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dew

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Everything posted by dew

  1. As much as I agree with Facebook being one of the worst facilitators of anti-democratic and fascist tendencies in the current world, there is no way the current outage is a conspiracy/attempt to divert attention. FB is bleeding their wallet and their reputation here. They're looking like utter clowns - they'd be far better off with just looking like evil manipulators, heh. It is more than probable that this is an incredible fuckup stemming from incompetence, negligence, bad production pipeline and attitude of, cough cough, MOVE FAST AND BREAK THINGS! Reality is worse than any conspiracy theorist can imagine: there is no hidden hand that steers the evils of our day and age. Those ultra-rich techbros are flying by the seat of their pants and when they trip over their own irresponsibility and cutting corners, it becomes a spectacular shitshow.
  2. dew

    Cacowards 2021 Mentionation Thread

    This is a solid mentionation, but don't be surprised if it doesn't translate into an award this year, or this five-year plan, heh. 4shock is one of the most prominent members of the current speedrunning community, so why print the book with only half the chapters written. To not quote a famous someone, he does not belong in a museum!
  3. dew

    Galaxia: killing the spiders

    Since this thread was mentioned after another max on the map, I guess I can add my 2 cents. I'm fairly certain the author does not expect you to kill the masterminds, as that would go against the plot of the original 1980's comics. So I guess from both the practical and lore standpoint it's safe to ignore the spiders. Or make a patch version that adds afrits...
  4. Ah, careful there, I'm sorry if I led you to believe this should be disallowed globally. Vanilla does allow recording on episodes >= 5 and creates legit demos. The exception is SIGIL, which provides a separate file that avoids aforementioned issues by moving the episode and using internal dehacked, however this is not the case for the other prominent example - DtWiD: The Lost Episodes, which features e5 and e6. As Xaser mentioned, nothing is stopping another mapper from putting their mapset in e5, so I suggest crispy and dsda-doom implement a common strategy how to handle this issue - and it should probably treat the boss behaviour (that unfortunate switch/case) rather than recording itself. Sorry for the confusion.
  5. Fun mapset. Well paced despite the lower difficulty, it manages to flow well from setpiece to setpiece. And it posesses a really strong sense of place and thick atmosphere. I'd say the second phase of the boss fight is a letdown though, since it's just more of the same stop&go circlestrafing. Have you considered embracing the power of the gimmick, maybe invul the cyb and only let him damage, I dunno, via the crystals? Oh and a small technical report. In map03, just before the glass tunnel, this spot has a rather buggy 3d floor. It is fairly easy to accidentally drop through it, into the central room. Played on gz4.6.1.
  6. And I'm sorry for snapping, if there's a reasonable consensus re: umapinfo defaults that makes more sense than what the vanilla code does in the switch case, that'd be grand. I don't think there are very many wads to consider, right? DTWID:LE and SIGIL? Both your deh and umapinfo fixes can be useful, so don't let my harsh tone discourage you. The umapinfo fix might certainly help casual players who want to play e5 on dsda-doom, at least until the default behaviour for the boss action is resolved one way or the other. I suggest posting it in the relevant SIGIL thread. The deh file can then be useful for people who simply insist on recording with something like that new choco++ port, however it must be ensured that playback is compatible with the internal bex, as pr+ ports will prefer it over an external file (afaik) and forcing unnecessary files on people who shouldn't need them (pr+/dsda users) is bad praxis anyway.
  7. No, it absolutely does not mean SIGIL needs an addon/patch, because it already has one. SIGIL already ships with SIGIL_COMPAT that was designed for use in primitive ports such as pr+ and crispy, said boss behaviour being one of the primary reasons. You are specifically instructed to do so by the textfile. Also you are specifically instructed to use _COMPAT for recording demos. Furthermore, those decisions were made before UMAPINFO was even fully designed, the UMAPINFO lump was a very late addition just before release, so whatever port development happened post-hoc has little to do with Romero or the rest of the team. It's nice that these ports are trying to make e5 work, but that was made primarily for Zdoom and other truly unrestricted ports and does not limit itself with undefined behavioral quirks of pr+. As far as I'm concerned, playing e5 in dsda-doom is unsupported and on your own risk.
  8. dew

    notransl.deh

    Reducing pain palette should definitely not be used, but there are a couple of instances on the archive that made it through one way or another. They should be marked with an info label and no new ones should be uploaded the same way, however if they're not some superhuman feats they can probably be grandfathered in, similarly to the old cl9 maxes on scythe map26.
  9. It's been discussed, but Kim's passing puts AV out of reach. Bethesda's legal would have to sort things out with his estate, which probably means his closest family, but that quickly becomes a thorny, uncomfortable issue, so they're likely to avoid such options.
  10. dew

