Shepardus Posted November 1, 2023 9 minutes ago, ViolentBeetle said: >>>Link to a version which shouldn't crash anymore<<< MAP28 crashes in this version in dsda-doom 0.26.2 (I haven't updated to 0.27 yet). 0 Share this post Link to post
ViolentBeetle Posted November 1, 2023 8 minutes ago, Shepardus said: MAP28 crashes in this version in dsda-doom 0.26.2 (I haven't updated to 0.27 yet). That's because I am stupid. I fixed the link should be working now. We can probably delete those lumps entirely, I don't know what they are for. But I won't take this responsibility. 1 Share this post Link to post
tom3kb Posted November 1, 2023 2 hours ago, ViolentBeetle said: Works for me. Ok, so its probably my old GZdoom for Win 7 (32bit) making problems ;) Thx for info. 0 Share this post Link to post
ViolentBeetle Posted November 1, 2023 2 minutes ago, tom3kb said: Ok, so its probably my old GZdoom for Win 7 (32bit) making problems ;) Thx for info. It uses MBF21 codepointers, including separate shooting and ammo substraction. At one point gzDoom only partially supported MBF21 but it should be fine now. 0 Share this post Link to post
TheShep Posted November 1, 2023 LoL I was in such a hurry because I wanted to play some on Halloween. I might go back to the fixed version so I can use my lovely DSDA again lol. Some functionality in DSDA is not implemented in Nugget (no secret notification sounds or text, no zoom speed on the automap, the lines on the automap are wonky, the Home key is permabound to bring up the options menu, etc.). Thanks for all the fixes. Might get back to playing within the week. 0 Share this post Link to post
Alaux Posted November 1, 2023 2 hours ago, TheShep said: Some functionality in DSDA is not implemented in Nugget (no secret notification sounds or text, no zoom speed on the automap, the lines on the automap are wonky, the Home key is permabound to bring up the options menu, etc.). Excuse me, I don't want to go off topic but most of that doesn't sound right: Spoiler - You should be able to enable the "Secret Revealed" message (Options -> Messages), which does play a sound; - You should also be able to speed up Automap zooming by holding down the Run key (should be Shift); - What exactly do you mean by Automap lines being wonky? In what resolution?; - You can unbind Home from opening the Setup Options, I did so myself. If you're going to reply, feel free to do so in Nugget's thread so we don't clutter here. 0 Share this post Link to post
Vaeros Posted November 2, 2023 Another update to 1.5.5 Changelog: -Map15 skytransfer's texture glitch fixed. -Texture lumps fixed. -GLnodes junk that causes crashes on DSDA removed. -BFG flash visuals fixed. -Minor visual changes on some maps. It seems everything is working nicely now, all tested on the latest DSDA-doom sourceport. Download in the front page. 5 Share this post Link to post
Vaeros Posted November 3, 2023 New update to 1.5.6 Changelog: -MAP30 renamed to MAP99 due to strange GZdoom's monster telefrag behavior. -Minor MAP25's update. -Mid-textures lumps corrected, hopefully this might be now fixed. Download in the front page. 1 Share this post Link to post
brick Posted November 3, 2023 1 hour ago, Vaeros said: -MAP30 renamed to MAP99 due to strange GZdoom's monster telefrag behavior. I'm guessing you mean the IOS spawner telefragging the monsters or the players if it spawns on top of them? This behaviour isn't hard-coded into GZDoom, it's normally enabled for MAP30 through an internal mapinfo. If you don't want to change the map numbering, you can control it by including a ZMAPINFO lump. Any map that is defined in your ZMAPINFO will by default not have the telefragging behaviour; for the maps where you do want it, you just include AllowMonsterTelefrags as one of the lines for these maps. If you want I can whip one out pretty quickly based on the UMAPINFO you've made, just let me know. 0 Share this post Link to post
TeK (⌐■_■) Posted November 17, 2023 Fucking fantastic megawad you all have put together here, one of the most enjoyable wads I've played this year. A handful of minor bugs/glitches spoilered, mostly graphical. Spoiler Map 5 The death exit here didn't work for me a couple times. First time I used the chainsaw I didn't die, all weapons were taken away and was stuck unable to do anything. Tried the rocket launcher which didn't work one time, but did the next. Also some visual glitches Map 13 If you jump down next to the bar here you can't get out. Map 17 Couldn't find any way out of this secret Map 19 Bunch of visual stuff, all in the big graveyard fight towards the end. Map 34 More visual glitches 1 Share this post Link to post
lunchlunch Posted November 17, 2023 (edited) @TeK (⌐■_■)About Norwitch Lane's secret, you should just be able to walk over the teleporter pad on the left side of your screenshot unless it somehow broke in the two years since I completed it. Edit- Just downloaded the latest version and tested it, I had no issues using the teleporter. Edited November 17, 2023 by lunchlunch 0 Share this post Link to post
TeK (⌐■_■) Posted November 17, 2023 (edited) No, it's definitely not working, this is in the 1.5.6. version. I should mention I played in dsda, I haven't updated it to the latest version maybe that has something to do with this? Spoiler There's a comment earlier in this thread from phase 2 release last year that also seemed to have the same problem Edited November 17, 2023 by TeK (⌐■_■) 0 Share this post Link to post
