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RjY

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  1. RjY

    Searching for a certain (old) version

    It turns out wad-archive knows about your file and also lists it having come from (what I'm guessing is) a backup of the old best-ever wad directory. In there I see several freedoom versions and edits; the file named simply "freedoom.wad" (in the middle) is the one you posted. Perhaps one of the others is the one you are looking for, on the assumption that both came from the same place. 2/16/2015 11:51 AM 18880132 freedm-v9.wad 3/19/2015 11:43 AM 18880132 freedm.wad 2/16/2015 11:41 AM 2353427 freedm_maps.wad 7/28/2013 4:53 PM 510254 freedmedits.pk3 10/9/2012 11:28 PM 28144744 freedoom-iwad-0.8-beta1.wad 2/1/2016 12:13 AM 23079161 freedoom-maps_0.10.1.wad 2/17/2015 1:43 PM 24019361 freedoom-maps_0.9.wad 4/9/2016 9:03 PM 30426086 freedoom.wad 1/17/2014 3:45 PM 17473060 freedoom1.wad 3/1/2015 2:19 PM 30488764 freedoom2-080215.wad 1/22/2016 12:13 AM 29182140 freedoom2.wad 10/20/2012 12:20 AM 12757686 freedoom_maps.wad 6/23/2013 3:17 PM 5891157 freedoomcustom.wad
  2. Good effort. Too small to stand alone though—needs to be the start of a mini-episode :). (Even the exit looks designed to be copied into another map, with the player starting on the other side of the now-opened exitdoor wall!) One hanging body needs to be changed to a non-blocking type (thing 94). Sector 88 isn't really big enough for two imps. One can prevent the other from being able to move, which (due to the way Doom's monster code works) also prevents it from being able to attack (except in nightmare/-fast). Suggest making the sector a little bigger if possible. Slow first attempt, finishes in 5:51. Wallhumper's delight. If you watch this, speed it up a lot.
  3. Call it a culture clash? Most people in the Doom modding community have no problem with redistributing modified IWAD graphics. However I can easily see how duplicating a majority of the proprietarily licensed doom2.wad would bother people who care about copyright as much as you have to when you package software for Debian :). (Apologies to Fabian if this misrepresents his position)
  4. Are you sure it's fixed in v1.9? It still shows up in source ports, here it is in prboom+: Which v1.9 exe? Registered/ultimate/final? (I believe the source release is based on final doom because it has the teleporter z-height bug)
  5. RjY

    Things about Doom you just found out

    Still to this day I habitually wait for the lift to return, in order to press the inner switch that lowers it permanently, even though the secret is now empty and there is no reason to return to it. FWIW the plasma gun lift is also single-use. But the player is unlikely to notice, as it is much less likely to miss picking it up before the lift returns. Both have a similar setup: first a single-use down-wait-up-stay lift trigger for time-limited access, but with success also granting access to a second switch that permanently leaves the holding sector lowered and available. Presumably these were added for multiplayer benefit. The differences are of course that the soulsphere lift is a walk trigger while the plasma gun is a switch, and also that the plasma gun can still be acquired even with missing the lift, because its lower-to-lowest switch can be pressed from the floor below. (I'm sure every reader has known all this for years, but for the sake of completeness...)
  6. Likely an intercepts overflow a.k.a. all-ghosts bug.
  7. RjY

    [FINAL RELEASE] Eviternity

    The max demo has comp_zombie=1 so dead players are allowed to trigger map exits. Yours has comp_zombie=0 so exits triggered by dead players are prevented. I recommend you set this option to 1 and never change it. I don't know of any legitimate use for preventing dead players from triggering the map exit. I agree with Grazza's theory that killough meant to prevent zombie player exits, but made a mistake in the implementation.
  8. RjY

    Things about Doom you just found out

    Barrel Science: 7% health in Ultimate Doom, achieved by standing a precise distance from a detonating barrel. One on E1M2 was chosen for ease of pushing flush against a wall so its position when exploding was more predictable.
  9. It seems the secret exit issue I reported is not fixed, was it considered too insignificant to bother with?
  10. RjY

    Recommendations for E1 WADs to play

    If you can find the time, please look at UAC Experiment. A single large map, it is as classically-themed as one would expect of the author who went on to found DTWID, but is also gigantic and sprawling, with multiple solution routes, and 30+ secrets. As the designer of dvii's famously labyrinthine unholy cathedral and ultra-complex space port which justifiably calls itself "vrack4", I think it will appeal to you a great deal.
  11. RjY

    Maps that have two of the same key?

    map13 of Freedoom v0.7 (I think) to v0.10 (was replaced in v0.11) had several keycards of each colour.
  12. RjY

    Things about Doom you just found out

    ORIGWAD's nodes have their bounding boxes inverted top-to-bottom. This is apparently what causes PrBoom to fail to render the far side of the open door (pictured, with flashing_hom set) as exchanging the appropriate pairs of numbers in the nodes lump in a copy of the wad fixed it. Chocolate Doom, it must be said, draws the unmodified map fine. I don't know what changed later on. Also the order of the array of four coordinates which Doom uses to represent a bounding box is "top, bottom, left, right"
  13. E4M2: The back of the sign (line 876) in front of the secret exit switch (line 869) is also marked as a secret exit switch. If you press the switch in the middle, it doesn't change texture or make a noise, because the sign absorbs the key press. As the sign is only a partial occluder, pressing the switch at the extreme left or right ends will still make the sound and change the texture. Nevertheless, please remove the secret exit action from the back of the exit sign, so that the real secret exit switch always sounds and animates as expected.
  14. RjY

    Flotsam - 16 hard boom compatible maps

    map06: There are 90 zero-tagged teleporter lines (types 97 and 126, e.g. line 1336). These have no gameplay effect, but cause the engine to freeze momentarily (for every sector with tag 0, search the entire thinglist for a teleport destination in that sector -- thousands of sectors * thousands of things = millions of loop iterations). Please set the lines' types to zero. The berserk secret mixes single-use and repeatable line actions. The inner door (line 10028) is single use open+stay but the outer activation lines are repeatable open+close. So you get stuck if you enter and let the door close more than once. The inner line should probably be type 1 and no tag. map12: In the north section, falling off the poles (sectors 516,518...534) before reaching the yellow key leaves you stuck in the area below. It seems more like a bug than a game-over from a failed pillar jump over an inescapable death pit, because the pit isn't a guaranteed death; there's plenty of safe floor down there.
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