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Devalaous

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Everything posted by Devalaous

  1. Devalaous

    Big Half-Life Update

    Maybe one day we'll actually get to take the Combine down, feels like its going to be left unresolved forever though, like so many other plots in history
  2. Devalaous

    The Official 'Trying to Find a Specific WAD' Thread

    Thanks a lot! I wonder how and when the Maximum Doom version replaced the one on the archives? The other files are normal, but the wad has everything Doom 2-ised. Various Maximum Doom guides all link to the archive version as if its the original, so it was at some point. I made patches for all three remaining WadPaks today, good to know the original fourth one isn't lost to time.
  3. Devalaous

    The Official 'Trying to Find a Specific WAD' Thread

    Does anyone have the original Doom version of WadPak 4? The one on the archives seems to be the Doom 2-converted one from Maximum Doom
  4. Devalaous

    Quality of Life Patches for various WADs

    Eternity has UMAPINFO support in devbuilds at least (Its why ive mostly stopped providing an EMAPINFO), as well as widescreen statusbars, but yeah, the almost total lack of 16:9 is frustrating, the game will render to the sides of a 16:9 or higher monitor, but things like CWILV graphics, level names, text screens, all that HUD stuff, its all still 4:3 only. Its a shame, because if that issue could be solved, as well as providing stat tracking like DSDA/Woof/Crispy/GZDoom, I'd use Eternity a lot more. Its the ONLY port with good controller vibration too! It would be nice if all these patches had widescreen graphics and things like demos for the demoless wads/pre 1.9 wads, but im not really capable of doing either on my own.
  5. Devalaous

    Quality of Life Patches for various WADs

    tbh I didnt expect this thread to take off at all for patch hunting to even BE an issue :D Thanks for your interest in it you guys. Lets see, to organise myself here, I need to finish up and post Dimensions of Time, Morior Invictus, Pandora, Bedlam, Stomper, Concerned, and apparently I forgot all about Incineration. Once that lot is done, alongside anything else people request, I'll see about revamping that opening post.
  6. Devalaous

    Quality of Life Patches for various WADs

    I could probably edit the first post to have all of them, its going to end up a VERY long post though
  7. Devalaous

    Quality of Life Patches for various WADs

    Thanks, that's a lot better than sifting through and fixing maps, because the more maps I add to the wads, the more people are like 'why not just distribute a fixed wad itself?' which is something I generally don't want to do unless there's no other way (see: Unity port), as I feel that disrespects the authour, as most of these fixes are for old stuff where the authour isn't around to fix things, etc. RoC's Hellmaker-induced problems are severe enough that my usual 'let people play how they want' philosophy needs an override here
  8. If a complete list of these Hellmaker-induced 'surprise MBF21 features' progression blockers ever gets compiled, I'd like to take a stab at patching them out, if it isnt like, *all* 32 maps, since I do plan on backporting that UMAPINFO and Dehacked to the original later on. When remastering something, its always good to have the original around to compare with, but that doesnt mean gamebreaking bugs should remain :p (im not going to backport them till a while later though, all eyes should be on this release and rightly so!) Also, been listening to the new music in this in SLADE while doing other Doom work. Its all good stuff so far.
  9. Devalaous

    Quality of Life Patches for various WADs

    Yeah, the track for Stratos One. It has issues in all versions of Doom Core in one way or another, getting it fixed for good would be great. What ive done here is a bandaid that has the track play in at least the UMAPINFO ports, but now im getting issues with it in GZDoom, argh. BUT its restarting now at least. Definitely need a more solid fix. The three bonus levels all use the exact music lump they used in the original Doom Core btw, just renamed for easy assignment in the xINFO And yeah, I plan on fixing any reported issues with the original RoC, but thats the only one I know of. With Cammy's permission, it'll also have the new soundtrack, so the original can be played with all the new version's QoL extras.
  10. Devalaous