Firedust Posted December 12, 2023 (edited) In map 5, I can't get these monsters to teleport in: https://prnt.sc/qMgkwSgVMUjR I tried crossing the required linedef multiple times and nothing happens. Map 13 has a softlock. In the house where you get the ssg, if you ride the skullswitch elevator up, walk along the counter, and drop down to where the pumpkinhead portrait is, you will be stuck. Map 14: some key doors are mistagged (e.g. the red card door can actually be opened with a red skull) Map 16: https://prnt.sc/1Si5JZ6KRnpH - there is a random unkillable chaingunner here Map 23: King Boner / Hell Knight / Baron trap doesn't work as intended, because the barons and hks are stuck inside each other. Also, I couldn't for the life of me figure out how to raise the teleporter switch leading to the plasma rifle secret. Playing in GZDoom 4.11.3 Map 99: Archvile crushers are broken, making 100% kills impossible. Edited December 19, 2023 by Firedust 1 Share this post Link to post
Firedust Posted December 19, 2023 All done! Thanks @Vaeros and team for such a phenomenal piece of Doom art. Loved the expanded monster roster and reskinned Hellsing-esque arsenal! That silver caco is most certainly well deserved. You will find the little bugs I encountered during my playthrough in my post above! Looking forward to /vr's next grand Doom undertaking! 2 Share this post Link to post
ChopBlock223 Posted December 19, 2023 (edited) There's an update left to fix some things and implement the completed weapons, but I haven't heard from Vaeros in weeks, and neither has ViolentBeetle I think. If anyone wants to play around with the completed weapons some, here's the GzDoom version which forms their basis (the MBF21 weapons omit and tone down various cosmetic effects this features). Someone made brightmaps for at least some of them, but I'm unsure of if they were complete or where they are. EDIT: Updated link. Glad you had fun. Edited March 9 by ChopBlock223 7 Share this post Link to post
Vaeros Posted January 2 A bit late for me to say this in 2024, it was quite unexpected but I'm very happy to realize that we received a runner-up cacoward. Big kudos to all the contributors of the project and I'm very glad that we could create something great together, You guys really deserve it. As for the next updates, I’m taking a little break because of my responsibilities, but they will come in the future. I still want to make sure that everything is fixed and polished as it should be. Happy new year, wish you all the best. 12 Share this post Link to post
MoiraHeart Posted January 17 Imps in the Walls is one of the finest adventure maps I've played, the mansion's vista, the very fine-tuned navigation and spectacular sector decor make for a jaw-dropping experience. Oh, and the ending is something outta this world. My major gripe with the map is its midi choice, Metallica is a bad fit for careful, spooky exploration. I turned off the music and put CBLOOD2.mid instead and the map's vibe was instantly elevated. So yeah, if you reach map 05, I suggest putting on your preferred ambient track before venturing into the mansion. 0 Share this post Link to post
NightFright Posted January 17 (edited) A spooky ultrawide statusbar materializes out of thin air... admortem_uwide.zip Edited January 17 by NightFright 10 Share this post Link to post
ChopBlock223 Posted January 18 On 1/17/2024 at 8:58 AM, MoiraHeart said: My major gripe with the map is its midi choice, Metallica is a bad fit for careful, spooky exploration. Personally, I find The Call Of Ktulu to be a very moody and atmospheric song, particularly for how it slowly builds over its relatively long runtime. Deep Into The Code was clearly inspired by it, and I always felt it fit extremely well for the more exploratory nature of E2M2, or making your way through the vast and dangerous waste tunnels of Plutonia's MAP28. The way the original Metallica song develops in tempo and intensity can work very well for a large and exploratory Doom level like that I think, it fits the growing stress and peril as time goes on and the combat encounters escalate. 2 Share this post Link to post
Lord Pavis Posted February 26 Hello, I have the same issue than Tek in map17 : unable to exit the circular secret room (the teleporter does nothing). I play with gzdoom v4.11.3 mbf compatibility). 0 Share this post Link to post
ViolentBeetle Posted February 26 2 hours ago, Lord Pavis said: I play with gzdoom v4.11.3 mbf compatibility). MBF compatibility is not MBF21, just so you know. 2 Share this post Link to post
helpneeder76 Posted September 29 On 12/19/2023 at 12:28 PM, ChopBlock223 said: There's an update left to fix some things and implement the completed weapons, but I haven't heard from Vaeros in weeks, and neither has ViolentBeetle I think. If anyone wants to play around with the completed weapons some, here's the GzDoom version which forms their basis (the MBF21 weapons omit and tone down various cosmetic effects this features). Someone made brightmaps for at least some of them, but I'm unsure of if they were complete or where they are. EDIT: Updated link. Glad you had fun. Just trying to understand: is Ad Mortem still not finalized because of a pending update, or is the omfxd3.wad sufficient to bring it to its final state? 0 Share this post Link to post
ChopBlock223 Posted October 4 I couldn't say for sure, I think Vaeros had some things in mind to finalize it. The weapons weren't fully implemented yet to my knowledge, and I think maybe he had plans for reskinning some of the monsters, but don't take my word for it. 1 Share this post Link to post
taviow Posted October 31 (edited) Been playing this for Halloween, what a great wad! I believe this isn't final yet so I'll do a little bug report on MAP99. @lunchlunch, you've got closets here that can break in rare cases. Here's a video of this happening: https://i.imgur.com/7w6rrLJ.mp4 Think you'd need to either apply angles to the outer walls of these closets that will force monsters to roam in multiple directions, or else give an angle of 45º or above to the teleport lines to ensure that the monsters' origin fully crosses the center of these lines. Anyway, thanks to everyone who participated in this great project. It's been a delight to play it. 4 Share this post Link to post