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skillsaw

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About skillsaw

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    a meme or something

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  1. I've had the same issue, and found that it's much more quick and painless to report uploads through the web portal rather than in game. Other than one copy of Lunatic that they won't take down for some reason everything else has been removed within a day or two. https://mods.bethesda.net/en/doom_doomii/all
  2. Thanks for the interest! I am not working on a sequel to Heartland, and if I did, it wouldn't be a megawad, especially due to the time/effort required to make EE maps. Making that many would take the rest of my life :P
  3. Bummer. They all work on PC/Steam Deck. Hopefully NDS can fix whatever is going on in the console versions.
  4. These four: https://mods.bethesda.net/en/doom_doomii/all?author_displayname=pgdebruyne I believe they're already on the spreadsheet though.
  5. I finished my testing/bugfixing pass on my releases. All four projects are fully playable/completable in the kex port now. I also made some improvements while editing the wads -- I put the specifics into a status update here on DW. Not sure I can link to the update directly, but maybe this will work.
  6. I've now completed a full testing and bugfixing pass on Ancient Aliens, Valiant, Lunatic, and Vanguard to make sure that all maps are completable in the kex port. I'm not going to promise there are no issues (I am aware of some visual ones) but the maps can be beaten and there should be no *major* mapping issues. These changes only apply to the release that I uploaded to Bethesda.net -- any version that is copied from the idgames version (of any of these wads) will have major bugs in the kex port, at least presently.

     

    I made the following changes in addition to fixing various bugs in the maps:

     

    Valiant

    • Added UMAPINFO with divided episodes, story texts, par times, etc.
    • Added GAMECONF and COMPLVL lumps
    • Added widescreen assets (thanks to Trov and Nightfright2k19, from https://github.com/NightFright2k19/doom_widehud)
    • Made some map adjustments to remove missable secrets and points of no return.
    • Converted wad to MBF21, for several benefits:
      • More acceptable physics and infighting behavior than MBF
      • "Alerter" dehacked objects enable me to remove the artificial shoot switches at the beginning of many maps
      • Final boss no longer turns into a normal Archvile when resurrecting an enemy, which was a longstanding bug in ports without DECORATE support
    • Dropbox Link

    Ancient Aliens

    • Added UMAPINFO with divided episodes, story texts, par times, etc.
    • Added GAMECONF and COMPLVL lumps
    • Added widescreen assets (thanks to Trov and Nightfright2k19, from https://github.com/NightFright2k19/doom_widehud)
    • Made some map adjustments to remove missable secrets and points of no return.
    • Converted wad to MBF21, for several benefits:
      • Sound effects that only played in ZDoom and Eternity will now play in other ports
      • "Alerter" dehacked objects enable me to remove the artificial shoot switches at the beginning of many maps
    • Dropbox link

    Vanguard

    Lunatic

    • Added UMAPINFO with divided episodes, story texts, par times, etc.
    • Added GAMECONF and COMPLVL lumps
    • Dropbox Link

     

     

    1. Show previous comments  18 more
    2. skillsaw

      skillsaw

      Thanks for letting me know. The sounds were renamed to DSFRE001-006 for MBF21. They do play as expected when they should.

    3. OpenRift

      OpenRift

      Just a note (sorry I'm like a month late lol): 

      DEMO1 and DEMO2 on the new Ancient Aliens update as well as DEMO1, DEMO2, and DEMO3 on the new version of Valiant seem to desync, you may want to record some new demos for those.

    4. electricbrass

      electricbrass

      Vanguard also has some demo desync issues. I'll have to check later which one(s) it was.

       

      Edit: Just the first one it looks like, since the lift never lowers.

  7. I finally was able to fix this one -- in case anyone else is dealing with weird crashes in their maps in the new port, there were some 1-sided lines in the UFO you teleport into that had both back and front sidedef defined. Removing the back sidedef fixed the crashing. This also seems to happen on a few other AA maps. No idea how I managed to get the lines into that state in the first place ...
  8. I can't test or troubleshoot on consoles since I don't own them. Does it give any additional details? If it's something I can fix on my end I can try. BTW just generally posting this as an update, but of the releases I have uploaded, I have done a full personal QA pass through Lunatic, Vanguard, and Valiant and made tons of fixes and updates to them -- those are available on bethesda.net and all work very well at least in the PC port. I will post more specific details later. I have yet to go through Ancient Aliens though I hope to start today (this release has really put a dent in my free time haha).
  9. I'm in the same boat but haven't tried. Let me know if you have any luck with support. I changed my display name to skillsaw_ , but like you the name change didn't propagate back to my uploaded wads.
  10. Yes, since there's some confusion here I want to reiterate this -- this is different than Boom's original behavior where monsters can be pushed off ledges with a weapon attack. Monsters are literally walking themselves off ledges at times after they've taken damage in the new port (at least, in Boom compatible wads). In addition to that, (and I figured it had already been reported), but Archviles will frequently get themselves stuck on monsters they are resurrecting (at least in Boom/MBF21 wads).
  11. skillsaw

    Easy way to renumber all tags on a map?

    When I've had to do this previously, I've used Ultimate Doom Builder's increment with '++'. Just open the first map you want to paste, select all sectors, and and type ++100 in the tag box to increment all tags by 100. In the next map, increment by 200, and in the next, 300, etc. Then copy and paste the maps together. This should work assuming your first tag in each map is 1 and you are just incrementing by 1 when assigning tags rather than choosing random numbers. Obviously if you're using more than 100 tags in a map you'll need a bigger value to increment by.
  12. Yeah, still crashes to desktop.
  13. When playing a wad using UMAPINFO defined episodes, the port will crash to desktop when using -file -warp and -skill to start in a level after episode 1. For example, when launching Valiant to the first level of episode 2 (MAP08) with the command line -- C:\Program Files (x86)\Steam\steamapps\common\Ultimate Doom\rerelease\doom.exe -skipmovies -file C:\wads\Valiant-umapinfo-3.wad -skill 4 -warp 8 This doesn't affect most end users but will be a bit of a pain in the ass for anyone who wants to test from Doom Builder (though I understand there's a also a UDB bug with the steam executable that prevents that from working, and I launched this command line from the Windows Start -> Run menu) CRASHLOG.zip On a side note, I believe it's been reported but idclev doesn't work properly either when using a mapset with UMAPINFO defined episodes.
  14. I just noticed that Boom generalized secret sectors (such as sector special 136: Light Glows and Secret)are not counted towards the total number of secrets on the minimap screen, but they are counted for found secrets, so you can have 3/2 secrets found.
  15. skillsaw

    Valiant.wad - now on /idgames!

    Not nonsensical but I don't really think it's necessary.
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