    Quality of Life Patches for various WADs

    Ive just finished a first pass of a patch for @valkiriforce's Doom Core Trilogy, the ZDoom-only combination of Doom Core Delta, Reverie, Eternally Yours, and Terrace View. Ive added it to the existing download, but heres the link again: Doom Core Trilogy This patch frees it from ZDoom exclusivity by making it playable in full in Eternity and Woof. DSDA Doom and its predecessor PrBoom Plus have a big issue with it however, which seems to be caused by the massive map count. In these ports, it IS fully playable, but past Eternally Yours' first text screen, no more will appear, and the game will not end at Map 77; instead it rolls over into the three bonus maps I added from Doom Core's original release. In addition, since UMAPINFO cannot define custom intermission music, Reverie's intermission music will play in all three episodes when playing on a UMAPINFO port. Aside from those issues, it SEEMS to work fully everywhere else. In addition to the UMAPINFO, ive cleaned up Valk's original MAPINFO, which had some leftovers from Doom Core in the map names, added a ZMAPINFO and GAMEINFO, generated new CWILV graphics for most of the Eternally Yours levels so that the names in the MAPINFO match the graphics, added Stormfall, Anastas' Pledge and Military Strength from Doom Core as MAP78, 79 and 80 (Accessible from Map 32; beating the superhard supersecret level now rewards you with three extra levels to play) and added a graphic from Doom Core Delta to display in the text screen when accessing said bonus maps. As a stop-gap, ive also reverted D_RUNNIN to its Doom Core version; the DCD/DCT version doesn't loop at all, while the original fades out then restarts. Neither is optimal, but having the music suddenly stop and never resume is worse. Can anyone fix the midi for a 'proper' fix? In addition, Valkiriforce has stated he's open to address any other issues in the Trilogy itself, so if theres any bugs in the maps themselves, let him know! (Also yes, hes totally free to officially integrate the patch and edit it to his liking :p) In the future, I will release a patch for the original Realm of Chaos (I submitted a UMAPINFO and updated Dehacked to the 25th Anniversary edition already) and for the unfinished Stomper/R-One to make it a bit more playable in its 'final' state. I was one of its testers in the past, before I had to leave to focus on my new job at Re-Logic, so that one is a slightly personal patch, as well as the already mentioned upcoming ones.
  11. Devalaous

    What's ur favourite flavour?

    Blue, purple and cyan. I like them so much, that my hard work on Terraria 1.3 got honoured by an easter egg in the game where a certain weapon, if fired by a character named 'Devalaous', will switch from rainbow beams, to beams that cycle through blue, cyan and purple. EDIT: Seems I posted this in the wrong thread, oops
  12. Devalaous

