Firedust Posted April 25 1 hour ago, Darch said: That's actually me, haha Ahaha, that's brilliant 2 Share this post Link to post
whatever_man Posted April 26 (edited) What is the best overall soundfont for PD2? It seems like no matter what I try there are some issues with certain instruments. Nothing critical but you know how it is ¯\_(ツ)_/¯ Edited April 26 by whatever_man 0 Share this post Link to post
Darch Posted April 26 Guess I just used the default soundfont of the tested ports (PortMidi, FluidSynth). Which soundfonts are you using, and what issues are you experiencing? 0 Share this post Link to post
Shepardus Posted April 27 I've played halfway through this (just finished MAP15 with the secret exit) and I'm loving it! The theming is top-notch, and the levels are distinctive without outstaying their welcome. I have only the most minor of nitpicks, which is that the string "This statue is missing it's head" should be "its" without the apostrophe. 3 Share this post Link to post
Sinael Posted May 5 (edited) Why do imps throwing knives sounds like chicken cluckinhg as they fly? On 4/26/2024 at 11:52 AM, whatever_man said: What is the best overall soundfont for PD2? It seems like no matter what I try there are some issues with certain instruments. Nothing critical but you know how it is ¯\_(ツ)_/¯ I use "WeedsGM4" with TremoloStrings instruments swapped with same from "Patch93s Roland SC-55" - original does not loop properly in some cases. I feel that the instruments in it are better balanced than in Arachnos, while still getting a better quality and "oomph" than default one. Didn't notice any issues so far. 0 Share this post Link to post
Darch Posted May 5 7 hours ago, Sinael said: Why do imps throwing knives sounds like chicken cluckinhg as they fly? They don't. You must be referring to the Revenant's projectiles, which do emit bird sounds, because parrots 1 Share this post Link to post
Master O Posted May 7 (edited) @Darch, I assume you've seen Icarus Lives' video already, right? 5 Share this post Link to post
Sinael Posted May 7 On 5/5/2024 at 10:04 PM, Darch said: They don't. You must be referring to the Revenant's projectiles, which do emit bird sounds, because parrots No, I refer specifically to the swooshing sound of the Imp's knife. When it flies past you its "swoosh-swoosh" sounds a bit too cartoony, and resembles a chicken clucking quite a bit. 0 Share this post Link to post
Darch Posted May 8 12 hours ago, Master O said: @Darch, I assume you've seen Icarus Lives' video already, right? I did, I caught the stream live :) 0 Share this post Link to post
SCF Posted May 8 I'm only halfway through, but I'm having a great time so far! I don't know if it's already been reported, but I ran into a softlock on map 15. From one of the higher floors of temple, you can run off and make it to this plateau: Spoiler And from there, you can fall down behind the fence where the invuln is and get stuck. 2 Share this post Link to post
Darch Posted May 9 4 hours ago, SCF said: I'm only halfway through, but I'm having a great time so far! I don't know if it's already been reported, but I ran into a softlock on map 15. From one of the higher floors of temple, you can run off and make it to this plateau: Reveal hidden contents And from there, you can fall down behind the fence where the invuln is and get stuck. Fixed, thank you! 2 Share this post Link to post
Tony_Danza_the_boss Posted May 10 This was a pleasure to play and surprise out of nowhere. Pirate Doom is probably my favorite mod of all time and happy to say this eclipsed it. Thank you for this Darch! 1 Share this post Link to post
Sinael Posted May 10 In the "Hell" map there were 4 Cacodemons in the castle towers that never activated, and could not be alerted from below so they just sat there doing nothing. 1 Share this post Link to post
Darch Posted May 11 On 5/9/2024 at 10:00 PM, Tony_Danza_the_boss said: This was a pleasure to play and surprise out of nowhere. Pirate Doom is probably my favorite mod of all time and happy to say this eclipsed it. Thank you for this Darch! Glad you had fun, thank you! On 5/10/2024 at 6:37 AM, Sinael said: In the "Hell" map there were 4 Cacodemons in the castle towers that never activated, and could not be alerted from below so they just sat there doing nothing. Fixed, thanks 2 Share this post Link to post
Arwel Posted May 13 This is so great, it takes Doom on the whole new level! It's full of custom stuff and novel ideas, there are technical things I've never seen before. It's fresh, varied and very fun to play, definitely deserves a Cacoward in my opinion! 3 Share this post Link to post
Protagonist Corvus Posted May 13 I'm still waiting for the final version.. How long will it take? It's been quite a while. 0 Share this post Link to post
Buffy Posted May 14 Amazing midi soundtrack! But i noticed something is off with the volume dynamics if played with fluidsynth. It's in all midi's made by Darch. A good example is Map5; where the toms immediately go all over the place in volume. Interestingly everything sounds perfectly fine with other midi players. Otherwise 10/10 midi soundtrack. 1 Share this post Link to post
Raith138 Posted May 14 It may be intentional but there is a misaligned texture on map 17 next to the blue key.https://imgur.com/a/E0y0ScN 1 Share this post Link to post
Darch Posted May 14 (edited) 22 hours ago, Broadsword Jim said: I'm still waiting for the final version.. How long will it take? It's been quite a while. I think it's ready, actually. Just doing some final tests. Will probably release this week. 42 minutes ago, Buffy said: Amazing midi soundtrack! But i noticed something is off with the volume dynamics if played with fluidsynth. It's in all midi's made by Darch. A good example is Map5; where the toms immediately go all over the place in volume. Interestingly everything sounds perfectly fine with other midi players. Otherwise 10/10 midi soundtrack. Thank you! The tracks I wrote were made specifically for their maps :) Which port are you using? I didn't hear this with fluidsynth in Dsda nor GZDoom (it sounded completely different on each port to me). In GZDoom, there was one loud tom then it goes back to normal. Probably something with the midi velocity or expression. 8 minutes ago, Raith138 said: It may be intentional but there is a misaligned texture on map 17 next to the blue key.https://imgur.com/a/E0y0ScN Fixed, thank you! 3 Share this post Link to post
