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Re: Hell-Forged - V. 1.00c

PostPosted: Fri May 29, 2020 12:46 am
by Captain J
That big doom knight statue is just GORGEOUSLY GOTHIC! Props with such backstory are definitely a nice thing to see.

Re: Hell-Forged - V. 1.00c

PostPosted: Fri Jun 12, 2020 11:24 pm
by Amuscaria
Is there another way to force a widescreen image (like the Interpic) to stretch to the sides of the screen without using forced 4:3 aspect ratio? Using force aspect ratio stretches out all of the other sprites as well. However, if I don't, the wide screen image gets squished to a portion of the window.

Image (normal)
Image (wide)

EDIT: Another thing. How does one make the Intermission Script image animation play only once?

I'm trying to add the secret level intermission map location. I want a temple to rise out of the water as you travel to it, but then loop only the last 2 frames after the first 4 frames plays once. I tried using IsTravelling and IsEntering separately but the animation just loops as I'm traveling between the maps. Is it even possible to make an animation play only once? The documentation doesn't indicate whether this is possible or not.

Image

(Current intermission script)

IfTravelling HF1M8 HF1M0 Animation 331 4 8 { WIE109C WIE109D WIE109E WIE109F WIE109A WIE109B } <== I want the first 4 frames to play once then only loop the last 2 frames.

IfEntering HF1M0 Animation 331 4 8 { WIE109A WIE109B}

IfVisited HF1M0 Animation 331 4 8 { WIE109G WIE109H}

Re: Hell-Forged - V. 1.00c

PostPosted: Sat Jun 13, 2020 5:53 am
by Nmn
So glad this exists.
Amuscaria, you've exceeded all highest standards in Doom graphics man, respect!

Re: Hell-Forged - V. 1.00c

PostPosted: Sat Jun 13, 2020 9:34 am
by Blue Shadow
Amuscaria wrote:Is there another way to force a widescreen image (like the Interpic) to stretch to the sides of the screen without using forced 4:3 aspect ratio? Using force aspect ratio stretches out all of the other sprites as well. However, if I don't, the wide screen image gets squished to a portion of the window.

I'm not quite sure, but would this help?

Re: Hell-Forged - V. 1.00c

PostPosted: Sat Jun 13, 2020 11:18 am
by Amuscaria
@NMN: :wub:

@Blue Shadow: Hm, need to update. Still using 4.20. I'll give this a try. Thanks!

EDIT: Huh. I don't even need to use the Fulscreenaspect ratio line in Gameinfo (using it doesn't work, causes strange offsets). Simply updating to 4.4.1 fixed the squishing problem. :P

Re: Hell-Forged - V. 1.00c

PostPosted: Sat Jun 13, 2020 3:57 pm
by Gez
See Nash's WidePix thread for most of the discussion on getting aspect ratio correct on widescreen images. (Feel like going to 560x200 for future-proofing? :p )

For the animation issue, I don't think the feature supports animations that don't loop, and even less animations that only loop one part of their animation. But you know what? something you can try is to just go hog-wild on copy-paste and get an animation that will take a long, long time to loop back to the start.

First format your code like this:
Code: Select allExpand view
IfTravelling HF1M8 HF1M0 Animation 331 4 8
{
   WIE109C
   WIE109D
   WIE109E
   WIE109F
   WIE109A
   WIE109B
}


Then select the last two lines of pic names and ctrl-c, then just keep your fingers pressed on ctrl-v for a while.


That said I did not see a difference between these two frames in the graphic you posted.

Re: Hell-Forged - V. 1.00c

PostPosted: Sat Jun 13, 2020 8:56 pm
by Amuscaria
Gez wrote:See Nash's WidePix thread for most of the discussion on getting aspect ratio correct on widescreen images. (Feel like going to 560x200 for future-proofing? :p )

For the animation issue, I don't think the feature supports animations that don't loop, and even less animations that only loop one part of their animation. But you know what? something you can try is to just go hog-wild on copy-paste and get an animation that will take a long, long time to loop back to the start.

