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skillsaw

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About skillsaw

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    a meme or something

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  1. skillsaw

    Valiant.wad - now on /idgames!

    No need to apologize, thanks for reporting the issue... If a change in 2.5.1.5 had broken the wad, I would definitely want to know. But I'm glad it was something you were able to fix.
  2. skillsaw

    Valiant.wad - now on /idgames!

    Thanks erzboesewicht! The MAP31 issue is definitely an issue with the map, I've been aware of it since just after the final release but since demos had already been recorded I opted not to fix it (the map can be completed, but there is a particular route that will mess up triggers and make it impossible to reach the exit ... it's been more than four years, so I don't remember the specifics beyond that). I haven't heard the MAP07 or the MAP17 issues reported before, despite them being played and tested pretty extensively in 2.5.1.4 -cl 11. On a quick test, MAP17 seems to work with the build of 2.5.1.5 on this page: http://prboom-plus.sourceforge.net/history.html (2.5.1.5 test r4526), at least, assuming this area is where you encountered the HOM: Archvile gimmick on 07 seems to work as well. Are you on a different build of prboom-plus? Any chance you could reproduce the bug?
  3. skillsaw

    The DWIronman League dies to: Vanguard & Lunatic

    Nice! I'll try to participate this month ... not that I expect to survive! WARNING! Just as a heads up to all who participate - the death exits on Vanguard MAP05, MAP10, and MAP12 are ridiculously janky and slow. Take care not to press anything when you die, or you'll get reset to the beginning of the map.
  4. Where'd you get your trees/grass/bushes from for Valiant?

     

    I'd like to use them.

    1. Misty

      Misty

      These are from Deus Vult II. 

    2. MarketAnarchy
  5. skillsaw

    New features added in Eternity

    Thanks - I wasn't aware of this. Looks extremely useful.
  6. skillsaw

    New features added in Eternity

    Somehow I missed these changes, I can definitely use those specials to simplify some ugly scripts I have. Being able to put F_SKY1 on walls is actually a huge convenience and simplifies stacked portal outdoor setups quite a bit.
  7. skillsaw

    Post Your Doom Picture (Part 2)

    The textures are mostly OTEX (by Ukiro). The grass is a midtexture applied to lower unpegged two sided lines that trace the cracks between the bricks.
  8. skillsaw

    Post Your Doom Picture (Part 2)

    The grounds of a factory left to crumble.
  9. Valiant: Vaccinated Edition still changes the darkest four colors in the red range to fade to black properly (which is fairly common practice).
  10. skillsaw

    Running new MBF wads with original MBF

    Couple comments. Valiant won't work because the maps use extended nodes, which aren't supported by MBF.exe. You'd have to rebuild all the nodes with a different nodes builder first. I don't believe any of the maps require extended nodes to function; however, I chose to use ZDBSP with extended nodes as it seems to result in the fewest slime trails. Once you rebuild the nodes, you may still encounter errors, however - absolutely no testing was done using MBF.exe, and the only ports supported officially by the idgames release are ZDoom, GZDoom, Zandronum, PrBoom-Plus, and Eternity. If you try to get it working, I'd be interested in hearing how it goes, but you're on your own :) Ancient Aliens is NOT -complevel 11 (MBF). It is -complevel 9 (Boom). I've heard this a few times before so I'm not sure where the misconception came from. I just double checked the release thread to confirm my sanity and it's got the correct complevel posted. That said, I wouldn't expect Aaliens to run on MBF.exe (or, say, boom.exe), since Ancient Aliens also uses extended nodes.
  11. skillsaw

    The screenshot you are most proud of

    I was very happy with how these ancient alien void maps turned out; would love to do more one day.
  12. I'm finally playing Ancient Aliens, and yes, this is superb! I like the credits list, the music, the mappers that were on board for the project! It's just a very A1 set, and I almost thought it was broke until I realized it was broken up into episodes (heh). Anyway, great work! Thanks for this fun color palette :)

    1. skillsaw

      skillsaw

      Thanks a lot! I'm glad you're enjoying it, we all put a lot of energy and work into trying to make it as best as we could.

  13. skillsaw

    Post Your Doom Picture (Part 2)

    Thanks. Right now it is just a loose pile of week-old wads on my drive. Figuring out how much I want to do, and how to compile everything into a releasable project is a problem for later, but I do hope to release this as part of a larger project at some point.
  14. skillsaw

    Post Your Doom Picture (Part 2)

    @NiGHTMARE Very cool, looks pretty close to me. @Gez Thanks for those, I'll add a counterweight for sure, and adjusting the slats to be angled should be a fairly easy texture edit, as well as adding some cables along the top connecting the load and the counterweight. I agree that the crane itself would look better with more height to it, but I've already shrunk it vertically quite a bit in order to let the player see it fully as they traverse the map without having to look up too much, so I think the stubby height is staying.
  15. skillsaw

    Post Your Doom Picture (Part 2)

    ZDoom has linked portals as well. I'm not sure how the feature compares between the two ports, as I've only worked with Eternity's. Note - this map is designed and tested for Eternity, I have no idea what would happen if I tried to load it in ZDoom.
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