Raith138 Posted May 14 (edited) Looks like there is a few more here next to the megashphere.https://imgur.com/a/Edrot37 Also, the secret on 17 feels really unfair, idk how anyone was supposed to guess that was how you get the megasphere. It killed my "100% secrets without help" run. I think that should be reworked personally because it just seems like softlock prevention would be up there and not a secret. Edited May 14 by Raith138 1 Share this post Link to post
Buffy Posted May 14 (edited) 1 hour ago, Darch said: Thank you! The tracks I wrote were made specifically for their maps :) Which port are you using? I didn't hear this with fluidsynth in Dsda nor GZDoom (it sounded completely different on each port to me). In GZDoom, there was one loud tom then it goes back to normal. Probably something with the midi velocity or expression. I tried a few things and it seems like my go to midi player portmidi i don't hear these velocity dynamics at all, in microsoft gs wavetable synth its present and fine but in fluidsynth and some others its much more accented and makes sometimes for a woobly volume experience in my opinion. I tried all usual ports, couldn't see a difference. 1 Share this post Link to post
Darch Posted May 15 Here's the final version: DOWNLOAD The main changes between this version and the latest beta are: - Witch Doctor and his minions' sprites recolored by @plums(big thanks!!) - Most secrets have been marked again - New grog bottle sprite and some additional decorations - MAP27 rebalanced to be quicker and easier - New Colormap by plums - Tons of texture alignments, graphic clean ups and slimetrails fixes. Also, big thanks to @Scuba Steve for improving all weapon graphics and animations, along with many other graphic enhancements. And many thanks to all beta testers! Have fun! 31 Share this post Link to post
NightFright Posted May 22 (edited) @Darch Do you have the background tile which was used for the STBAR image somewhere, by any chance? (Can be via PM.) In the meantime, this is what I came up with for a widescreen statusbar by relying purely on copy & paste: pd2_uwide.zip Edited May 22 by NightFright 1 Share this post Link to post
Darch Posted May 22 (edited) 11 hours ago, NightFright said: @Darch Do you have the background tile which was used for the STBAR image somewhere, by any chance? (Can be via PM.) In the meantime, this is what I came up with for a widescreen statusbar by relying purely on copy & paste: pd2_uwide.zip I have a widescreen statusbar done too, I removed it because some ports didn't support it. Here it is, in case someone want to use it: And I believe the image used for the background is this: edited with correct status bar graphic, the other one had an older font Edited May 22 by Darch 5 Share this post Link to post
mouldy Posted May 22 Finally got round to finishing this, great fun from beginning to end. Amazing adventure. 5 Share this post Link to post
Aeddes666 Posted May 22 On 5/15/2024 at 2:18 PM, Darch said: Here's the final version: DOWNLOAD The main changes between this version and the latest beta are: - Witch Doctor and his minions' sprites recolored by @plums(big thanks!!) - Most secrets have been marked again - New grog bottle sprite and some additional decorations - MAP27 rebalanced to be quicker and easier - New Colormap by plums - Tons of texture alignments, graphic clean ups and slimetrails fixes. Also, big thanks to @Scuba Steve for improving all weapon graphics and animations, along with many other graphic enhancements. And many thanks to all beta testers! Have fun! Gratz on release man!! 2 Share this post Link to post
Master O Posted May 22 On 5/15/2024 at 1:18 PM, Darch said: Here's the final version: DOWNLOAD The main changes between this version and the latest beta are: - Witch Doctor and his minions' sprites recolored by @plums(big thanks!!) - Most secrets have been marked again - New grog bottle sprite and some additional decorations - MAP27 rebalanced to be quicker and easier - New Colormap by plums - Tons of texture alignments, graphic clean ups and slimetrails fixes. Also, big thanks to @Scuba Steve for improving all weapon graphics and animations, along with many other graphic enhancements. And many thanks to all beta testers! Have fun! Will you also upload Pirate Doom 2 to IDGames as well? 1 Share this post Link to post
bowserknight Posted May 22 I'm really loving it so far! There's just one thing I'm a bit confused about: In some maps the secrets seem to be a little messed up for some reason? I'm playing on GZDoom, maybe that has something to do with it? What I mean is: For example in map 08, when I open the automap it tells me there are 4 secrets. However I can only find one of them (the SSG), and when I look in Doombuilder, it also only shows that one secret. The same happened in map 10, the automap tells me there's 1 secret hidden somewhere, but when I look in Doombuilder there are 0 secrets in this map. All I wanna know is, is the automap correct or Doombuilder? 0 Share this post Link to post
plums Posted May 22 @bowserknight many of the secrets are intentionally hidden from the automap. They are also often made secrets through generalized sector effects, so using Doom Builder to search for Sector Effect 9 (secret) won't find them. In the case of MAP08, there are some items stashed behind the short waterfalls on the west side of the water, with Sector Type 384 (secret+friction). Secrets do still show up on the map with IDDT if you feel compelled to find them all. 2 Share this post Link to post