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exl

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About exl

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    Personal Test Dummy

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  1. exl

    WhackEd 4

    Files aved by Whacked mention it in some comments up top ("Created with WhackEd4"), so it might never have been saved by it. That said, some earlier versions had a bug that allowed you to set actions on states that originally had none (for vanilla patches).
  2. exl

    WhackEd 4

    The patch tries to set a codepointer on a state (8) which originally had none. This is not possible in vanilla Dehacked, and Whacked should not be reading the file without warning. I'll fix that for a future release. If you want to set actions on any state you want you will need to create a Boom (or other extended engine type) ".bex" patch.
  3. exl

    WhackEd 4

    Which WAD files (IWADs, PWADs) are you loading and what engine are you creating the patch for?
  4. exl

    WhackEd 4

    Version 1.2.3 of WhackEd 4 is available. The biggest change is that it's moved on to Python 3 and a newer version of the GUI library. This should not be noticeable but new UI issues might appear for some users.Full changelog: Fixed: no longer allow a state's action to be removed in non-extended patches. Thanks to Mechadon. Fixed: Boom configurations now properly refer to the red skullcard pickup string key as REDSKULL instead of REDSKUL. Thanks to EarthQuake. Fixed: a crash on startup if the program settings became empty or corrupted somehow. Default settings will now be loaded if this is the case. Changed: doubled size of sprite previews in the state editor. Changed: updated wxPython to 4.0.6. Changed: updated to Python 3.7. Changed: enabled high DPI support. Changed: reduced size of installed files. Installer, 10 Mb: https://www.teamhellspawn.com/exl/whacked4/files/whacked4-setup-1.2.3.exe Standalone 7zip archive, 9 Mb: https://www.teamhellspawn.com/exl/whacked4/files/whacked4-1.2.3.7z
  5. E4M2 Perfect Hatred and E4M6 Against Thee Wickedly are my jam.
  6. exl

    Verdant Citadel

    Awesome stuff, and good to know that mod compatibility is well enough. Might have to lower that PAR time a bit though... I haven't felt the need to tinker with the map anymore for a while, so that must mean it is about ready to have a final release in a few days.
  7. exl

    Verdant Citadel

    The secrets in the red key room weren't fixed properly yet in test 5, they are now in test 6 (or I'll eat my hair). Changes this hopefully very last time: - Fixed red skullkey room secret triggering (really this time). - Fixed a secret's missing texture. - Redid the key activation scripts so that they use locked scripts, to improve mod compatibility. vercit_test6.zip
  8. exl

    Verdant Citadel

    Thanks for having a go at it Suitepee! I've updated the start post with a link to test 5. The red skull key room pickup triggering is not yet fixed, but the other changes since test 4 are: - Added some more secrets to discover. - Added compatibility for Smooth Doom's replaced skullkey actors. - Tweaked sound and music volumes some more. - An attempt to fix color grading shader issues some people have. - Added a way back up after the final elevator down. - Tweaked health & ammo ever so slightly more. - Adjusted the cave level exit to be less abrupt. Hopefully this will be the last test and this can finally be done.
  9. exl

    Verdant Citadel

    Thanks for the armor issue, it shows that after working on something for so long it becomes hard to see obvious things like that. The 2 tracks are "City of Ruins" and "Titan" by KhydroDjent. Though the version of Titan I used actually comes from his Newgrounds audio listing where he is known as OceanPlanet.
  10. exl

    Verdant Citadel

    Thanks much for the feedback! I have to watch through and note down the things I see in the demo and the stream, and other things mentioned. That'll be a fair list of feedback to process. I do get the feeling there might be a slight lack of ammo in some places and that the difficulty could be marginally higher, but I might leave the difficulty as is. Looks like Smooth Doom redefines the skull keys and my script relies on detecting them by their actor name through the inventory. I'll add compatbility for Smooth Doom as it seems to be a popular mod, but other mods that redefine key actors will have the same issue. Out of curiosity, what does it actually look like? Like this by any chance?
  11. exl

    Verdant Citadel

    I updated the first post with another test build of the map, with the lift problem among the fixed issues. Unfortunately I have not been able to figure out why that is happening to you. The menu item should be visible in the latest test build but if it not, you can input r_colorgrading 0 in the console to disable it from there. Looking at the picture again it looks like maybe something is modifying pixels at the edges between two colors, like some sort of sharpening filter. Is there any mod or third party software running that could cause this?
  12. exl

    Verdant Citadel

    Some monsters have been added to the lift section but in my carelessness I forgot to test those changes. It is as Gez said, they don't have the proper tid set for the lift to know that it can continue. I'll fix that later today when I have time.
  13. exl

    Verdant Citadel

    Good point. I've removed the remaining thing secrets and used nearby or containing sectors instead. I considered the actor solution, but I'd rather not introduce new actors at this point in the map's life. Well spotted! I went with solution 3 and adjusted both the railinga s well as the decorative thing height. The barrels also allowed the player to step over it, so the railing had to be raised 8 units. By the time I noticed this the map was already pretty much done architecturally. I tried remedying it but the only thing that helps is blocking off the majority of the view at the start of the map with solid architecture like a tower. Since it's only the start of the map that's the worst I've decided to leave it as-is, unless someone has a good idea about how to improve performance without getting rid of the vista.
  14. exl

    Verdant Citadel

    There are a few things marked as secret. 2 are in the large circular room with the red key (look for inconsistencies), one is in the river near the bridge.
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