ViolentBeetle Posted November 18, 2022 Do bright red demons utilize lost soul attack for their dashes? I recently tried doing that but they crashed the game. 0 Share this post Link to post
esselfortium Posted November 18, 2022 11 minutes ago, ViolentBeetle said: Do bright red demons utilize lost soul attack for their dashes? I recently tried doing that but they crashed the game. They do. You can check out the full source code for the dehacked patch here, or just the Mauler's code specifically: # Monster: MAULER (replaces PoolBrain) m = mobjinfo[MT_MISC86] m.clear() m.object_name = "Mauler (PoolBrain)" m.doomednum = 3019 m.spawnhealth = 150 m.speed = 10 m.radius = 30 * FRACUNIT m.height = 56 * FRACUNIT m.damage = 2 m.reactiontime = 8 m.painchance = 100 # reduced from 180, though skullfly still gets halted easily m.mass = 400 m.flags = (MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL) m.seesound = sfx_vilsit m.attacksound = sfx_sgtatk m.painsound = sfx_dmpain m.deathsound = sfx_sgtdth m.activesound = sfx_dmact m.update(states.parse(""" Spawn: MAUD A 1 A_FaceTarget #Avoid falling asleep on the job when SkullFly's #hardcoded behavior sends us back to spawn state. MAUD A 1 A_Look Loop See: MAUD AABBCCDD 2 A_Chase Loop Melee: MAUD EF 5 A_FaceTarget MAUD G 5 A_SargAttack Missile: MAUD E 5 A_FaceTarget MAUD F 5 A_SkullAttack MAUD G 5 Goto Missile Pain: MAUD H 2 MAUD H 2 A_Pain Goto See Death: MAUD I 8 MAUD J 8 A_Scream MAUD K 4 MAUD L 4 A_Fall MAUD M 4 MAUD N -1 Stop """)) 3 Share this post Link to post
ViolentBeetle Posted November 18, 2022 24 minutes ago, esselfortium said: They do. You can check out the full source code for the dehacked patch here, or just the Mauler's code specifically: Huh, doesn't seem too different from what I've done. Wonder what I did wrong. Anyway, it doesn't really matter for now, because I was working on MBF21 and so I didn't really need that, plus 60 units wide lost souls tend to infight too much. 0 Share this post Link to post
esselfortium Posted November 18, 2022 14 minutes ago, ViolentBeetle said: Huh, doesn't seem too different from what I've done. Wonder what I did wrong. Anyway, it doesn't really matter for now, because I was working on MBF21 and so I didn't really need that, plus 60 units wide lost souls tend to infight too much. The crash you had may have been going back to Chase state after Missile state, instead of looping Missile (since the lost soul attack is its own special behavior that conflicts with A_Chase, and you can't force the monster to leave that state earlier than it wants to). 0 Share this post Link to post
ViolentBeetle Posted November 18, 2022 21 minutes ago, esselfortium said: The crash you had may have been going back to Chase state after Missile state, instead of looping Missile (since the lost soul attack is its own special behavior that conflicts with A_Chase, and you can't force the monster to leave that state earlier than it wants to). Yeah, that makes sense. 0 Share this post Link to post
esselfortium Posted November 18, 2022 Build 5 is out: Downloab This one fixes a bunch of small issues and also adds some extra clues in the Z1M3 mines. Fix list: Z1M3: Added additional navigation hints to the mines Z1M3: 3D bridge in mines should no longer block projectiles when player leaves through forcefield entrance Z1M3: Flipped lines 7759, 7761, 7763 and 7765 to fix projectile collision Z1M3: Hid lots of extraneous lines visible with computer map Z1M4: Fixed ceiling height bug in maze Z1M6: Fixed missing texture (wrong sector height) on ceiling in power switch room Z1M7: Add switch sound for secret comp near green key Z1M8: Slightly tweaked zombie fight Fixed missing music credit for Z1M7 6 Share this post Link to post
esselfortium Posted November 18, 2022 Probably running out of things to mess with at this point :) 0 Share this post Link to post
Gez Posted November 18, 2022 Hey, @essel, just for wiki purpose, I suppose maps 01, 21, 22, and 23 are yours? 0 Share this post Link to post
esselfortium Posted November 18, 2022 1 hour ago, Gez said: Hey, @essel, just for wiki purpose, I suppose maps 01, 21, 22, and 23 are yours? Yes. (From the 2020 reboot onwards, I was the sole developer working on the project, outside of playtesting and music.) 1 Share this post Link to post
nickxcom Posted November 18, 2022 IcarusLives did a pretty good video about this on Youtube this morning! 4 Share this post Link to post
