lubba127 Posted January 19 25 minutes ago, Obsidian said: Very much appreciated. :) Oh yeah, and @lubba127? Your map appears to exceed the resource limit and also replaces stock resources, are you able to fix it or shall I just remove it from the compilation? Same deal as the last 2, get back to me with an update within a week. 👍 I sure can. I'll see if I can get it done tonight, hardest part should be trimming down file size. 1 Share this post Link to post
lubba127 Posted January 19 Okie doke, so trimming the fat is a lot harder than I thought it'd be... I'm gonna do some more tomorrow because I need to start getting creative with what I can cut - odds are I can't sneak past you to smuggle in a megabyte and a half of extra asset data lol. 0 Share this post Link to post
Obsidian Posted January 19 15 minutes ago, lubba127 said: Okie doke, so trimming the fat is a lot harder than I thought it'd be... I'm gonna do some more tomorrow because I need to start getting creative with what I can cut - odds are I can't sneak past you to smuggle in a megabyte and a half of extra asset data lol. I think I can allow a bit of leeway for the file size (the original rule was mainly to stop people handing in 100mb monstrosities or maps with entire unaltered texture sets shoved into them), but only on the condition that you rename the textures you used with a three-letter prefix to prevent any resource clashes. Hopefully that's a bit more agreeable. 1 Share this post Link to post
lubba127 Posted January 19 12 minutes ago, Obsidian said: I think I can allow a bit of leeway for the file size (the original rule was mainly to stop people handing in 100mb monstrosities or maps with entire unaltered texture sets shoved into them), but only on the condition that you rename the textures you used with a three-letter prefix to prevent any resource clashes. Hopefully that's a bit more agreeable. Sure, is there any way for me to rename all of my textures without de-texturing the entire map or will I just have to accept the tedium of repainting it? 0 Share this post Link to post
Obsidian Posted January 19 48 minutes ago, lubba127 said: Sure, is there any way for me to rename all of my textures without de-texturing the entire map or will I just have to accept the tedium of repainting it? You can at the very least use the Find and Replace tool in your map editor of choice, but for the most part it will just be busy work. I do have to insist on it though: I already get too many submissions where the mappers don't bother changing their texture names and it leads to scenarios where 2 (or more) mappers have all attributed the same texture names to completely different textures. If I'm gonna waive the rules for you, I'd prefer to waive just the one. 1 Share this post Link to post
lubba127 Posted January 19 @Obsidian just one more question... when compiling, do you add each WAD into a central pk3 file where all the assets exist attached to the pk3? I ask because it would make my job a lot easier if the compilation already housed resources that I'd be using like OTEX lumps or WFALL lumps; say someone has already submitted a WAD that uses OTEX or waterfall textures, I could delete most of my texture repository in service of file size while also not needing to repaint the whole map. The answer is probably no, and in the time between sending this message and you reading I will already be going through the process of repainting, but maybe it's something to consider for next time? For you and I both. 0 Share this post Link to post
Obsidian Posted January 19 The need to maintain compatibility with non-GZDoom source ports (which is mainly just DSDA-Doom at this point) necessitates the continued usage of the wad file format. I will however say that both OTEX and the WFALL# textures have been used in other submissions, so if you'd like to exclude those from your submission I wouldn't mind. 2 Share this post Link to post
lubba127 Posted January 20 (edited) 3 hours ago, Obsidian said: The need to maintain compatibility with non-GZDoom source ports (which is mainly just DSDA-Doom at this point) necessitates the continued usage of the wad file format. I will however say that both OTEX and the WFALL# textures have been used in other submissions, so if you'd like to exclude those from your submission I wouldn't mind. cool! so I just axed all of the OTEX and WFALL textures and added "L" as a prefix to every remaining texture and flat. retextured the whole map with the help of the find function, and all and all I really hope this will work with the rest of the DMP WAD. Sorry my submission has been such a pain and thank you very much for all the help! FIXED ParadiseDMPdemo.zip 2 Share this post Link to post
Obsidian Posted January 21 On 1/20/2024 at 2:17 PM, lubba127 said: FIXED Erm... 2 Share this post Link to post
