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

Mechadon

Members
  • Content count

    3017
  • Joined

  • Last visited

About Mechadon

  • Rank
    Forum Staple

Recent Profile Visitors

2368 profile views
  1. Mechadon

    Doom 64 for Doom II Respawned!

    I have some more news for you guys regarding the final test build and the eventual release. @_bruce_ has had some bud luck lately and I'm not sure he is going to be able to finish off his big easter egg addition to The Breakdown. I'm hoping he will be able to send me the unfinished map so I can at least get the N64 bit in. But I'm not sure that's going to happen. So it looks like I may be doing the final updates to The Breakdown in order to get this final testing build done. I'm thinking about trying to replicate part of _bruce_'s easter egg. But I'm not sure how easy it will be to make a N64 in-game; it'll require me to make some custom textures. Also I'm pretty sure he already had this part of the easter egg done, however I do not have access to it (I use to have a screenshot of it but I can't find it at the moment). If anyone here happens to have either that screenshot or the easter egg in map form, please send it my way. @Cage is also very close to finishing up the Motherdemon. He's going to try and get it done by the end of the month, so that's pretty exciting! Things will move very quickly once that is done.
  2. Mechadon

    Doom 64 for Doom II Respawned!

    Yup, those should all be fixed now with in the normal MAPINFO lump (everything else should make use of ZMAPINFO/EMAPINFO). I don't have a separate resource wad to send you since I haven't bothered updating it, but I'll be sending you the private test build once the time comes. Speaking of which, I'm just waiting on @_bruce_'s map update. Once I get that, the last test build will be ready for release.
  3. Mechadon

    Doom 64 for Doom II Respawned!

    Thanks EtherBot, I'll take a look at it. That's some sort of issue with the dynamic light definitions, and its possible that Zandronum may not be compatible with it. Everything seems to run properly the last time I ran it in GZDoom. But I'll do a bit of digging soon and see what's going on.
  4. Mechadon

    Doom 64 for Doom II Respawned!

    Excellent, thank you Da Werecat!
  5. Mechadon

    Doom 64 for Doom II Respawned!

    Since its a few pages back, here's Cage's post featuring the in-progress Motherdemon: https://www.doomworld.com/forum/post/1840885 He might pop in here at some point and go into more detail on how its being made. I do know that he made a 3D model first with some basic texturing and then rendered out each frame for the animation. We used those basic frames to get the actions and animations looking good. Right now he's painting the details over top of those frames, which is where the bulk of the work comes in.
  6. Mechadon

    Doom 64 for Doom II Respawned!

    Hey guys, just wanted to bump this and say that this is definitely not dead. I'm sorta stuck on waiting for things from other people, so there's not much else I can do at the moment to move the project along. Cage is still working on the Motherdemon and I'm pretty sure it'll be worth the wait once he's done. There are other things I'm waiting on as well. And just as a heads-up, once I get the Motherdemon sprites from Cage, I will be setting a final deadline for all contributions to the project. If it doesn't get done by that deadline, it won't make it in and I'll make any necessary additions/fixes myself. Now obviously I don't know when this deadline will be. So if your working on something, I need you to try your best to get it done as soon as possible. I will be sure to send out PMs and post a heads-up here when Cage is done so you'll have time to wrap things up. I believe these are the things I'm waiting on from people: @_bruce_ I need your MAP24 super-secret update in before I release the final test build. @Da Werecat Are you still looking into updating MAP14? I need either a fixed version or a full bug list so I can get the last test build out. Got it! @DILDOMASTER666 I need fixed music tracks for MAP14 and MAP32 (these aren't necessary for the last test build). I think that's everything. If I'm missing something, let me know. In the meantime, if anyone has ran into any new bugs in the latest test build, please report them so they'll be fixed for this last test build. If you have a map that you want to tweak/update, now is the time to do it. Sorry again for the delay!
  7. Mechadon

    [WIP] Supplice

    I posted a screenshot to twitter earlier today, so I figured it would be nice to post it here as well (along with some extra shots). This is a map I've been working on for a couple of weeks that will be for the Triton-theme in E2. It's all very much work-in-progress but I thought it would be a good idea to post some progress in here again 🙂
  8. Mechadon

    Doom 64 for Doom II Respawned!

    Cage is actually making new from-scratch sprites for the Motherdemon. The sprites in the current test build are just an edit of the Spider Mastermind. That's partly why the project hasn't been released yet; I'm waiting on him to finish that up (along with some other updates from other people). He's aiming for it to look like it would fit in with the rest of the vanilla sprites, so hopefully you'll get your wish :).
  9. Mechadon

    Doom 64 for Doom II Respawned!

    Hi, thanks for your interest in the project! Unfortunately a 1:1 recreation of Doom 64 isn't the goal of the project, so there will be no plans for a ZDoom-only version. ZDoom players will get to see some extra enhancements, but they don't change the gameplay.
  10. Mechadon

    Doom 64 for Doom II Respawned!

