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About Jewellds

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  1. Cute Revenant is stealing people's yachts UNDERHALLS
  2. Hm, that's weird. I just tested the same map on the same sourceport (C1M6 on Glboom 2.5.0) and the water effect rendered fine for me. Maybe there's something weird with the settings. Does this still happen with a fresh cfg file? Edit: Given we're supposed to be getting rid of vanilla rendering hacks, and its not contributing much to the map, the effect should probably go. I'm just curious why it looks so messed up for Litrivin.
  3. I gave this a go myself, and got the 1.6 beta working with a modified Doom2.wad. Just to confirm, I SSG'd the shootable switch on MAP08 and it crashed with "P_StartButton: no button slots left!"
  4. No, neither of those tracks sound like anything from Doom to me. The one labeled "former map13" is already in use as C1M3.
  5. Sadly that's impossible, especially when you get to a lot of zdoom stuff. Many gameplay mods will add and replace frames of animation on the monsters, which will look really ugly when played with Freedoom, with the enemies flickering between the originals and their Freedoom counterparts. One mod, Make Doom Great Again, which is a simple sky replacement, doesn't work at all because the author explicitly mentions Doom/Doom2/Plutonia etc, but doesn't mention Freedoom. Basically, when it comes to zdoom mods - they may work, but there's no guarantee unless the developer has tested their mod with Freedoom.
  6. These are already on repo. That was quick! I opened an issue on Github regarding an alignment issue on A-BROWN4, which I discovered while testing.
  7. I had a go at making some replacements. All of these are my own, except for mould which is a recolour of the existing Freedoom texture - which looked okay but I felt was too bright. These textures are heavily edited from various nature photos, which I took myself. In the spoiler, some screenshots of Plutonia MAP25 for comparison. Top: the current version of Freedoom. Middle: my replacement textures. Bottom: the original plutonia.wad. Test wad for anyone who wants it:
  8. I like the general idea, but it may be sensible to show some caution, and make sure that the new exit style works for each map. To give an example - Map 10, which I co-authored, has a walk-over exit which is accessed by draining away a river of lava. The exit room is deliberately designed to look demonic and I feel a technological exit would look out of place. I don't just say this to defend my map, as I understand that this is an open source project and anyone is free to build upon my work. Heck, my work on map10 builds on what Xerent started. But, I do think it does make sense to consider what works best for each map.
  9. Not really. I was able to take MAP10, which is probably one of the most detailed maps in the game, and make it run in vanilla without too many compromises. If you have the Visplane Explorer plugin for Doom Builder and ChocoRenderLimits for testing, it's not too difficult to make most maps work. IIRC I did the conversion in two evenings. I agree that dealing with the Savegame buffer would be excessive. We have tools for testing for Visplane and Seg overflows, yet progress is slow. Savegame buffer overflow is hard to test for, and that would only reduce motivation to get the conversion done.
  10. MAP25: Bloodfalls has a secret room that is completely empty in UV. It contains a BFG that is only flagged for skills 1-3. Edit: Fixed the map number. This is why I shouldn't post while tired.
  11. I normally use Synthfont for recording midi. Synthfont allows you to playback and record midis with Soundfont files. IMO, this is cleaner than actually recording the midis, and has the advantage of being able to sound like whatever you want. Don't bother with Synthfont 2, as you have to pay for it. Synthfont 1 is freeware. You'll also need a soundfont. You most likely want something like this Roland Sound Canvas soundfont, but any .sf2 file will do. Feel free to experiment.
  12. I think what Sallan is talking about is how the Doomguy's walk animation plays at a constant speed, rather than playing faster/slower depending on his movement speed. You can slow almost to a halt before the animation will stop playing, which at very slow speeds can make it look like he's running on the spot/moonwalking. This is very noticable if you use the chasecam in ZDoom. I was actually considering making a post about this on "Things that bother you about Doom" but never got around to it. I wonder if any source ports ever attempted to fix this?
  13. Yeah, I noticed that actually. The graphic I posted before is actually in the Doom palette, and that screenshot was taken in Crispy Doom. So, I don't know how the one on repo got degraded. I'd have a go myself but the Linux box I usually use Git on is broken at the minute, and I haven't had too much luck getting Windows and Git to talk in the past. Maybe I'll spend a day on it when I can.
  14. Slight bump, but I think it's appropriate. Someone suggested by email that I make a version of the new logo for the website. I've made two versions - one which is faithful to the one ingame, and another which matches the green colour scheme used by the website. Side by side. This is just a mockup to get an idea of what they would both look like: The thing is, I'm not sure which one looks best. The coloured one stands out more but the green one doesn't clash as much. Which one do you think looks better?
  15. The unused Doom track un15.mid is actually an early version of the Blake Stone track "Jungle". ...just add a lead obviously inspired by Led Zepplin's Immigrant song and you're done!