    DSDhacked [unlimited everything]

    I don't understand how the boom environment/pr+ with its backward compatability remains the same if dehacked is jettisoned in favour of an expansive decorate implementation. How many pieces of zdoom can you fix the Ship of Prboom with until it's just zdoom again?
  11. dew

    DSDhacked [unlimited everything]

    Well, what's stopping you from mapping in Zdoom then?
  12. I hope the final map is situated in the heart of hell, Grantham.
  13. dew

    Beat 1000 Table Fillers Month

    rjumpq map01 uv-speed in 9.97 map03 uv-speed in 9.65 map04 uv-speed in 16.77 2021-09-16_012448_rjumpq.map03.965.zip 2021-09-16_015015_rjumpq.map04.1677.zip 2021-09-16_034126_rjumpq.map01.997.zip
  14. I finally got freed up so I finished e3. It may not be as persistently strong as e2 perhaps, but it was still a strong, fun episode with great highlights. I got some minor reports for ya again! In map21 I think the cyb should descend lower so player isn't motivated to ssg him to death from this spot - it's just moments before the telefrag, so it's an entirely pointless exercise, but player can be like "but what if...", not knowing it's a done deal. In map22 there's a tiny texture bleed in sector 91, yes it's the tiniest and most hidden bug ever. I'd also say mark that one linedef secret as the rest, it sort of gives away the upcoming ambush. In map24 similarly mark secret the monster teleport lines (also the ones in the north corner of the map), they look goofy on the automap, since the player can't use them. Also check this scene, this may not be worth fixing, but @Moustachio, keep in mind for the next time that this sort of detail makes the floor bumpy in non-zdoom ports. The final cyb fight means circlestrafing around the room and while zdoom handles this easily with its increased floor grip/air control, regular doom shows a lot of vertical shaking. Plus sliding down the floors actually impedes movement a little due to the iceskating effect of momentum. Less is better when it comes to floor detail on boom and below! In map25 I really liked the key arena fights, that was well composed and somewhere between skillsaw and sunlust difficulty-wise, heh. I have a stylistic recommendation for @Lunch Lunch though, the map could use an automap cleanup pass. Some mappers are entirely fetishistic about visually pleasing automaps, hiding away unnecessary sector detail and such, but in your case it'd be enough to hide unwanted "active" lines by marking them secret. Generally you only want to show doors and lifts and other truly active lines, but you're giving away the ambush closets as well. It also made me aware of the invul secret straight away, though I wasn't objecting to that, heh. It's not very productive work and in a speedmap it could be wasted time, but since you guys are doing a bugfix pass, I thought I'd bring it up. I dig the concept of map26, that was pretty inventive and suspenseful. However I thought the optional spider fight went on for a bit too long for "just the plasma". Particularly since I only found it after getting to full stack, heh. In map27 the two barons released by linedef tag 39 (after reaching RK) are utterly, utterly inefficient. I didn't even notice them since I was on the way out of the building anyway. One of them managed to join the fight after my return from the YK area, but the other one followed me "east and south", which meant he got stuck forever in sector 789 below the RK staircase. Honestly? Just port them outside. In map29 it is possible to sr50-jump to sector 77 and reach the YK arena early. It also means you can escape the safety lines and drop into the void, ruining the effect of the ships. It is a fun little speedrun shortcut if left in, tho it probably needs its own void safeties. Also it means you get to watch the HOMs on the revenant pop-up, so it'd require more activation lines for them on the edge of the arena. And the sector itself is corrosive, hah. Cheers, folks!
  15. Here's an idea for @Shawny again, regarding map21. The map is a fun romp and the main sinking arena is well done, an entertaining fight indeed, however I utterly hated the four corpse decorations in the corners, things 9, 54, 97 and 98. They look good and complement the visual, however they protrude into the gameplay area and very much block you when you try to make daring escapes around incoming monsters, heh. It is extremely frustrating to die, because you got caught by a shiskebob thing just when you thought you outmanuevered a bunch of revenants. I'd say don't remove them - since this is boom, you can afford to just create wall inlets and move the decorations inside of them, so that they don't protrude anymore.
  16. Up to map19, it's fun to see the set maintain its quality. I haven't really encountered a bum map yet in the whole of e3/e4. Tho again I'm coming with a nag, this time for @LordEntr0py. 6 monsters won't teleport in from the closets in map19. Check things 429-434, the intended trio of imps is copypasted over each other.
  17. dew

