glenzinho Posted December 12, 2012 pizzabob18 said:The level names and wad title are all songs by indie rock band "Guided By Voices". Heh, I'm looking forward to playing "Game of Pricks." EDIT: "Blatant Doom Trip" has got to crop up somewhere too. EDITEDIT: Man, there are some great Doom related song titles in their catalogue. Great choice guys! 0 Share this post Link to post
Megalyth Posted December 12, 2012 glenzinho said:"Blatant Doom Trip" has got to crop up somewhere too. I'm pretty sure *CENSORED FOR CONTENT* 0 Share this post Link to post
purist Posted December 12, 2012 Yeah, just googled GBV song titles (I've heard of the band but I think I only know Teenage FBI) and there's 1,869 on the database I found. Plenty of titles that could work as map names too, you just picked the wrong ones :-p At least I get the reference now. 0 Share this post Link to post
Tarnsman Posted December 12, 2012 purist said:you just picked the wrong ones Nope. 0 Share this post Link to post
Megalyth Posted December 12, 2012 purist said:you just picked the wrong ones Say what 0 Share this post Link to post
esselfortium Posted December 12, 2012 purist said:you just picked the wrong ones My am confuse. 0 Share this post Link to post
Gez Posted December 12, 2012 glenzinho said:EDIT: "Blatant Doom Trip" has got to crop up somewhere too. Read the text file carefully. There's at least one other GBV song title hidden in the story blurb, too. On an unrelated note, I was browsing through the textures in SLADE 3 and saw DOORBGA and DOORBGB as 128x96 textures filled only by a single 96x96 patch. Isn't that something that crashes vanilla, when a texture has empty columns? 0 Share this post Link to post
esselfortium Posted December 12, 2012 Gez said:On an unrelated note, I was browsing through the textures in SLADE 3 and saw DOORBGA and DOORBGB as 128x96 textures filled only by a single 96x96 patch. Isn't that something that crashes vanilla, when a texture has empty columns? That's a mistake on my part; I originally had the missing space filled in with a neutral color until I redid those textures a couple weeks ago. Fortunately it doesn't seem to be crashing Chocodoom or vanilla, but it is still incorrect and I'll make a note to fix it in a future update. 0 Share this post Link to post
printz Posted December 12, 2012 Gez said:On an unrelated note, I was browsing through the textures in SLADE 3 and saw DOORBGA and DOORBGB as 128x96 textures filled only by a single 96x96 patch. Isn't that something that crashes vanilla, when a texture has empty columns? That used to error Eternity on startup actually (maybe not any more?) 0 Share this post Link to post
Quasar Posted December 12, 2012 printz said:That used to error Eternity on startup actually (maybe not any more?) Not since SoM's new texture system went in. 0 Share this post Link to post
kristus Posted December 12, 2012 esselfortium said:That's a mistake on my part; I originally had the missing space filled in with a neutral color until I redid those textures a couple weeks ago. Fortunately it doesn't seem to be crashing Chocodoom or vanilla, but it is still incorrect and I'll make a note to fix it in a future update. Empty columns will crash Vanilla when it tries to render them. 0 Share this post Link to post
Evolution Posted December 13, 2012 The session has begun. Get in here! Server holds up to 30 spectators on top of 20 players so there's plenty room. US sesh starts at 20:00 EST if you can't make Euro. xx 0 Share this post Link to post
Guest DILDOMASTER666 Posted December 13, 2012 purist said: U.S. Mustard Company For some reason every time I see this I always think "man, this is such a RottKing map name" and then I realize ... yeah 0 Share this post Link to post
RjY Posted December 13, 2012 MAP07 linedef 1249 has special number 9. This must be a typo or something. 0 Share this post Link to post
jute Posted December 13, 2012 Is there any chance of getting the MIDIs for these tracks? I'm assuming they're in MUS format in the wad. And do the tracks have names? Everything I've played so far has been very impressive. I'm looking forward to the next two episodes. 0 Share this post Link to post
TwinBeast Posted December 13, 2012 Just started playing it today. It's pretty impressive stuff, but maybe a bit cramped sometimes. The music was cool, but I had to turn it away, it was too distracting. Maybe I listen to it later when I don't need to concentrate on shooting and dodging stuff. Currently at level 7. 0 Share this post Link to post
