esselfortium Posted November 24, 2010 Hitherto said:How else should look a sand under the midday african sun? I see a notable difference. 0 Share this post Link to post
Hitherto Posted November 24, 2010 http://film.arjlover.net/ap/beloe.solnce.pustyni.avi/beloe.solnce.pustyni.avi.image3.jpg 0 Share this post Link to post
4mer Posted November 24, 2010 Great job. I did some testing today with EPIC2_B2.WAD: MAP04 Sector 117 has unecessary tag (14) MAP08 Missing texture on line 729 MAP13 2 secrets right next to each other sectors 85 and 86 MAP14 Sectors 274, 279 have unecessary tags MAP16 No sector has tag 38 (monster teleport) MAP18 Line 196 is marked with an action but no sector with tag 47 MAP19 Missing texture on line 2348 MAP20 Lines 1920, 1923, 1924 have WR open door (49), no sector with tag 49 MAP31 Sector 236 has unecessary tag (19) Approx 90 flats not used, approx 200 textures not used. 0 Share this post Link to post
Gez Posted November 24, 2010 Daggerfall music! Don't forget to credit Eric Heberling for it. 0 Share this post Link to post
entryway Posted November 24, 2010 4mer said:I did some testing today with EPIC2_B2.WAD: Very nice job. Thank you very much. Will upload B3 soon. Gez said:Daggerfall music! Don't forget to credit Eric Heberling for it. Do you mean map28? http://prboom-plus.sourceforge.net/clip/2010-11-25_0.46.28.png"The unbegotten dreams" by BUHS©2001 0 Share this post Link to post
Gez Posted November 24, 2010 entryway said:Do you mean map28? http://prboom-plus.sourceforge.net/clip/2010-11-25_0.46.28.png MAP01, actually. I just started playing it and didn't listen to all songs yet. If you look at the midis here (converted from Daggerfall's HMI format to SMF), D_RUNNIN is dag_11. MAP28 uses D_TENSE, right? That track is definitely not from Daggerfall. 0 Share this post Link to post
myk Posted November 24, 2010 Hitherto said: What picture is look better? Neither is perfect, but water has the quality of taking colors from the surroundings. While the flat from DOOM is of better quality, the one in the first shot has a much better coloration for the picture due to the sky tones. The first one just needs a new waterfall texture to go with the new water flat. 0 Share this post Link to post
Xtroose Posted November 24, 2010 I have not played it much yet, but I liked it so far. The levels have a really nice atmosphere, but sadly the water texture significantly ruins it. I made some different water textures for comparison: Brightened Doom FWATER and Plutonia's WFALL: Unmodified Scythe 2 water flat: Modified Scythe 2 water flat: 0 Share this post Link to post
myk Posted November 24, 2010 Xtroose said: Brightened Doom FWATER and Plutonia's WFALL: That's proper. 0 Share this post Link to post
Graf Zahl Posted November 24, 2010 Just did some playing. Overall it looks very good - with the exception of that inexplicably hideous water flat. That thing looks so amateurishly bad in action that it brings the whole thing down a notch - so I can only strongly advise to change it. And solely for laughs I was checking out the main menu with other ports. What had me almost rolling, was that Remood's pitiful standard font menu gets totally broken by the tall M_DOOM patch. And that menu was supposedly implemented to 'prevent PWADs from breaking it' EPIC fail, I'd say... (not for this WAD but for the menu, of course! :D) (At least the other ports which alter the menu layout only looked bad but still worked...) 0 Share this post Link to post
Mechadon Posted November 24, 2010 I agree with myk; the brightened Doom water flat looks pretty good. Well, all three are better than what's currently being used at least :P 0 Share this post Link to post
General Rainbow Bacon Posted November 24, 2010 I like the modified Scythe 2 water the best myself. It has the best design overall IMO. 0 Share this post Link to post
Torn Posted November 24, 2010 please change the sand flat because small piggies do suicide because of it Edit: maybe use the sand flat from Powerslave / Exhumed You can see it here It is the one shown in the screenshot. 0 Share this post Link to post
esselfortium Posted November 24, 2010 DoomHero85 said:I like the modified Scythe 2 water the best myself. It has the best design overall IMO. I like it, but not so much in this setting. While the Doom palette's blues inevitably make the bright water look like 2000 Flushes, I think the brightened Doom water as seen in Xtroose's first shot fits the color scheme of the scene the best, of the available options. Agreed with Torn about the sand, though. Something tan with a few soft waves and lumps with just a bit of noise to give it texture would look far more convincing and appropriate, I think. This looks more like dayglo carpet. 0 Share this post Link to post
