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Doom Corner  "for all Doom related discussion"

User is online   NightFright 

  • The Truth is in here

#3871

Well, it works like: Load your Doom maps first, then the base pk3, then the toploader wad. I made a merged pk3 for private use which makes things easier. Anyway, this won't work with pwads that come with custom textures or sprites like Eviternity. Many vanilla pwads should work just fine without any editing. If you wanna play the original Doom campaigns with this, you would have to extract the map files first.
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User is offline   Player Lin 

#3872

 MusicallyInspired, on 10 October 2020 - 07:06 AM, said:

Why aren't these in a simple downloadable form you can just play?


The mod author already said...

Quote

...For obvious copyright reasons I will not be releasing any official converted maps with any public release of my mod....


Levels in IWADs cannot be modified and/or put for download because of copyright violation.
I don't think it's possible using GZDooM's scripting language(ZScript) to extract IWAD maps on-the-fly.

The only easier way to get IWADs to work is manual extract them with tools like Slade 3, open IWAD file, copy EXMX/MAPXX lumps and export to a new standalone PWAD file then save the PWAD file(without other assets), then load the mod with the standalone PWAD.

EDIT: I seems misread something but still, load vanilla PWADs and no-custom textures WADs should still working as NightFright said, load your DooM/DooM2 PWAD first then mod base pk3 file and toploader should working. It's just tricky to play with official levels.

This post has been edited by Player Lin: 10 October 2020 - 08:13 AM

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User is offline   Phredreeke 

#3873

 Ninety-Six, on 05 October 2020 - 09:00 AM, said:

Doesn't it have a more limited palette too compared to Build games? (well, the trinity, anyway. I don't know how pre-D3D Build compares to D3D and beyond).


Pretty much all DOS FPS used 256 color palettes. Using less wouldn't really present any benefit other than reduce the size of the shade tables
2

User is offline   OpenMaw 

  • Judge Mental

#3874

Between shilling Save The Astronaut and working on Save The Astronaut 2 i'm also working on a six level pack for Doom 2/Zdoom entitled "Six Pack."




This is the first level of the pack. It's called "Computer Processing." It's my best attempt at trying to emulate a Doom 1 E1 style level in Doom 2 without any custom content. I need to fix a few texture bugs and balance it out a bit more.
3

User is offline   Ninety-Six 

#3875

Looks promising! Be sure to tell us when it's done; I'm looking forward to it.
1

User is offline   NNC 

#3876

I was surprised when I actually learnt that many Doom 1 textures aren't present in Doom 2. That means you can't truly make a Doom 1 style level in Doom 2.
0

User is offline   OpenMaw 

  • Judge Mental

#3877

 The Watchtower, on 12 October 2020 - 04:06 AM, said:

I was surprised when I actually learnt that many Doom 1 textures aren't present in Doom 2. That means you can't truly make a Doom 1 style level in Doom 2.


There is a custom wad file out there that brings the Doom 1 texture set into Doom 2, but I really want this to be as close to purely vanilla as possible. Outside of likely breaking the standard limits, that is.


0

User is offline   FistMarine 

#3878

Looks pretty good so far! I'm looking forward to playing the wad Six Pack when it's finished.

Just curious, is it going to be ZDoom only or you intend the wad to be playable in other ports as well? According to the post you recently made, it is meant to be a vanilla/limit-removing wad and if that's really the case, may I suggest to use other source ports like Crispy Doom to test it and ensure it all works properly for a more vanilla experience? I don't want to sound a bit rude here but this is a mistake that many mappers often make (see Lunar Catastrophe for a vanilla style UD megawad that only works in ZDoom based ports), when they only test their wads in ZDoom/GZDoom and it doesn't work properly in the more vanilla ports, which includes doors that don't open, elevators that don't work, etc. I know that ZDoom can be made to look close to vanilla but it's not the same thing to me with all the stuff that ZDoom has changed (which deviates from the vanilla Doom gameplay) and I personally prefer to play only ZDoom wads in ZDoom family ports and with mouselook, jumping and crouching all enabled because many ZDoom wads often require jumping/crouching. Only when I play in the more classic source ports (Chocolate, Crispy, Eternity, PrBoom+), I prefer to use classic controls and the Doom status bar enabled. Just my 2 cents, don't take any of this as an attack, like I said the wad looks excellent so far.

Once again this is meant to be a small suggestion. Hope you will consider the wad playable in other ports as well. If you want, I can help beta testing the wad in other ports. :)
0

User is offline   OpenMaw 

  • Judge Mental

#3879

I'll be testing with several different ports to make sure it has compatibility. Like I said i'm not using any of the higher scripting features or anything like that, and I learned my lesson after my last release "In Hell, I rage" to test, test, test.

It is one feature I wish Doom Builder had, a lock of some kind that kept you within the parameters of the original DOS game so you never had to worry about going over the limits or "breaking" compatibility with more vanilla ports.
1

User is offline   Ninety-Six 

#3880

Does anyone know what's happening with Eternal's DLC? It's supposed to be out in a few days but it's been completely delisted.
0

User is online   NightFright 

  • The Truth is in here

#3881

Good news: That Doom-to-Heretic conversion I mentioned earlier on got an update and now works with iwads. You don't have to extract the maps from doom.wad or doom2.wad any more, just load heretic.wad, then your preferred Doom iwad/pwad and then those conversion files.