    No problem! Just to clarify, this is the issue - MAP14's track doesn't play back correctly in OPL and MAP32's track doesn't loop properly in Chocolate Doom (not OPL-related as far as I know). I was going to take MAP11's track and use it for MAP32 since it has a similar tone, but I won't do that if you can get the track fixed. I'm open to whatever methods you'd like to use in order to fix the issue ;)
  11. Mechadon

    Doom 64 for Doom II Respawned!

    Do you mean MAP32's music here? At any rate, I chose the original track for MAP11 so I didn't have an issue with swapping it out for something else. I thought the midi-fied version of the D64 track you used in MAP32 was a very nice choice actually, and would prefer it was kept if the looping issue could be fixed. Anyways thanks for taking the time to get this fixed :)
  12. Mechadon

    Doom 64 for Doom II Respawned!

    Even Simpler is probably the map least likely to have changes made to it at this point (unless someone can reproduce that ZDaemon bug). But to be on the safe side, just wait for now. My plan right now is to get this last private build out and tested for about a week or so, and then take care of anything that pops up. After that, I'll send you and CoTeCiO the go-ahead for the demos.
  13. Mechadon

    Doom 64 for Doom II Respawned!

    Yea that's probably the best way to do it. I think the general rule of thumb should be to avoid showing off secrets and keep it relatively short and action-packed. For the demo that I'm going to record, I'm gonna play using keyboard-only for that extra layer of authenticity. Hmmm, I don't know much about this, but that sounds like something that might be difficult to do? I guess it depends on how complex the song in question is though. @DILDOMASTER666 is that something you could do to the track? I've already swapped out other tracks because they didn't play back correctly in OPL, so the precedent is already set. Or if you have another track that is more OPL-friendly, maybe that would be the better option at this point?
  14. Mechadon

    Doom 64 for Doom II Respawned!

    Yea there were similar music-related issues reported for some of the maps in ZDaemon that I wasn't able to reproduce either. For your track in MAP14, I haven't double-checked on my end to see if I could reproduce it (but I think the last time I looked into it a while back, it worked fine). Some of the issues were related to OPL playback too, which I know next to nothing about. Actually pretty much anything music-related is way over my head when it comes to troubleshooting and fixing issues, so my only go-to is to replace tracks. When I get a chance I'll experiment with the track in Chocolate Doom again and see if it causes issues on my end. And if no one else reports problems with it before release, we'll just keep it in. By the way while your here, there was an issue I was having with your MAP32 track in Chocolate Doom. That one didn't want to loop properly for some reason. So I've swapped out the MAP11 track for it in the mean time since it has a similar feel. I don't know what the problem is, but if your able to look into it and fix it, I'll put it back in. Or if you have a better track for it that plays back correctly, lemme now and I'll get it in.
  15. Mechadon

    Doom 64 for Doom II Respawned!

    Hey thanks for giving this a play through @Woolie Wool! I don't suppose you ran into any major bugs, which is a good thing :) I would say I'm fairly happy with the music on the whole, though it wasn't exactly what I had in mind when I restarted the project. But I was adamant about having new tracks, and I liked the idea of mixing them in with stock music from the iwads. Well at this point anyway, it probably isn't likely that new music will get made, and I imagine anyone who might not be fond of the tracks can just replace it with something else. Your edited statusbar is quite nice! I'm on the fence when it comes to the fleshy transition; I like the idea but maybe the execution isn't the best. There were a few people who wanted to see a statusbar with fleshy elements, so that's where it came from. I might do a quick marble-only edit similar to yours that will be released separately (I would probably make the ammo labels blend in with the other lettering). Also speaking of music, I was thinking about doing a music swap from MAP11 to MAP32. The track being used in MAP32 seems to have issues in Chocolate Doom (it won't loop properly from what I remember) and the track being used for MAP11 right now would fit that map nicely. That would mean I would have to find a new track for MAP11 though. I'm also looking at replacing MAP14's track since it has issues in Chocolate Doom as well (or so it has been reported, I can't recall the exact issue off-hand). @DeXiaZ I believe the sound issue has been taken care of by Da Werecat (been too busy to check it out but I'm sure it works). Basically the problem was related to the IoS spawners. I needed them to be silent, but my methods didn't work across all ports. Anywho thanks for volunteering for testing and demo recording! For the demo reel, you can choose between and Main Engineering or Even Simpler. I was gonna do the last demo so just lemme know which one you want. @Da Werecat Thanks for the help with the sound issue! I wasn't sure it was going to be easy to fix, and I almost resorted to just replacing the sounds with some sort of ambient effect. @damo2k Thanks man, that would be great! By the way, for those wondering why I'm keeping this last build private, its because of the Motherdemon. Cage and I were hoping to keep it a secret until the final release, but we really should do one final test considering how much has changed sine the last build. There are some placeholder sprites that were rendered from his 3D model, so releasing it to everyone would kinda ruin the surprise.
×