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Mechadon

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About Mechadon

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  1. Mechadon

    Counterattack - Now on /idgames!

    I figured the proper way to go about it would be to just update the /idgames release instead of making a new whole page for it. If I do it that way, I'll try to make sure there's a note of the update in the readme along with the changelog. The stuck monsters in MAP01 and the borked MAP31 clusterdef were the major bugs that prompted me to consider a bugfix release. After that I found out about the S1 secret lift bug for MAP03 on the wiki page (btw, thanks to the people who wrote that!). So those three bugs seemed bad enough to warrant a fixed release. The misalignment fixes are just extras that I decided to fix since they were easy to do. Thanks for the info dew! I didn't think fixing an untagged sector would break a demo. I'll try that out and see what happens.
  2. Mechadon

    Counterattack - Now on /idgames!

    Heeeeey, sorry for the bump. I wanted to post an update regarding the bugfix release idea. I have a changelog on fixes/tweaks I've done: MAP01 Fixed some stuck monsters (Demon and Cacodemon) that showed up on the Medium difficulty. Monsters in question were located in the south-western~ish area of the map, just past the red skull door. MAP02 Fixed a misalignment in the SSG/nukage area on the backside of a pipe. MAP03 Fixed a horrible misalignment in the red key area (the marble w/ blood trim wall that you see just as the trap floor lowers leading into the room). Fixed the switch-once lift that leads to the BFG+Invuln secret (it had three lines and thus allowed three uses if you pressed in the correct spot, that's probably why I missed it). MAP04 Fixed an untagged light transfer on the lava in the double crusher room. MAP31 Fixed a minor texture misalignment (its likely I'm the only one who noticed it). MISC Fixed the clusterdef for MAP32. It was erroneously applied to MAP31, so the secret text would show up when you exited that map normally, instead of appearing at the beginning of MAP32 after finding the secret exit in MAP31. Also the clusterdef was using 'exittext' when it should have been using 'entertext'. Changed the background for the ending text to MFLR8_2 so that its easier to read (only for ZDoom). Added ZMAPINFO lump. Also added the 'compat_boomscroll' option in the hopes that it would fix the timing with the RK crusher trap, but unfortunately it doesn't seem to help. So I guess my concern at this point is ruining demo compatibility. The MAP01 fix and the broken lift switch in MAP03 could be ones that would mess with that, correct? Is this a case where I shouldn't bother with an update? Also I thought I could fix the MAP01 crusher issue in GZDoom ports with the compat_boomscroll option. But unfortunately that didn't seem to help. So now I'm not sure if that's a bug related to GZDoom or if I misunderstood how that compatibility option works. Anyways, let me know what you guys think.
  3. Mechadon

    Doom 64 for Doom II - /idgames link is up

    Since the beta download page hasn't been fixed yet, I just wanted to give people a heads-up about it. The download link and readme file on this page is incorrect (a few of the other recently added wads seem to be mixed up as well). For now just use the legacy page or download from the mirror. I reported the page as incorrect a couple of days ago, but I'm not sure how else I should call attention to it.
  4. Mechadon

    What are you listening to?

    New Aphex Twin :O
  5. Mechadon

    Doom 64 for Doom II - /idgames link is up

    I think the /idgames link is now up (the beta page seems to be incorrect at the moment). You can view it HERE on the legacy page. I'll keep an eye on it and see if the beta download version gets fixed.
  6. Mechadon

    [WIP] Supplice

    Yea this is a total conversion. Right now I don't have an answer to your question. But I'll say that it would be cool to have a separate mod that's just the weapons or something of that nature. I don't know if that will happen but it's something we might try :)
  7. Mechadon

    Doom 64 for Doom II - /idgames link is up

    Understandble, I didn't really think about item completion with that. I could have made a tiny soulphere texture specifically for it, but I was trying to do it more simply than that. I guess just pretend that the 99% (or whatever the final completion says) is 100%. *edit* Gah, sorry for the double post. I couldn't figure out how to get a quote into an edited post on my phone.
  8. Mechadon