Gez Posted December 13, 2012 jute said:Is there any chance of getting the MIDIs for these tracks? I'm assuming they're in MUS format in the wad. And do the tracks have names? They are actually in MIDI format, because people are now aware that vanilla Doom includes Dave Taylor's MIDI2MUS code and will convert MIDI to MUS automatically if needed. The MIDI tracks have names, except for the title screen song. It's all listed in the text file (and in the WADINFO lump):01 Esselfortium - Entering 02 Esselfortium - Phobophobe 03 Stewboy - Drilling By Night 04 Esselfortium - Clonk 05 Jimmy - Atmospheric Pressure 06 Darkhaven - Nanonucleonic Cyborg Summoning 07 Jimmy - Conductor 08 Esselfortium - Waiting 09 Jimmy - Untilted 10 Jimmy - Coal 11 Jimmy - Yaw 12 Jimmy - Liquid Luck 13 Jimmy - Escape Velocity 14 Stewboy - 24 15 Jimmy - Quicksilver 16 Esselfortium - Waiting 17 Esselfortium - Dirt 18 Sirjuddington - Untitled 19 Jimmy - The Cry 20 Jimmy - Heliotrope 21 Esselfortium - Womp 22 Esselfortium - Waiting 23 Jimmy - Within Reach 31 Jimmy - Atomic Stats Screen: Jimmy, Essel, and Xaser - Back to Saturn X Story Screen: Darkhaven - BTSX Intermission 0 Share this post Link to post
esselfortium Posted December 13, 2012 Stewboy apparently at some point stopped trying to name his songs and just numbers them now, hence "24". Sirjuddington couldn't remember the name of his track when I asked, so it's just untitled until further notice. Jimmy's "Untilted", on the other hand, is the real name and not a typo. ;) I'm glad people are generally digging the music. We put a lot of work into it, and I love the soundtrack we came up with. I had hardly done any composing for general MIDI instruments before BTSX, started on a whim, and ended up writing a ton of stuff in the past 6 months because I was having so much fun with it. Well, I say "a ton" by my standards -- Jimmy has me beat by a few hundred thousand songs :P 0 Share this post Link to post
Gez Posted December 13, 2012 I thought 24 was a play on his music pen name of 42. Who did the title screen song? 0 Share this post Link to post
esselfortium Posted December 13, 2012 Jimmy did it. I forgot to list that when I threw together the txt... hopefully for 1.0 there'll be a longer text file with more detailed credits, and authors' comments on the maps and music. 0 Share this post Link to post
Pottus Posted December 13, 2012 Cyber problem Map11 stuck http://imageshack.us/photo/my-images/689/coop20121213185543.png/ Happened on the ZDaemon server 0 Share this post Link to post
TimeOfDeath Posted December 14, 2012 There's no cyber on map11 apparently. Btw, there are some 3d starts in the maps that apparently crash vanilla (even if all difficulty flags are disabled). Myk said you can change it from type 32000 to type 0 and it won't crash. You can still use it as a camera but the thing doesn't follow you. 0 Share this post Link to post
esselfortium Posted December 14, 2012 Pottus said:Cyber problem Map11 stuck http://imageshack.us/photo/my-images/689/coop20121213185543.png/ Happened on the ZDaemon server Lawl. I'm guessing this was with the random respawn stuff that was added for the second runthrough on there? TimeOfDeath said:Btw, there are some 3d starts in the maps that apparently crash vanilla (even if all difficulty flags are disabled). Myk said you can change it from type 32000 to type 0 and it won't crash. You can still use it as a camera but the thing doesn't follow you. Really? CSonicGo did some testing in Doom2.exe and never mentioned this to my knowledge. None of us testing in Chocodoom encountered it either. I'm pretty sure there are un-flagged 3D starts in every map I worked on at all, and probably most of the others. 0 Share this post Link to post
dew Posted December 14, 2012 Pottus said:Cyber problem Map11 stuck 1) open btsx_e1 map11 in your editor of choice 2) look up thing type 16 3) stare at the number 0 for a while 4) go yell at the person who ran the zdaemon session for using stupid random respawn settings instead of bothering us UGHHHHH. like i'm not mad enough from them even running that stupid setting alone. 0 Share this post Link to post
Pottus Posted December 14, 2012 esselfortium said:Lawl. I'm guessing this was with the random respawn stuff that was added for the second runthrough on there? Really? CSonicGo did some testing in Doom2.exe and never mentioned this to my knowledge. None of us testing in Chocodoom encountered it either. I'm pretty sure there are un-flagged 3D starts in every map I worked on at all, and probably most of the others. Maybe so, I have not played ZDaemon since 2009 so I was ignorant of server settings. 0 Share this post Link to post
TimeOfDeath Posted December 14, 2012 esselfortium said:Really? CSonicGo did some testing in Doom2.exe and never mentioned this to my knowledge. None of us testing in Chocodoom encountered it either. I'm pretty sure there are un-flagged 3D starts in every map I worked on at all, and probably most of the others. I don't know from experience, I just remember that discussion with Myk (just in vanilla, not choco). 0 Share this post Link to post
Pottus Posted December 14, 2012 dew said:1) open btsx_e1 map11 in your editor of choice 2) look up thing type 16 3) stare at the number 0 for a while 4) go yell at the person who ran the zdaemon session for using stupid random respawn settings instead of bothering us UGHHHHH. like i'm not mad enough from them even running that stupid setting alone. I never bothered you, you bothered yourself by writing such ignorance. 0 Share this post Link to post