Still no Final Doom support, though. Plutonia Heretic would be dope.

This post has been edited by NightFright: 17 October 2020 - 07:48 AM

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User is offline   Player Lin 

#3882

Final DooM IWADs would be needed more extra works since like FreeDooM, has unique textures and won't working well unless doing some special treatments.

It's just too many "cases" to take care when new textures involved, sadly.
0

User is offline   Outtagum 

#3883

 Ninety-Six, on 16 October 2020 - 02:02 PM, said:

Does anyone know what's happening with Eternal's DLC? It's supposed to be out in a few days but it's been completely delisted.


It's still on schedule.

https://twitter.com/...465387395469312

https://slayersclub....e-launch-stream
1

User is offline   Outtagum 

#3884




2

User is offline   OpenMaw 

  • Judge Mental

#3885



Work continues.
4

User is offline   Lunick 

#3886

GZDoom now ships with widescreen friendly graphics https://twitter.com/...512121737801729

Posted Image
5

User is offline   Dzierzan 

#3887

That fire animation on episode 3 screen catches me off guard, but generally it's really cool.
1

#3888

The fire kinda clashes stylistically with the rest of the intermission image in my opinion.

This post has been edited by Doom64hunter: 01 November 2020 - 02:36 AM

0

User is offline   Nash 

#3889

 Doom64hunter, on 01 November 2020 - 02:36 AM, said:

The fire kinda clashes stylistically with the rest of the intermission image in my opinion.


That's fair, I can take a look at improving it. The graphics are an ongoing work. :)

What I was going for here (or tried to, anyway) was that this was a piece of land floating in hell. Partially inspired by the floating hell maps in Doom 2016.

This post has been edited by Nash: 01 November 2020 - 03:13 AM

2

User is online   NightFright 

  • The Truth is in here

#3890

I had been waiting for widescreen support since years and I am glad it's finally in. A lot of effort went into this and it looks really good. Maybe it could have happened a bit earlier so the Unity port wouldn't steal the show, but it's great that Nash kept doing his thing and avoided just copying over assets that had already been provided.

Another important change in GZD 4.5 is the simplified options menu which should help anyone who isn't into fine-tuning. You can still get to the "hidden" tweaks with an extra click, which is just fine for me. This was overdue since GZD really used to spam you with options at first.

This post has been edited by NightFright: 02 November 2020 - 05:37 AM

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User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#3891

 Nash, on 01 November 2020 - 03:10 AM, said:

That's fair, I can take a look at improving it. The graphics are an ongoing work. :)

What I was going for here (or tried to, anyway) was that this was a piece of land floating in hell. Partially inspired by the floating hell maps in Doom 2016.

The Inferno intermission screen doesn't appear to be floating. There's a river of blood, coming from the sky in that episode. You may fill that space with blood, or red fog like the Inferno sky.
0

User is offline   Nash 

#3892

Apologies for the crude sketch as I'm about to head to bed and I quickly scribbled this, but this was what I had in mind when I made it. The landmass you play on (the one in the intermission) is supposed to be some gigantic floating island, one of many. I put in 3 more smaller floating landmasses in the sketch; that's how I'd imagine the view to look like if the camera zoomed out some more. They'd all float above an endless sea of blood and fire.

This probably did not translate as clearly as I'd have hoped to, judging by the responses here so far. It's on my list of improvements to do.

Posted Image

This post has been edited by Nash: 02 November 2020 - 08:09 AM

2

User is offline   MusicallyInspired 

  • The Sarien Encounter

#3893

I like it.
0

User is offline   Malgon 

#3894



Doom midis but all the notes are inverted, which is definitely interesting to hear! :D
1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#3895

I love stuff like that.
0

User is offline   Ninety-Six 

#3896

I'm not even entirely sure what was done. I mean I get the gist of it: when the song goes up, this goes down, and vice versa. That said I'm not sure of the specifics of inverting a midi, like how the new notes are determined and such.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#3897

You select all the notes in a MIDI channel on a Piano Roll and invert their positions within their range of notes (I think most DAWs and sequencers have this function). So say the lowest note was a B2 or something and the highest note was an E6, the invert function would invert them so that the B2 notes would be the E6 and vice versa and everything in between would be inverted relative to that. The same number of notes away on the scale, just upside down. Then you do that for every channel. Some MIDI channel note ranges possibly might have to be moved up or down after inversion a bit to preserve the tonal harmony between other channels...maybe. I've never done it that's just the first caveat that comes to mind when I think about the process and how it works.
2

User is offline   Malgon 

#3898

The download link has been posted for the midis:

https://www.mediafir...verted.zip/file
0

User is offline   jkas789 

#3899

 Malgon, on 06 November 2020 - 07:30 PM, said:



Doom midis but all the notes are inverted, which is definitely interesting to hear! :D


This was so weird. it was like my brain was trying to parse this but it couldn't help but compare it to the original.

What evil black magic have you wrought to this world?
1

#3900

The filenames indicate he used this: https://github.com/S...Hog/MIDIFlipper
1

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