    who're your favorite mappers

    I have no idea if I previously posted in this thread, and dont care to comb through multiple pages, so I'll potentially repost, as opinions change with more map exposure Sverre Kvernmo, aka @Soundblock. His publically released Cabal series were amongst the first pwads I ever played; they were on a shovelware disc I was given, and were the best things on the disc that I found. Imagine my surprise when I learned later that not only was there more Cabal out there, but that he was one of the people from the Master Levels (Sadly, I grew up on the PS1 Doom and Final Doom, where none of his levels made the cut). Years later when I got the Master Levels off Steam, and later on the PS3, his levels were the best of the Master Levels. In addition, ive enjoyed ALL of his other work greatly, from his Hexen wad Deadlock, to stuff like Echelon and Plasmaplant (which I got to help test; people say 'never meet your heroes', but im glad I did). Without Sverre's Cabal maps, I likely never would have looked online for more good maps, which eventually led me here. If only the full megawad had surfaced :p Jim Flynn. While he's sadly no longer on this earth, hes the other Master Levels designer who ive been a fan of from the very first play of his work. Ive since exhausted all of his other maps, except the Eternal Doom ones (I really do need to finish that), and I loved all of them immensely. @NaturalTvventy. We've all heard the Xaserian song and dance about END1, and for me at least, it was no exaggeration. The 'Beginning of the End' series is a thing I downloaded after seeing one too many Xaser posts about it, and I gave it a full play after beating the first episode of No End in Sight, which was authoured by those two and Lutz, after hearing END1 was referenced in it in a later episode. Ended up playing all three episodes of the END series and enjoying every bit of it (I just wish END2 had named levels, its my only criticism!), and going on to play the rest of No End in Sight, and the rest of NT's single level releases. I particularly enjoy the way he makes secrets, getting 100% secrets on his maps is often a very fun challenge. One day I hope for END3 and NEIS2. @valkiriforce. While so many today seem to want to redefine what Doom is, Valk's work is often more classic-oriented, with a large amount of vanilla megawads that reference old mapping styles and particular classic megawads and authours. I'm a huge sucker for 90s era Doom stuff, and Valkiriforce's body of work never disappoints me. His smaller work 'Oceanside' in particular was amazing, and even his collection of rejected maps, Pulse, I enjoyed. I'll likely be playing his entire back catalogue in the following years. @Lainos and @BeeWen. When I load up a Lainos or BeeWen map, I know im in for a lengthy adventure, lost in some kind of atmospheric world and in for a good time. These two are often together in wads, and I look forward to their maps every time. Azamael. His levels in A.L.T. were absolutely amazing, and I wished he had gotten to do all 32 maps for it. Eternal. I'm not sure if he comes to this forum, but I always greatly enjoy his work. I was really happy when I heard that Revilution got an Eternal map, and a lot of the artwork in the wad is from him as well. Drake O'Brien. With only three very divisive maps to his name, its hard to include him here, but these three maps made a big impact on a younger me and cemented my love of TNT. Back then, I didn't know 'Team TNT' was a thing and assumed Final Doom was id's work (We need to make a custom CREDIT lump for TNT and Plutonia that gives them proper credit!), but these three maps were always my favourites in the 32. Much of my dooming tastes can be traced bake to Drake's maps @Kyka. Cant leave him out, without him taking on an untested newbie to help test out early Devilution, I never would have got the job working on Terraria, and all the life experience that brought. Most of his work is tied up in the Devilution/Revilution/Convilution development hell, so its not too fair for the rest of you, but I always enjoyed his work. A lot of it was 'Drake on Steroids', with grand exploratory maps with huge setpieces, massive adventures that left me exhausted but satisfied upon beating them. I'm curious to see how his style has evolved once we *eventually* get the curse of Devilution and its ilk dispelled. The Casali bros. While they generally stopped mapping after Plutonia, the small amount of maps they did before that generally had a lot of professionalism and always kicked my ass as if I was playing Plutonia. For some reason. They also did almost all the 'hard' maps in TNT too. @pcorf and @Kristian Nebula. Its hard to separate this duo, as they work together very often. Ive played a huge amount of work from both, both ancient and modern, and even the silly jokewads that pcorf probably wants to forget about. Its always a pleasure to play new stuff by them. @t.v. and @Scientist. These two bros have made a ton of stuff I enjoy, and it took me *forever* to realise they were related. Did you know that back when Revilution was in the planning stages, TV was one of the people making concept art ideas of the original final boss for us? If the development never shifted hands, his art might have been in the final release. John Romero. It may be 'cheating' to list him here, but given how much I liked his four unofficial pwads, im rating him as a modern mapper and not as a co-creator of the game. As he is today, his maps are right up my alley, and im looking forward to Sigil II and anything else he makes. Also a shoutout to Scott Harper, Tom Mustaine, Chris Klie and John Anderson. If Scott had replaced Tim Willits, I'd have a perfect Master Levels lineup. EDIT: Also a mention to @Mechadon; I havent played too many of his maps, but the few I have, I love the giant exploration theme they have going for them
  13. Devalaous

    Doom Core Delta (10th Anniversary Edition)

    Way ahead of you there; thats literally what it is set up as in my patch for this Megawad, I didn't want to do it a second time. This time, you go through all the bullshit of Like a Fist and your reward is basically three more Valkiriforce levels. I quite like Stormfall and Anastas' Pledge, so im definitely not going without them! I just wish the other Doom Core levels from Pulse were named, then I could just make a full episode of the cut DC levels. I really enjoy Valkiriforce's work, it hits the classic-style itch like few other mappers do these days, was happy to port this to the Unity port, and to make patches for this and its siblings. (The patch for the trilogy is working perfectly for Woof and Eternity btw, but not for DSDA and PrBoom Plus. Seems the latter have some kind of issue with high map numbers or something, the story texts stop working after Eternally Your's first one, and completing Terrace view on those ports goes to Stormfall for some reason. The syntax in the UMAPINFO is correct, so its the port itself..)
  14. Great. DSDA Doom is not reading my UMAPINFO properly and several ending texts do not function correctly, nor does one game ending. It works perfectly in Woof and Eternity, but not in DSDA or the final version of PrBoom Plus. Aggravating.

