cannot reach but suspect it can be activated that would be a case of trying to shoot it but then, again, maybe your time hasn't come yet and you have to figure out how to remove the obstacle in front of you. Yes, I agree, 5spiders is heavy on puzzles. Enjoy! Additionally, if you approach an area that sports pools of blood and killed soldiers/monsters that should be taken as a hint that there is an element of danger there. Don't make the same mistake they did. Also, that would be an excellent moment to save your game.
  14. No, the bug was not in PrBoom, it was in my level. Build 1021 and 1025 refer to my WAD.
  15. I was very impressed by your patience and positive attitude. I have tested this map with PrBoom+ only and have never had the horrible effects in the area where you got stuck for good. I really cringed at the sight. It must be part of the lack of compatibility with GZDoom. There was a bug in build 1021 which is was I guess you used that caused the launch problem. It should be fixed now and I uploaded the latest build (1025) to the original post.