Gougaru Posted November 18, 2022 6 hours ago, esselfortium said: Looks like it's been merged as of last night, so today's latest build on DRDTeam should work, at least for Windows. Hopefully there'll be a new Mac build soon also. Note that autoloads and other mods can lead to hilarious unexpected breakage (I got a report yesterday of the Hell Warrior shield launching rockets), and enabling any of GZ's sprite upscaling options will break the fullbrights, even in software. The mikoportals aren't a visual effect here, they're used to make the scripted events work. If the first door in Z1M1 opens, the mikoportals are working as intended. Thank you! Thanks again for the playthroughs, I'm glad you enjoyed it! Looks like I missed the 4.9 update in gz. Might have been the issue 0 Share this post Link to post
Simon Novak Posted November 19, 2022 Hi guys! I just finished playing through this WAD, and it was great! I did have one problem getting it to run with Chocolate Doom: Attempting to run the game would cause a "R_InstallSpriteLimp: Bad frame characters in lump 5689" error to pop up, and it didn't matter what order I would load the WADs in. I am using the latest version of Chocolate Doom, 3.0.1. What am I doing wrong? 0 Share this post Link to post
TasAcri Posted November 19, 2022 (edited) I also got an error with the latest build and chocolate DOOM, i just replaced the files like i did before but this time i got an error. Think it was the same one but can't be sure, i deleted the whole setup anyway since i prefer playing this in Woof anyway. In Woof, i'm also getting this weird texture warping in map 3 with the latest build, though i haven't explored other maps. Is it maybe because i use a save i did with an older build? Edited November 19, 2022 by TasAcri 0 Share this post Link to post
Edward850 Posted November 19, 2022 16 minutes ago, S.I.M.O.N. said: Hi guys! I just finished playing through this WAD, and it was great! I did have one problem getting it to run with Chocolate Doom: Attempting to run the game would cause a "R_InstallSpriteLimp: Bad frame characters in lump 5689" error to pop up, and it didn't matter what order I would load the WADs in. I am using the latest version of Chocolate Doom, 3.0.1. What am I doing wrong? Don't use merge, load both wad files, and you must explicitly load the dehacked patch (they never autoload from the WAD, that's exclusively a Chex Quest thing in Chocolate.) 1 Share this post Link to post
ducon Posted November 19, 2022 (edited) 16 hours ago, esselfortium said: Build 5 is out: Downloab Z1M8: Slightly tweaked zombie fight Is it possible to kill them all definitively? 0 Share this post Link to post
esselfortium Posted November 19, 2022 6 minutes ago, ducon said: Is it possible to kill them all definitely? Yes, there's a limited number of times they can come back. If you start blasting them with the rocket launcher as soon as they start spawning in, there typically shouldn't be too many stragglers. 1 Share this post Link to post
esselfortium Posted November 19, 2022 3 hours ago, TasAcri said: I also got an error with the latest build and chocolate DOOM, i just replaced the files like i did before but this time i got an error. Think it was the same one but can't be sure, i deleted the whole setup anyway since i prefer playing this in Woof anyway. In Woof, i'm also getting this weird texture warping in map 3 with the latest build, though i haven't explored other maps. Is it maybe because i use a save i did with an older build? Yes. 0 Share this post Link to post
NightFright Posted November 19, 2022 You guys really shouldn't update your wad while playing it. Either stick to the version you have or start over with the new one. You can always warp to the last level you played. Better than risking issues. 6 Share this post Link to post
TasAcri Posted November 19, 2022 1 hour ago, NightFright said: You guys really shouldn't update your wad while playing it. Either stick to the version you have or start over with the new one. You can always warp to the last level you played. Better than risking issues. Yeah. But i always like to keep a save at the end/completion of a map instead of it's start. 0 Share this post Link to post
