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Catoptromancy

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Everything posted by Catoptromancy

  1. Catoptromancy

    I have an idea about freedoom levels

    People usually just post a link to submissions, its easier to find. Also a good way to get feedback.
  2. Catoptromancy

    Blasphemer discussion

    While the target port is still heretic-plus, Sprinkled doom is the next closest port in compatibility that is also portable and can run on many modern systems natively. The latest release of Sprinkled Doom bumps the solidseg limit so it is now Blasphemer compatible. https://www.doomworld.com/forum/post/2450287
  3. Catoptromancy

    Ozonia Boom Megawad - on /idgames!

    Any editor should be able to choose different nodebuilders. ZokumBSP is a good one, maybe it needs extra command line options.
  4. Catoptromancy

    Ozonia Boom Megawad - on /idgames!

    Not sloppy at all, its much more efficient to focus on the design stuff. Minor details can be found later. Remember not everything needs fixing or is a bug, I just post everything I find. MAP08 sped by quick, I also didnt bother with demos at all. Skipping all demos should speed this up quite a bit. I noticed all skill balancing is done by removing monsters. While not my favorite skill balancing method, it seems to work perfectly on these maps. Pretty much all the maps on the lower skills had a near perfect linear skill balance. The lower skills feel harder, but are balanced to skill 4 nicely.
  5. Catoptromancy

    Editing custom skies into Heretic (Crispy Heretic)

    After some trial and error with blasphemer skies I found a possible solution. I just copied same patch over each other in tex1. This only creates a single pixel line, and was best I could figure out. SKY1 256 200 * SKY1 0 0 * SKY1 0 0 Researching skies in Heretic I noticed not one map in Heretic allows player to look over horizon(I think). Normal vanilla Heretic sky is totally glitched. Clip around any map and find a raised flat/lift to stand on that hasnt lowered yet to see Heretic maps hide the glitchy skies by surrounding every map with a wall.
  6. Catoptromancy

    Sprinkled Doom - 3.4.1 (updated June 12th 2022)

    Sprinkled $make installs with autotools by just editing the chocolate-doom.pngs to sprinkled.png in a couple makefiles. Cmake gives me same $make install message with chocolate-doom repo. In chocolate-doom-plus-plus/src/setup/Makefile.am around lines 43-44. #setup_icon.c : $(top_builddir)/data/setup.png setup_icon.c : $(top_builddir)/data/sprinkled.png # $(top_builddir)/data/convert-icon $(top_builddir)/data/setup.png $@ $(top_builddir)/data/convert-icon $(top_builddir)/data/sprinkled.png $@ And in chocolate-doom-plus-plus/src/Makefile.am Lines 277-278 icon.c : $(top_builddir)/data/sprinkled.png $(top_builddir)/data/convert-icon $(top_builddir)/data/sprinkled.png $@ Edit: It plays Blasphemer great!
  7. Catoptromancy

    Sprinkled Doom - 3.4.1 (updated June 12th 2022)

    #make install using cmake stops doing anything immediately. # make install make: *** No rule to make target 'install'. Stop. Ill grab latest choco repo and compare cmake and autotools.
  8. Catoptromancy

    Sprinkled Doom - 3.4.1 (updated June 12th 2022)

    Sprinkled does not #make install, from the latest repo. Ill check out the makefiles. They are old style autotools, so I might be able to figure it out. #make install goes into many directories, does nothing, eventually errors in the "setup" directory.
  9. Catoptromancy

    This is Woof! 14.3.0 (Mar 15, 2024)

    Interesting. Forgot about overlay, a very reasonable workaround.
  10. Catoptromancy

    This is Woof! 14.3.0 (Mar 15, 2024)

    Trying to make demos while playtesting, I noticed "idmypos" is disabled while recording a demo. Position shows up on automap, but I am trying to make mapping bug reports so need position displayed when automap is off. Tested a couple ports from Chocolate to Eternity and it seems probably all ports support idmypos while recording, except woof. Seems like this might be a bug.
  11. Catoptromancy

    Zauberer

    Does not seem much is going on currently. Would be a great idea to separately release things but under zauberers license. Post links here so they can be found later. Someone will eventually find them and already licensed can easily be added.
  12. Catoptromancy

    Ozonia Boom Megawad - on /idgames!

    Very cool maps, already up to map04. All playtesting reports are edited into my first post. Seems like an easy to read and organize format. Also doing demos but not being very strict about them though, some might be missing or some will be labelled tas. I am playing on 3 different ports, specifically ones not already listed as tested on. Each map will be played on each port at least once, while going through the skill levels.
  13. Catoptromancy

    Playing Freedoom maps with vanilla Doom assets?

    Use ultimate doom so the resources are almost entirely there, only missing Doom2 monsters. Need to use Gez's method get all the doom2 monsters and will be compatible with more ports. Freedoom can also be built only using maps and textures not in doom2.
  14. Catoptromancy

    Ozonia Boom Megawad - on /idgames!

    If needed I can do skill balance testing on all the skills, also playing to 100%. Will take awhile though, at least a month. Playtesting: Done
  15. Catoptromancy

    Zauberer

    There is no iwad or pwad. There are some assets on 3 git hubs to look at.
  16. All drops are just ammo pickups. Need to find a shotgun to use shells.
  17. Finalized my reporting post a couple posts above. https://www.doomworld.com/forum/post/2405199 Last couple things, tree softlocks and such: Nice maps and mods. Going to need something else to playtest.
  18. Once more things are done, having demo code would be useful. Stabilizing features is a great point to lock in demo compatibility.
  19. Catoptromancy

    how to make Dehacked compatible with windows 11

    Make a textfile in your zdoom folder. Rename the .txt at the end to .bat. Type "zdoom -deh dehacked.deh" into the text file, save and close. Now just click on the .bat. Or just drag and drop the .deh onto zdoom.exe The .deh already exists, I think just getting to load in zdoom is the issue.
  20. I wish I had time to playtest this one. Played the first map, looks much awesome.
  21. Catoptromancy

    Is it possible to achieve this effect in GZDoom?

    I slapped this together to see if it would work. Except for skies, this works in vanilla. Using boom can make the actions faster and triggered more smoothly with voodoos on conveyors. https://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/walls.wad
  22. E3M5, E3M7, and E3M9 are easily my favorite doom maps. A long time ago I started to make a modern version of 21ratmaz. Much like all my other maps, I did a bunch of work but never really felt like I got layouts right. E3M9 is a modern 21ratmaz done perfectly. It has inspired me to fire up an editor and move some more vertexes around. Giant sprawling maps with tons of routing options are my favorites and what I try to do for my maps. Report on reporting:
  23. MAP06-MAP08 : Done using 12/04/2021 release. Skill Balancing: Other Reports: Getting started:
  24. Catoptromancy

    You Should be Using DoomMake

    I am posting in this thread because this thread needs more posts.
  25. Catoptromancy

    Suggestion: demo recordings & videos on the cut maps of Freedoom?

    https://www.geocities.ws/catodemos/demos/freedoom/
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