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Post by optimus on Feb 12, 2022 4:48:42 GMT -5
That was great fun
I had two instances of having to noclip. One is in MAP07 where something wasn't triggered after killing the arachnotrons. Then in MAP04 I think, I dropped in a little hole behind a house and there wasn't a way to climb up. It's somewhere in the video.
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papasrod
Doomer
why can i not portforward eh
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Post by papasrod on Feb 12, 2022 5:01:50 GMT -5
Hell Knight best girl.
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Deleted
Deleted Member
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Post by Deleted on Feb 12, 2022 6:57:42 GMT -5
That was great fun I had two instances of having to noclip. One is in MAP07 where something wasn't triggered after killing the arachnotrons. Then in MAP04 I think, I dropped in a little hole behind a house and there wasn't a way to climb up. It's somewhere in the video. On map07, it did trigger after killing the archnotrons, but it triggered twice. That's a known bug with the original Dead Simple as well
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Post by optimus on Feb 12, 2022 7:40:11 GMT -5
On map07, it did trigger after killing the archnotrons, but it triggered twice. That's a known bug with the original Dead Simple as well Wow, didn't know this one! Never even occurred to me even in the original Dead Simple. Also, all descriptions say "if you kill the last two Arachnotrons at the same time". However it looks that there was a time between them in my video. But also in other videos demonstrating the bug in the original WAD. My theory is, if the deaths are close to each other. When an enemy is killed it's marked instantly as dead, even if the death animation hasn't finished playing. Then, when the animation finishes for one arachnotron, it's only then it checks if all arachnotrons are dead (while the death animation for the last arachnotron hasn't finished, but it is marked prematurely as dead) and raises the step. So, two arachnotrons are display death animation in succession, one finishes the animation and check that the other is also dead, so it raises the stair, then the second finishes animation and checks again. If the marking as "dead" happened at the end of animation or the check-raise stair happened in the beginning of deathg animation marking it as dead, then it might not have happened. Weird Doom mechanics Funny, I just made tests, if you kill them exactly at the same time (if one SSG penetrates them and starts death animation at the same time, or a BFG blast) then the bug doesn't trigger. But if you hold down SSG button and kill one after the other separately as fast as you can without pausing between SSG shots, then it triggers. Waiting for even few frames before the second SSG kill will not. It's close enough. That could take me change strategy with Dead Simple maps in the future, maybe save-spam to make sure one Arachnotron is still alive long enough before the previous last one.
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Post by DannT on Feb 12, 2022 11:30:21 GMT -5
MAP05: Almost saveless but that AV got me at the end.
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Post by joe-ilya on Feb 12, 2022 14:14:02 GMT -5
>>> RC2 <<< -Separated the NSFW content. -Added a backup mechanic to the exit bridge in MAP07 incase it raises twice.
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Post by Deathclaw886 on Feb 12, 2022 21:45:17 GMT -5
i am confused, why do people lust over what doesnt exist?
seriously, fake animated girls that look like little girls??/ are these people Pedophiles or something!? and dont even get me started on that Lolicon shit..
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Deleted
Deleted Member
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Post by Deleted on Feb 13, 2022 11:20:07 GMT -5
By far the prettiest map I've ever made:
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Post by joe-ilya on Feb 13, 2022 20:44:43 GMT -5
>>> RC2.1 <<< -Fixed the GLDEFS so that the wad can be played on Zandronum.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
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Post by matador on Feb 13, 2022 23:20:12 GMT -5
>>> RC2.1 <<< -Fixed the GLDEFS so that the wad can be played on Zandronum. Out of curiosity, what made them incompatible with Zandronum?
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Post by grrfield on Feb 14, 2022 1:58:02 GMT -5
>>> RC2.1 <<< -Fixed the GLDEFS so that the wad can be played on Zandronum. Out of curiosity, what made them incompatible with Zandronum? Execution could not continue. Script error, "dbp44rc2.wad:GLDEFS" line 30: Unknown tag: attenuate
Anyway it is working now.... Thanks!
