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Messages - EmoLevelDesigner

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id Tech 4 Engine Coding / Re: Classic RBDoom 3BFG
« on: May 20, 2018, 09:21:15 AM »
Some bugs I've noticed:

Can't read .pda files from mod's newpdas folder;
Shadows sometimes show black and white copy of the screen instead of actual shadows (map on the screenshots is Artifact Valley by Psimorph www.doom3.ru/news.php?id=1350);
Sky looks very pixelated;
Failed saving settings to profile (rare bug, only happened once);
Vertical stripe in Classic Doom (map on the screenshots is e1m8b - Tech Gone Bad by John Romero).

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id Tech 4 Engine Coding / Re: Classic RBDoom 3BFG
« on: May 19, 2018, 04:35:59 AM »
Hopefully No Rest For the Living will be fixed in the next update.

I managed to launch fate02.wad. Turned out, "Mods for expansion" list should have been used in the launcher, not "file" command-line parameter.

Managed to launch master levels too. Game would agree to launch them if the wads/master folder contains only these 20 wads and nothing else. The flaw here is that it says "couldn't find expansion", instead of "no wads/master folder detected" or "contents of folder are X, expected Y". It just launched the first level for me. Seems like functionality of launcher and readme files viewer that comes with original master levels is not reimplemented yet.

I personally would prefer to have BFG mods distributed as .resources files because it would look neater than many folders with files in them, and also similar to how mods for original Doom3, Quake4 and Prey2006 work, but maybe that's just me.

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id Tech 4 Engine Coding / Re: Classic RBDoom 3BFG
« on: May 19, 2018, 02:39:49 AM »
I'm very happy to see ability to launch TNT Evilution, Plutonia Experiment and Master Level right from the main menu. Classic flashlight and launching custom maps from separate folders are also welcome additions.

Bug that makes No Rest For the Living play incorrect music is not fixed (https://doomwiki.org/wiki/No_Rest_for_the_Living)

Classic Doom mod support seem to be broken to me. I tried to launch FATE02.WAD for Doom2 using launcher and .bat file with -file fate02.wad command-line parameter, and every time I went to map2 it was second level from regular doom2, not fate02.

I extracted all wads to base/wads folder. TNT and Plutonia work, but for Master Levels it says that it can't find expansion.

pk4toBFG program is disappointing. I thought it's a .resource file generator, and it turned out to be just a .zip extractor.

Looks like this version of the game has improved stability: earthquake scene from first level of Hallowed Mod doesn't crash the game like in RBDoom3BFG. The level still doesn't work correctly though due to disappearing parts of the geometry in that scene and lack of ability to call a script through worldspawn.

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id Tech 2 Mod's / Quake 2 TC - Infinity: The Kai'Ren Threat
« on: March 30, 2017, 07:07:34 AM »
In 1998-1999 Katana Software team developed a game based on Quake 2. Its story and atmosphere made it nothing less than their own Unreal! Introductory level is impressive and memorable just like that spaceship from Unreal.

Unfortunately, for unknown reasons the project was cancelled and everything that's left - demo-version with three levels, amount of its mentions in the Internet unfairly decreases as the time passes.


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Strutt your stuff! / Re: fhDOOM (modernized idTech4)
« on: August 27, 2016, 06:34:31 AM »
If a game supports 144Hz and motion blur it plays a lot better than just fine or pretty nice. It becomes like a window into another world. 144Hz together with motion blur eliminate immersion-breaking lights and fires that magically start to blink when you look around and fast moves that lose smoothess due to being too quick.

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Strutt your stuff! / Re: fhDOOM (modernized idTech4)
« on: August 23, 2016, 11:27:53 AM »
Soft shadows which take textures with transparent parts into account make the game look a lot more realistic and modern.

Do you plan to implement support of high frame rates? The game would be a lot more immersive if played at 144fps with motion blur.

I like it so far and look forward to newer version with more optimizations and bug fixes. For testing if everything in the port works properly I would recommend this map:
http://doom3.ru/news.php?id=1350
Link to download: https://disc.yandex.com/d/UWCr_8rinXwWf

I believe it would serve well as a stress test because it has a detailed open area with many shadows, buildings you can enter. Also while testing you can enjoy new innovative environment in Doom3 universe - artificial terrain carved by martian civilization. There are buildings, stations and cargo trucks of UAC origin you can enter, they have original architecture too, and challenging battles will push your skills of opposing the demons to the limits and beyond.

7
Downloading.  :D

Nice, hope you like it.

Updated first post with gameplay video.

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Finally, the time to publicly release my level for this old-school idTech powered game has come. The design is focused on exploration of varied non-linear environment and challenging enemy encounters.

When nothing foretold trouble, a new threat suddenly emerged. You are sent deep into enemy territory to investigate. Soon you will realise that enemy forces are not the only problem you have to worry about...








Download: https://disc.yandex.com/d/er8JPBpbt6y3P

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id Tech 4 WIP / Re: Hallowed Mod
« on: July 07, 2016, 06:31:06 AM »
I strongly recommend this mod to anyone who didn't play it yet. It has beautiful level design with strong atmosphere. I really like nostalgic events that remind of HeXen games.

I want it to feel like the game happens in some parallel dimension where all the classic shooters go to die.

Good to know. It's always interesting to find out about someone's creative path.

Hey guys. I made an update with a multiplayer map of Lvl2, would someone test it please?

If you're still looking for someone to test, let me know when you create a server with the map, and I'll join it.

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