General Rainbow Bacon Posted November 24, 2010 I guess what I like about the modified scythe 2 water is the different light levels of blue, seems more natural to me. I like the powerslave sand texture too. 0 Share this post Link to post
entryway Posted November 24, 2010 Release candidat: http://prboom-plus.sourceforge.net/epic2beta3.zip 1. bug report by 4mer (except MAP13) 2. Added EPIC2.TXT (not finished probably) 3. Added endgame text (after map30) 4. Some smaaall improvements on different maps 0 Share this post Link to post
Csonicgo Posted November 25, 2010 .. Seriously, I hope the water is fixed in the final release :( 0 Share this post Link to post
entryway Posted November 25, 2010 The water should flow. All doom/scythe/plutonia water textures you suggested are unsuitable. Post better animated water with flow here. Or at least post ready-for-using pwad with water you like for quick comparison. 0 Share this post Link to post
Gez Posted November 25, 2010 I've quickly listened through all the midi lumps from the credited wads, none of them use the track that's used for MAP01 in Epic 2, therefore it is entirely uncredited. As I said, it's from Daggerfall and composed by Eric Heberling. 0 Share this post Link to post
JadedLexi Posted November 25, 2010 Are you seriously trying to force us to make a wad to replace that water texture? :| 0 Share this post Link to post
Csonicgo Posted November 25, 2010 entryway said:The water should flow. All doom/scythe/plutonia water textures you suggested are unsuitable. Post better animated water with flow here. Everyone has been talking about the water flat since the start. It seems now that instead of changing what people have said for many posts is a design issue, you have shot down every suggestion.. why even post this, knowing you would get feedback on that, if you're simply going to dismiss everything? BlazingPhoenix said:Are you seriously trying to force us to make a wad to replace that water texture? :| If it comes to that, then ... yes. 0 Share this post Link to post
myk Posted November 25, 2010 entryway said: The water should flow. All doom/scythe/plutonia water textures you suggested are unsuitable. Post better animated water with flow here. If Eternal does end up using that water flat, at least he should change the waterfall, as it's too dark in comparison. People like me who use low res and software mode are the least affected by the simpler water texture, but for those using higher screen res and especially hi res resources, the contrast is pretty extreme. The DOOM water flat does flow, in any case. In Entryway it's flowing from the wall to the grassy area when looking out at the mid-point of the surrounding wall, for example. 0 Share this post Link to post
Grazza Posted November 25, 2010 I like the water texture in this wad. If you need a specific reason, then it does actually look like flowing water (note that this doesn't show up in screenshots). Frankly, I never realized that Doom's water texture was even meant to be water until I used some old version of jDoom and it made an odd splashing sound when I walked on map02's animated blue carpet stuff. :p 0 Share this post Link to post
Csonicgo Posted November 25, 2010 I am not a fan of the sounds. they are inconsistent. having a deep evil growl sound along with the stock zombie growls sounds cheap and 1995. the stone moving sounds are ok, though. 0 Share this post Link to post
Hitherto Posted November 25, 2010 myk said:People like me who use low res and software mode are the least affected by the simpler water texture, but for those using higher screen res and especially hi res resources, the contrast is pretty extreme. Probably. In addition, I suppose that LCD panels also may make difference in perception of sharpness. Eternal, entryway and I are still using the CRTs. 0 Share this post Link to post
Csonicgo Posted November 25, 2010 Hitherto said:Probably. In addition, I suppose that LCD panels also may make difference in perception of sharpness. Eternal, entryway and I are still using the CRTs. How? I found doom in the day on my CRT just as blocky as it is now on my LCD. that being said, this water texture doesn't look good in huge areas, not jsut that start area. it looks like paint to me. :( 0 Share this post Link to post
Hitherto Posted November 25, 2010 hawkwind said:To fix change the floor height of sector 191 to -64. ?? already in beta3. for me this mechanism now works properly in doom, boom and zdoom. 0 Share this post Link to post