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Deleted
Deleted Member
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Post by Deleted on Feb 14, 2022 11:09:54 GMT -5
Here's the map showcase for Map07: Koi Pond.
Happy Valentines!
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Post by unitedvirus on Feb 14, 2022 11:51:56 GMT -5
so was map07 just kinda broken in the first release? I had to keep an arachnotron alive till the end so I could complete the map without it softlocking me from the exit
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Post by sosh on Feb 14, 2022 16:05:23 GMT -5
so was map07 just kinda broken in the first release? I had to keep an arachnotron alive till the end so I could complete the map without it softlocking me from the exit The problem with map07 and tag667 is that if arachotrons die close enough, whatever was supposed to raise once would raise multiple times, usually blocking the exit this way. Also, map06 in RC2 apparently has broken nodes because player gets stuck on thin air over here.
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Post by joe-ilya on Feb 14, 2022 16:16:42 GMT -5
>>> RC2.1 <<< -Fixed the GLDEFS so that the wad can be played on Zandronum. Out of curiosity, what made them incompatible with Zandronum? Zandronum doesn't support Attenuate in the GLDEFS, making it bomb out on launch, this happened before with a GLDEFS you provided for a different DBP of mine, but I forgot to test on Zandronum for this one.
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Deleted
Deleted Member
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Post by Deleted on Feb 15, 2022 3:50:55 GMT -5
Out of curiosity, what made them incompatible with Zandronum? Zandronum doesn't support Attenuate in the GLDEFS, making it bomb out on launch, this happened before with a GLDEFS you provided for a different DBP of mine, but I forgot to test on Zandronum for this one. joe-ilya is it okay if I do a general bug fix of this? There's a couple of softlocks and other minor bugs that need to be fixed
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Post by joe-ilya on Feb 15, 2022 5:12:28 GMT -5
Yeah, go fix your map.
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Deleted
Deleted Member
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Post by Deleted on Feb 15, 2022 8:14:18 GMT -5
Here's the fix [Download link removed, please find v2.3 down below] Changes made: Added coop starts to the maps that were missing them Map03: Fixed softlock supercharge secret Map04: Fixed softlock pit, fixed HOM on window Map05: Fixed several softlock pits, changed some lighting, added two more hellknights, added secret special to BFG secret, removed Megacharge and Radsuit Map07: Fixed some textures and lighting, added two more archnotrons, removed 2 imps Map08: Fixed a slimetrail, changed singeplayer start to include all difficulties Tested in Crispy. All maps were playable but I got the ghost bug in Map06 walterc why does Map03 have a voodoo doll with 280 stimpacks? Someone reported this crashed their game and I don't understand the purpose There's also some missing upper textures in the secret with the backpack, on the pink lights on the ceiling
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Deleted
Deleted Member
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Post by Deleted on Feb 15, 2022 11:04:08 GMT -5
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walterc
Doomer
Hell Knight Best Grill
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Post by walterc on Feb 15, 2022 13:00:59 GMT -5
For emulate a thing that happens in Shadow Warrior that was asked by kvsari, hitting that structure (that is a kung fu training object btw) gives you health.
If this gives people problem, i have no problems with removing it.
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Post by DannT on Feb 15, 2022 13:37:07 GMT -5
MAP03
MAP04
MAP06
MAP07
MAP08
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Deleted
Deleted Member
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Post by Deleted on Feb 16, 2022 12:28:21 GMT -5
Maps 3 & 4
Got owned by a Cacodemon
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40oz
diRTbAg
Posts: 5,536
Member is Online
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Post by 40oz on Feb 16, 2022 17:38:53 GMT -5
i love all these videos @pistoolkip and @fleabag
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Deleted
Deleted Member
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Post by Deleted on Feb 16, 2022 19:06:44 GMT -5
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Post by lunchlunch on Feb 16, 2022 20:03:54 GMT -5
Coulda mixed some HFFM sprites in with the HDOOM sprites
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