     

    All the maps function, its just not reading the intermission stuff past a certain map number

  15. Devalaous

    Doom Core Delta (10th Anniversary Edition)

    UMAPINFO doesn't have all the fields necessary to have it *exactly* like Valk intended, the intermission music will be Reverie's for all three episodes (Who thought 'InterMusic' should be for text screens? That should have been 'InterTextMusic'!) and only the Doom Core Delta episode will have a castcall I believe. But it SHOULD be possible to have all 77 maps across three episodes (Plus Stormfall, Anastas' Pledge and Military Strength added as Map 78 to 80, I have them accessed after Like a Fist). I was originally going to have an EMAPINFO too, but its mostly redundant with devbuilds of Eternity reading UMAPINFO, and I wasn't going to define 80 maps with all the fields *again*. I also fixed the MAPINFO to correctly show the names of the new levels (The Doom Core Delta section still had a few leftovers from Doom Core, causing automap/CWILV mismatches), created episode graphics so that GZDoom and DSDA/Woof doesn't generate ugly graphics on the fly anymore, and replaced most of the Eternally Yours CWILV graphics to reflect Valk's renaming of many of them in that release.
  16. Devalaous

    Doom Core Delta (10th Anniversary Edition)

    All these posts got me to resume the painful work of patching Valk's Doom Core Trilogy, the combination of Doom Core Delta, Reverie and Eternally Yours (with a bonus Terrace View stapled onto the end). Its not easy getting 77 maps all defined in multiple xINFOs. I'd already done the seperate wads, so why not the combined version? Now it will work with Eternity and DSDA/Woof, once im finished anyway.
  17. Devalaous

    Big Half-Life Update

    I also had a 'heh' moment when his name popped up on the tram ride. Did the same when I was playing the PS2 version of Half-Life. Some things never change.
  18. Devalaous

    Big Half-Life Update

    You'd think they would also update the two expansions with this stuff, but alas, no.
  19. Devalaous

    Big Half-Life Update

    No texture filtering, Up-Link, and controller support. Its all I ever wanted *weeps* Well okay, Decay, Blue Shift and Opposing Force all being integrated Quake and Quake II style would be perfection, but this is great as is. Gonna raid his Final Doom CD
  20. I'd love to see an 'Eternal Doom V' that continues on from IV in the same manner that Eternal Doom II and III did.
  21. My good banan, here is a UMAPINFO and as a bonus, a better internal Dehacked that Crispy can use that doesn't cut off the full map names (It also fixes the typo in Fortress of Death, but that one may have been intentional, with how tight the character strings are) and SHOULD also have your custom par times Download here Feel free to edit them however you like if you make them 'official'; im likely going to use this myself for the original RoC someday EDIT: As expected, the soundtrack is great :D EDIT2: Added a DMAPINFO lump incase you guys want it to be playable in the Unity port too
  22. Devalaous

    Source Ports personal deal breakers

    This is why I love that GZDoom has the option to forcibly override the strange community obsession with disabling crouching and jumping as if EVERYONE is going to bunnyhop all over every map, and why I do not add that stuff to my patches, as I believe in letting people play how they want. Sometimes I do wish that in my personal copies I had a mapinfo command to automatically set compatibility though, im forgetful and often end up on a Boom wad with Doom Strict and things break.
  23. @Bubbabyte turns out Sacrifice had the WILV graphics still as PNGs, likely why it crashed on you. Oops! I fixed that. Anyway, heres two more I finished up, im not as good at this as Arsinikk so bugs may exist! No Consolation DX This is a collection of console levels converted to Doom 2, using only Doom 2 textures, with a sprinkling of Doom 2 beta levels to round the mapset out similar to Xaser's Lost Episode. I touched up things here and there, Sewers is 'less shit' now for example, but I haven't really altered too much, to preserve the original feel as much as possible. A real proper community effort to remaster the console levels to truly fit in with the original IWADs would be needed for that, and im not skilled enough to pull that off. Hell to Pay The second Wraith megawad, this should have everything but the CASTCALL sequence intact. I incorporated some fixes from my Hell to Pay patches too. EDIT: Alien Vendetta was also updated yet again, now there is a seperate Black Label, as per the request of the AV devs
  24. Today I successfully polished a turd. Ported Sewers to Doom 2 for a Unity Port episode with the console maps mixed with some beta ones, changed out all the Doom 1 textures to Doom 2 ones, and slightly improved a few spots architecture. Nothing drastic, as that changes the map's identity too much. Its still ugly, but ever so slightly less so :D

    An actual pro would have to remaster it to really have it look like an IWAD level.

  25. Thanks a bunch @Arsinikk, that was the missing clue I needed. Now I can likely port a bunch of problematic things AND debug some earlier unofficial add-ons. I might need to send you the Doom 64 one though, I cannot figure out the Mother Demon sprite issue for the life of me
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