    DBP39: Carnage Oasis

    I wonder if anyone tested map07 though. One can fall into the mancubus pit, sector 535, because one can approach it via the two lifts path without triggering the raise and the manco happily ports out. One can also trivially jump across into the decorative outskirts, browsing the untreated edge of the map. Furthermore, it is possible to get stuck there entirely because of wedging oneself into a narrowing pathway.
  18. dew

    REKKR - V1.16

    Might be useful to get input from Scuba Steve, since he did just that for AD2, heh.
  19. dew

    DBP38: Chronicles of Ghost Town

    Ha, an unlikely statement. I doubt any of these people tested map13 at all. From pistol start it is absurdly difficult at first, particularly ammo balance is out of whack in the face of so many close combat ambushes, a huge outlier compared to the other maps. Then it settles down into a solid groove and becomes one of the more interesting maps of the set, but it's obvious the author worked in a rush and with zdoom in mind. The map shows 9 secrets, but it's actually just 5, because one secret is split in 3 and another one in 2. The fountain chaingunners in the cybie yard are too large for their alotted space and therefore are stuck in non-zdoom ports. The entire outro section doesn't feel like a cinematic outro but an unfinished, unpopulated area. The secret in the RK room is one-time only, because once the platform rises, it cannot be reached again. But most importantly the door in that secret, linedef 2410, is a switch door with tag 0. That means it opens to a glorious wall of HOM, but also "opens" every other tag 0 sector in the map, completely and utterly breaking it in the process. At least on complevel 2 this mapset claims to be targetting, -1 with a zdoom-compatibility setting will probably work.
  20. I'm playing through the wad right now - independent of the DWMC, I'm crunching at a much higher pace, that's also why I'm writing here. I wasn't enamored by the first two episodes. The difficulty curve starts perhaps too low, or perhaps too restrained. There was a lot of SG/CG workout, be it bening against imps and pinkies, or uncomfortable against revs. As a result I felt like there was too much "basic grind". I wasn't much of a fan of the visuals either, there's a lot of wall detail in narrow corridors and stuff snags a lot, which isn't optimal when trying to swerve from an approaching homing rev missile. However I have to say that starting with map11 things improve with a leap. I'm past map16 now and I can say that stepping on the difficulty pedal has helped a lot. I'm digging the move to more massive, deadlier fights, be it setpiece by setpiece or larger arena chaos. It goes hand in hand with the design - the need to accomodate all the monsters and let them fight effectively means roomier architecture and it makes a lot of difference in enjoyment when I don't need to fight walls as well. I hope this pace/quality stays up. I'll see if I can produce some map-by-map feedback when I'm done so Shawny doesn't feel too bad about a lack of words. Speaking of, Shawny, I do have a complaint for your future consideration. Those carousel teleclosets have some issues. Namely, they aren't 100% reliable when used for woken-up monsters. Those tiny corner cutouts should probably be conveyors as well, because a small enough monster such an imp can just get stuck in them. Depending on the position of the carousel to the map itself, the monster will have a preferred direction (towards the player) and will walk against the conveyor's orientation, getting pushed back into the cutout and not having an opportunity to change direction (because it didn't run into anything to make the AI reconsider). This happened in both map14 and map32 to me:
  21. I don't think trusting a rarely used, long-abandoned nodebuilder is the correct course of action anyway. I'd say maybe pavera could give it a try with one of the economical modes of zokumbsp to lower the blockmap size a little and see how that goes, since map09 is only a tiny bit in excess over the limit, but otherwise I'd say this is thin ice and may cause even more unexpected issues. @OpenRift you could try it yourself, I'm going to repost Xaser's (that's who I saw post it) zokumbsp config for DBX/UDB using the subset compression. Test whether such a node build helps with the ports you're using. zokumbsp_subset.zip
  22. If all PWADs are canon then Aeons of Death is canon and Doomguy carries enough weapons to generate his own substantial gravitational pull.
  23. dew

    Let's discuss the term boomer shooters....

    Lol this is such an arbitrary bullshit game theory. It completely falls apart when the "10th" gen consoles come out far sooner than a new population cohort even materializes and it completely ignores that FPS was not a console phenomenon at least until Xbox and Halo. Stupid reductionist fantasy.
  24. dew

    Beat 1000 Table Fillers Month

    dbp08 map05 uv pacifist in 0:02:97 That's right. The bare minimum necessary. Cheers, Grazza. dbp8p297.zip
  25. dew

    REKKR - V1.16

    I feel obliged to remind you that the REKKR site places the copyright to 1996, so this creates an uncomfortable split in the lore.
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