mikeday Posted November 19, 2022 Can you elaborate on the -file vs -merge thing? What problem will arise if you use -merge? Usually -merge *is* what you want when loading WADs with Chocolate. Crispy automatically merges any WADs passed via the -file option. I didn’t notice any obvious issues with this but I’m only halfway through. 0 Share this post Link to post
esselfortium Posted November 19, 2022 13 minutes ago, mikeday said: Can you elaborate on the -file vs -merge thing? What problem will arise if you use -merge? Usually -merge *is* what you want when loading WADs with Chocolate. Crispy automatically merges any WADs passed via the -file option. I didn’t notice any obvious issues with this but I’m only halfway through. KDiKDiZD is set up to not require any merging to work with vanilla or choco. If you use -merge in Chocolate Doom, you may run into the vanilla lump limit or other unexpected behavior. 1 Share this post Link to post
Redead-ITA Posted November 19, 2022 i have a slight curiosity myself, Will the widescreen assets going to be added next build, or it's not possible? 0 Share this post Link to post
esselfortium Posted November 19, 2022 2 minutes ago, Redead-ITA said: i have a slight curiosity myself, Will the widescreen assets going to be added next build, or it's not possible? It'd definitely be nice to add them. What's the correct way to add wide variants for fullscreen graphics while keeping vanilla happy? I've never done it before so I'm not sure. 1 Share this post Link to post
Redead-ITA Posted November 19, 2022 (edited) 10 minutes ago, esselfortium said: What's the correct way to add wide variants for fullscreen graphics while keeping vanilla happy? I've never done it before so I'm not sure. It's actually easier than you think It's mostly just modifying the widescreen assets Offsets(or mostly the X side of it), so that they have the same position as the 4:3 counterparts. it's a similar story with the huds too! Edit: Nevermind then, i discovered choco doom gives a crash when loading it with Widescreen assets, so that might not be happening. Edited November 19, 2022 by Redead-ITA : another sad truth 0 Share this post Link to post
mikeday Posted November 19, 2022 (edited) You have to provide the assets as a separate WAD, as vanilla and Chocolate will choke on graphics wider than 320 pixels. You can either add in an offset as described above, or leave the offset at 0. The former might be more compatible across ports? 1 Share this post Link to post
NightFright Posted November 19, 2022 (edited) A width of 426px is recommended, in accordance with what Doom Unity established. Even though it won't run with that port, I guess. 0 Share this post Link to post
Redead-ITA Posted November 19, 2022 one thing i've also noticed while i was experimenting something, i noticed that there are assets from Doom 1 in this KdiKdi_b.wad, was this left on by mistake or there was a reason? aside from the credits, help, titlepic. 0 Share this post Link to post
esselfortium Posted November 19, 2022 3 minutes ago, Redead-ITA said: one thing i've also noticed while i was experimenting something, i noticed that there are assets from Doom 1 in this KdiKdi_b.wad, was this left on by mistake or there was a reason? aside from the credits, help, titlepic. At one point in time this was an Ultimate Doom project, and I'm paranoid about accidentally breaking something by removing graphics when I'm not 100% sure what gets used where. 0 Share this post Link to post
GooberMan Posted November 19, 2022 (edited) 36 minutes ago, mikeday said: You can either add in an offset as described above, or leave the offset at 0. Neither the Unity port widescreen graphics (including add-ons) nor Nash's Widepix lumps (used by GZDoom and others) change offsets. Leaving at 0 is the way to go. The intention is that the images are meant to be auto-centred on whatever display you're using. Gets a bit weird with the Bunny scroller, in that you have to author your images a certain way. But offset 0 means it'll work everywhere. And yes, separate WAD if you want vanilla compatibility. 3 Share this post Link to post
Redead-ITA Posted November 19, 2022 48 minutes ago, esselfortium said: At one point in time this was an Ultimate Doom project, and I'm paranoid about accidentally breaking something by removing graphics when I'm not 100% sure what gets used where. well i suppose you had a good idea there, because when i tried to remove it, i noticed that the game pallete would break the letters and whatnot. 0 Share this post Link to post