    Doom 64 for Doom II - /idgames link is up

    I was able to get the self-ref sector to work, thankfully. No idea why that particular sector was being a pain. And about the light changes, I'm pretty happy with them on the whole. I would have liked to have done more contrasted stuff with casted light/shadows, but the map had too many limit encroaching hot-spots and it was too late in dev to be doing that. I think it adds a layer of extra creepiness though so, eh I'm good enough with it.
  9. Mechadon

    Doom 64 for Doom II - /idgames link is up

    No, that's a miniature "Soulsphere". If your familiar with the same area in Doom 64 then it might make more sense. I added it sorta as a little easter egg :P
  10. Mechadon

    Doom 64 for Doom II - /idgames link is up

    Whoops sorry, that's the wrong file. I had renamed the zip to remove the version stuff for the idgames upload. Got it fixed now, I think!
  11. Mechadon

    Doom 64 for Doom II - /idgames link is up

    Yea I understand what you meant now. I had to do a bit of digging after seeing your screenshot because I thought maybe you accidentally did a line-skip. But the trigger to raise that sector is behind the 3-key switch, not a walk-over. What actually happened here is the last step was disconnected from its reference sector off-map somehow (maybe when the self-referencing fix was put in). It was easy to miss because usually I would just run towards the exit and cross the exit trigger from the jump instead of slowly walking up to it. Anyways, fix is up now, same link as before - http://mekworx.the-powerhouse.net/mekastuff/wads/D64D2/releases/D64D2_v1.2.zip And I've got you mentioned in the readme for the bug report too :) It shouldn't be too much trouble getting a fixed zip uploaded into /incoming, hopefully.
  12. Mechadon

    Doom 64 for Doom II - /idgames link is up

    Thanks for the report MegaBlast! Thankfully I thought about the possibility of a line skip there a long time ago and added a sector exit action in the "void". So if you skip it accidentally, like you did, you'll fall into the void and do a death exit. *edit* Oh wait I misunderstood, you must have skipped a different line so that the floor wouldn't raise up properly. Yea in that case its probably just something that is going to happen on occasion. If this wasn't already final I would take a look at some sort of countermeasure, but its probably not bad enough to justify re-uploading to /incoming. Unless I'm mistaken and this is easy to do accidentally (I haven't had it happen to me in my tests). *edit2* Ok so nevermind about that, something is indeed broken. For some reason that sector isn't raising up like it should (I think Da Werecat was the last one to mess with it, can't remember). Welp I'll see what I can do about getting it fixed and re-uploaded to /incoming :P
  13. Mechadon

    Doom 64 for Doom II - /idgames link is up

    Ok guys, I just uploaded this to /incoming. So we'll consider that last release the final version! Hopefully everything goes ok and it gets added to the archive soon. I'll post the link to it once it goes live.
  14. Mechadon

    Doom 64 for Doom II - /idgames link is up

    The plan was to wait maybe 3 or 4 days after v1.2 released, just to make sure everything is as solid as can be. Bugs that are just bad enough to be addressed keep popping up though. So that keeps pushing things back just a bit (I'm always paranoid that a fix or change I make will break something somewhere...especially in vanilla). I'm thinking with this last bug-fix release, I'll probably wait until Friday to see if anyone spots anything.
  15. Mechadon

    Doom 64 for Doom II - /idgames link is up

    On second thought, maybe it would be a good idea to just get another bug-fixed v1.2 out to you guys as soon as possible. That way my changes can be tested and I won't have to worry about something broken getting uploaded to /idgames. Link is the same, but here it is again for reinforcement: D64D2_v1.2.zip [5.4M] (Changelog) Readme To recap: Small readme typo was fixed. MAP18 Cacodemon that didn't get released in the southern area has been fixed (doubled checked that 100% kills/secrets is possible). MAP25 has its COOP sign stuff hidden. This required me to tweak the RK triggers a bit, but it works more or less the same as before. MAP29 SSG area COOP stuff was tweaked so that the teleporters are no longer necessary (hiding them was too difficult). Instead the blocking walls act as lifts from the opposite side so COOP players can get into the chamber. There are now doors just before the Soulsphere ledge to the west. These close once the Cyberdemons get released, and open up once they are killed. The COOP teleporter in the western area will close up just as the player walks into the sector with the exit switch. As usual, let me know if you guys spot more problems.
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