First format your code like this:
Code: Select allExpand view
IfTravelling HF1M8 HF1M0 Animation 331 4 8
{
   WIE109C
   WIE109D
   WIE109E
   WIE109F
   WIE109A
   WIE109B
}



Then select the last two lines of pic names and ctrl-c, then just keep your fingers pressed on ctrl-v for a while.


That said I did not see a difference between these two frames in the graphic you posted.


I thought about using copypasta, but the documentation says it only supports up to 20 frames of animation. (The water changes in the 2 frames. I probably pasted the wrong image) I'll just leave the shark temple visible until a future update adds non-looping animations. Or maybe there is a Z-Script solution. Either way thanks. Honestly, not a vital feature. But I thought it be cool for the shark to come out of the water :P.

Re: Hell-Forged - V. 1.00c

PostPosted: Wed Jun 24, 2020 4:59 pm
by Amuscaria
Finished the super-secret map, "Sharknadoom!". Uses its own Texture set. Decided to do some rampant portal abuse. It's about the same size as the 3rd map, but much much harder. Still looking for a Carribean theme midi that fits the island paradise theme. I'm using something from Pirate Doom for the time being.



Still needs a custom sky, and I need to finish the 4-5 custom enemies for it before I can properly test. Enemies are as follows:

Manshark: basic ranged enemy like the Imp.

Demonshark: Basic melee enemy like the pinkies.

Sharkopter: medium flying enemy like the Cacodemon. Chubby shark with attached hell-powered propellers that launches homing missiles.

Sharkbrute: heavy ranged enemy on the same level as the Baron (might cut this one).

Megalocopter: Final boss. Huge version of the Sharkopter with various weapons.

Will get these done whenever free-time allows.

Re: Hell-Forged - Final Super-Secret Map Completed (P.391)

PostPosted: Wed Jun 24, 2020 5:53 pm
by undeadmonk354
Well, for the Sharknadoom's Sharkbrute enemy, it can be kept in the game.

Re: Hell-Forged - Final Super-Secret Map Completed (P.391)

PostPosted: Wed Jun 24, 2020 10:16 pm
by Captain J
Shark shark and shark... Would be nice if you put some street sharks reference to it. :P

Anyway about the music, why not use Sid Meier's Pirates! soundtrack?

Re: Hell-Forged - Final Super-Secret Map Completed (P.391)

PostPosted: Wed Jun 24, 2020 11:34 pm
by Scuba Steve
baby

shark

doo doo

Re: Hell-Forged - V. 1.00c

PostPosted: Thu Jun 25, 2020 5:44 am
by Talon1024
Amuscaria wrote:Still looking for a Carribean theme midi that fits the island paradise theme. I'm using something from Pirate Doom for the time being.


Try "Last Resort" from the Revolution! MIDI pack. Ask Jimmy for permission first, though.

Re: Hell-Forged - Final Super-Secret Map Completed (P.391)

PostPosted: Thu Jun 25, 2020 5:53 am
by Gez
Jimmy's MIDI pack policy is:
The final product will be a sort of "MIDI album" - a zipped archive of MIDIs, named and credited to their respective creators, complete with a TXT file and, most importantly, a WAD that can be loaded to replace the music. It will be uploaded to /idgames - and the text file will permit the reuse of the tracks in order that the pack may serve as a complete resource of music for the Doom community.

Emphasis his, not mine.

Still, asking him may be a way to get an even better-fitting MIDI out of it, so why not. :P



Also I thought the super secret level was only gonna feature the demon sharks, but it's getting a full roster of Doom monster types with imps, cacos, and bosses too? Jawsome. :D

Re: Hell-Forged - Final Super-Secret Map Completed (P.391)

PostPosted: Thu Jun 25, 2020 8:22 am
by Amuscaria
Here's a rough concept of the first 4 enemies.
Image Image

Re: Hell-Forged - Final Super-Secret Map Completed (P.319)

PostPosted: Thu Jun 25, 2020 8:29 am
by undeadmonk354
I see that the concept art of the shark enemies look beautiful, especially the SharkBrute.