Page 1 of 1

Wolf_boa discussion

Posted: Tue Feb 09, 2016 20:02
by Tormentor667
Thanks, I think I spotted and fixed it, the new version is online.

Any more suggestions or hints from both of you while we are at it in this comfortable moment? :)

Re: [gzdoom2.1pre1972] Rendering issue

Posted: Tue Feb 09, 2016 21:35
by Rachael
Well I already told Remmirath how to fix C3M2 not loading, I dunno if he managed to put in the fix but I did see he was able to split the textures.

The author of that map needs to be told that you can't put anything except maps in the maps/ folder. Anything that has textures+maps won't work.

I'm loading it now to see if I can find anything further.

EDIT: Played through some of the first chapter. Here are my notes... they are just rough notes, sorry.

If you have clipping problems viewing the screenshots on this forum, you can try right clicking them and clicking "View This Image" if your browser supports it.

C1M2: Stuck doggies at the gate. Poor doggies. :(
[spoiler]
Screenshot_Doom_20160209_160053.png
Screenshot_Doom_20160209_160053.png (481.48 KiB) Viewed 1677 times
[/spoiler]

C1M2: Metal wire-floor: It feels very odd not to be able to shoot through this 3D sector...
[spoiler]
Screenshot_Doom_20160209_160332.png
Screenshot_Doom_20160209_160332.png (812.2 KiB) Viewed 1677 times
[/spoiler]

C1M3: More stuck doggies. I am thinking this is a DECORATE problem now.
[spoiler]
Screenshot_Doom_20160209_160511.png
Screenshot_Doom_20160209_160511.png (480.55 KiB) Viewed 1677 times
[/spoiler]

C1M4: Script error on an elevator switch
[spoiler]
Screenshot_Doom_20160209_163230.png
Screenshot_Doom_20160209_163230.png (267.81 KiB) Viewed 1677 times
[/spoiler]

C1M5: You aren't even making this an easter egg are you? :P At least no one will pass by and miss it!
[spoiler]
Screenshot_Doom_20160209_164123.png
Screenshot_Doom_20160209_164123.png (569.67 KiB) Viewed 1677 times
[/spoiler]

General:
* Maybe have a notice when your gun needs to be reloaded? A few times I pressed the fire key wondering why it wouldn't fire. I later turned on the auto-reload option though.
* I notice in this mod there is a huge mix of "old" and "new". Might look fine on 320x200, but on an HD monitor it really looks tacky having them jumbled together with one another. MacWolf has some upgraded sprites, so that might help.

Re: [gzdoom2.1pre1972] Rendering issue

Posted: Sat Feb 13, 2016 16:19
by Tormentor667
Hey Eruanna, thanks alot for your feedback, here are my comments :)
  • The dogs being stuck was a GZDoom bug which was fixed lately afaik. At least it works again for me but didn't before as well.
  • Metal wire floor, that's true but unfortunately there is no way to make 3dfloors "shoot-through" yet
  • Broken elevator switch has been fixed
  • Dogse was placed by accident, the easter egg is somewhere else, thanks for pointing that out :)
  • For the auto reload, well, it should be reloaded "automatically" as standard setting, I will take care of that
  • The mixture of old and new is something unusual, I know that, but it's the spirit of this mod somehow. I know there are these Mac sprites but they lack rotations and we have so many edited sprites there in the old original scale, that turning them into the Mac size is actually impossible without a horde of sprite artists :)

Re: [gzdoom2.1pre1972] Rendering issue

Posted: Sat Feb 13, 2016 23:05
by Gez
Tormentor667 wrote:unfortunately there is no way to make 3dfloors "shoot-through" yet
Yes there is. Change type from 1 to 33, and you'll get a solid 3D floor that can be shot through.
[wiki]Sector_Set3dFloor[/wiki]

Re: [gzdoom2.1pre1972] Rendering issue

Posted: Sun Feb 14, 2016 13:09
by Rachael
You're welcome, Tormentor. :) And thanks for pointing that out, Gez. :)