lubba127 Posted January 21 (edited) 8 hours ago, Obsidian said: Erm... editing this post again to submit yet another revision, this time ran through OTEX and replacing every missing texture I could find. SHOULD be good now. Thank you for your patience. ParadiseDMPdemov2.zip Edited January 21 by lubba127 : correction, file upload 1 Share this post Link to post
WindbagJacket Posted January 22 Tiny update to fix a bug where some floors don't lower when they should: DMAX23_WBJ_Undaunted_v2.zip 3 Share this post Link to post
Sesamia Posted January 23 @Obsidian I finally added difficulty settings & multiplayer starts to my submission: https://drive.google.com/file/d/1eIXH8_xL_9UPYB7tlhV4jxyXX2pL1rh3/view?usp=sharing 3 Share this post Link to post
DoctorNuriel Posted January 28 18 minutes ago, Obsidian said: Coming soon... HYPE! 3 Share this post Link to post
JaySmithen Posted February 1 (edited) Is it too late to make a correction to my map? I just realized that I have several potential runaway scripts. 😨 If it's ok here is a new version. Only the maps ACS has been changed, nothing else. https://drive.google.com/file/d/1Nj1dfBZQWK8n4cfbPlo_vd9q6onQjY0m/view?usp=drive_link Edited June 4 by JaySmithen : Added google drive link 2 Share this post Link to post
Li'l devil Posted February 1 On 1/1/2024 at 6:24 PM, Obsidian said: I'll look to get the first playable version out sometime this month though. End of month. Where? >:( 1 Share this post Link to post
Obsidian Posted February 1 12 minutes ago, Li'l devil said: End of month. Where? >:( Here! :D 12 Share this post Link to post
Li'l devil Posted February 1 Great! Everything's working fine on my map (unlike in DMP2016 where it was put in map 35 slot, which screwed the music and the sky in vanilla, heh). The hub is cool too, heh. 2 Share this post Link to post
Zahid Posted February 1 its not opening with my latest prboom msg appeared was "111:13 string too long. Maximum size is 8 characters..." 1 Share this post Link to post
Obsidian Posted February 1 1 hour ago, Zahid said: its not opening with my latest prboom msg appeared was "111:13 string too long. Maximum size is 8 characters..." It's probably worth mentioning that this beta should be played with either GZDoom or DSDA-Doom thanks to the map aspects utilized in some of the submissions. If a PrBoom+ version were to be made, it would have to exclude the maps made with those particular ports in mind: it's not a task I am considering taking up, but if someone else wants to take the liberty of doing so I will not mind in the slightest. 1 Share this post Link to post
Bald Cyberdemon Posted February 1 23 minutes ago, Obsidian said: It's probably worth mentioning that this beta should be played with either GZDoom or DSDA-Doom thanks to the map aspects utilized in some of the submissions. If a PrBoom+ version were to be made, it would have to exclude the maps made with those particular ports in mind: it's not a task I am considering taking up, but if someone else wants to take the liberty of doing so I will not mind in the slightest. i'm on DSDA-Doom v0.27.5 and have the same issue (also it does not like that the soundinfo calls for compy3 and compy4: lumps that don't even exist 1 Share this post Link to post
stochastic Posted February 1 I may be missing something but regardless of which map I select in the hub area, the portal takes me to the first map. Love the hub area, btw :) 1 Share this post Link to post
Obsidian Posted February 1 8 hours ago, Phoenyx said: The same issue happens on DSDA-Doom too 3 hours ago, stochastic said: I may be missing something but regardless of which map I select in the hub area, the portal takes me to the first map. oh balls I'll put out an update before the end of today, heh. 1 Share this post Link to post
Obsidian Posted February 1 Alright, so I managed to address the problems people reported, but now DSDA-Doom gives me a generic Signal 11 error when I try to run the compilation. Here's the updated version if anyone thinks they can figure this out: my best hypothesis is that DSDA-Doom (much like Eternity) doesn't like the presence of PNGs in the wad, but at this moment in time I can't find any documentation that would confirm it. 0 Share this post Link to post
Dewzan Posted February 1 I've already started to shamelessly record a modded playthrough on my Youtube if anyone's interested. I played the first level with Colourful Hell Plus. Spoiler 2 Share this post Link to post
Obsidian Posted February 1 Giving the Cacodemons the ability to infight does kinda hose the difficulty, it must be said. :P Cheers for the video. 1 Share this post Link to post
Obsidian Posted February 2 We have an update! Massive thanks to violentlycar on Discord for figuring out what was causing the DSDA-Doom crash, I fixed it up and now version 1.1 is ready! Also thanks to @General Rainbow Bacon and @Xenaero for doing some pre-beta testing for me, y'all are an absolute godsend. I didn't mention y'all in the initial post, so I'm doing it here. :P 14 Share this post Link to post
lubba127 Posted February 2 Hype! Won't be able to play it for a bit but I'm excited to see the release! 1 Share this post Link to post