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Andy Johnsen

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  1. Andy Johnsen

    Post Your Doom Picture (Part 2)

    That's nice to hear, but be forewarned - I might as well release screenshots instead of the actual map when it's eventually done, because the frame rate will be about the same. :) The map brought my former (outdated) GZDoom version to the breaking point already (It was unable to render it properly and just drew all kinda trippy stuff). Latest version runs it, but I'm guessing there might come a time. Because of the open architecture, and various effects applied (and quite possibly some uneducated decisions), a GZDoom map of this size kills most current high end hardware completely. I'm getting from 5-25 fps on a rather up to date rig, with no monsters placed yet. Fortunately, I'm having fun just creating the environment, so I'm mostly seeing that as the end goal here, the process of it. Like knitting a sweater that no one will wear (I guess?). As long as it's fun work :)
  2. Andy Johnsen

    Post Your Doom Picture (Part 2)

    That would be correct sir. Thank you for the enthusiasm. : ) Downside is, it won't be playable for ...well, almost everyone. I'm having too much fun with a near limitless format.
  3. Andy Johnsen

    Post Your Doom Picture (Part 2)

    UDMF obnoxiousness in the works, at a celebratory sidedef # (probably more already than all of Alien Vendetta combined...ouch)
  4. Well, there was this Russian guy with a web store selling off megawads burned to discs, with cover-art and all. Strange to happen by Alien Vendetta on ebay. Unfortunately I didn't have time to buy an overpriced copy before someone reported him :)
  5. Andy Johnsen

    Jim Flynn

    Sad news indeed. Rightfully legendary, as much for his work on Boom as for the pioneering and memorable puzzle maps he made. For years we've had a local saying during cooperative bouts; when stuff becomes heavily puzzle oriented we refer to it as the map "Flynning up". Perhaps a testament to how solving a Jim Flynn map the first time around was a memorable and satisfying experience, quite different from the usual. Condolences to the people who knew him, and thank you for informing us, Lee.
  6. My constructive advice would be to aim for proper quality control in order to root out hideous maps from the final product, if the goal is to receive grand reviews. Opinions differ, and that's all fine when it's free content. Sometimes it's okay to summarize your impression without having to go through each section of a map to explain why. If that is "abuse" then we have a different viewpoint of the term. As a whole the product is a highly mixed bag in my opinion, and I pointed out what I consider polar highs and lows. Always fun to check out new stuff, regardless.
  7. Map32, 18 and 19 are absolute 100% trash. Yikes. 19 killed my last incentive to complete this. The cave ara in Map02, Urbanismo's stairway climb and the dynamic nature of map17 were the highlights, beautiful stuff and stark contrast to the overall quality.
  8. Andy Johnsen

    Aaron "DemonSphere" Emge has passed

    Very sad news indeed...I didn't have the pleasure of knowing him personally, but his reputation as an excellent player and a nice guy was evident. I'm sure we would have spent hours discussing the game if the timelines of activity matched up. Condolences to his family and everyone who knew him.
  9. Andy Johnsen

    Historical/Informational AV Crap

    I think you actually mean Lake Poison :) Nukefall was an even earlier map than this. That said, this horrible mesh was one of my first attempts at "atmospheric" settings utilizing a new texture wad, I belive I made most of this back in 1996 and as such it's a good representative of my early, cringy efforts. As a little bit of trivia the indoor part of it was based on the Derceto Manor from Infogrames "Alone in the Dark", but you'd have to put some effort into seeing that when comparing the two!
  10. Andy Johnsen

    Historical/Informational AV Crap

    That one went through the wringer a few times as well, yep. I don't wanna complicate your fun with this, but maybe it would be good to present these with a little bit of commentary as to why the different parts got changed specifically and what the reasoning for cutting the Croatian map was :) You decide on that, if you wanna go ahead and showcase feel free. I'd love to team up with you for some commentary tracks on these relics to give them a context perhaps. I'll hit you up on irc to discuss it further when I have the chance. That said, feel free to present what you desire, you have a pretty good idea of the backdrop for most of this - fun incentive.
  11. Andy Johnsen

    Historical/Informational AV Crap

    Fun to see the DM part of map03 again, I had completely forgotten about that :) I've been talking to Martin about making a little rundown vid of the various changes we did to AV, from the Alien Vindicta origins in 1996 until the finished product. Since there's a lot of cut versions and altered map versions one could dive into, and people seem to enjoy musings about old projects of the kind, it might be fun. I just need to get another project out of the way first, then we'll put something together. I think I have all the map versions backed up still, from cut maps to just tidbits of planned ones. Map03 sure enjoyed a serious Malde overhaul, didn't it. That map17 version you see there was cut real late, it was actually moved to the map31 slot until we had Gemini and Ebola do the included three color creation (one of the last maps completed for the project).
  12. Andy Johnsen

    Sprite clipping issue, GZDoom

    Fantastic! That's what I get for not realizing there's a more up to date version. Thanks :)
  13. Andy Johnsen

    Sprite clipping issue, GZDoom

    Thank you for the input :) Yeah, moving them would indeed fix the issue, I'm mainly wondering why it became an issue from one version of GZdoom to another, given the old build handles this fine, you do get sprites passing through each other, but it doesn't blank out the sprite in front of it in the process, like in the recent version. In the old one it just simply seamlessly clips through. The picture does not capture the flickering effect, it just showcase a sprite placement where such occurs because of the proximity. It would require many hours of rework to fix every overlapping sprite placement issue in the map (it's an enormous thing) and many areas have been designed / composed specifically for a certain density and combination of sprites, so if there's a possible setting to combat this I'd want to try that first. :)
  14. Andy Johnsen

    Sprite clipping issue, GZDoom

    You're probably right. The problem only occurs with certain sprites that will overlap slightly and bleed through each other as you move by. The shot below illustrates a sprite placed on a sector in the back, bleeding through the tree sprite on a ledge below. Moving by, you'll get the flicker effect, and when you have plenty of these it looks unacceptably ugly. I do wonder why it worked just fine in the old build however
  15. Andy Johnsen

    Sprite clipping issue, GZDoom

    I figured I would resume work on some GZDoom based map I put some time into a few years back. At the time I was using an older build of GZDoom since I had trouble getting the more up to date ones to run on my system (ended up getting g1.8.09-78-g1db064b to work, so I went with that for the time being). Now, installing the latest 2.2.0 build seems to give issues with lots of sprite clipping / flickering and various other issues. I used some unconventional sizes for the given tree sprites. Runs with no issues on the old GZDoom build however, but with the new one even slight sprite overlapping causes flickering and odd clipping. Anything specific that could cause this? (I'm using a NVIDIA GeForce GTX 1060, and as mentioned, the old version runs identical on this system as it did on my old one. Tried tinkering with the settings, but it seems futile).
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