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Re: [WIP] The Castle

PostPosted: Fri Sep 12, 2008 9:01 pm
by Mik57
Hurt Me plenty.
I don't know if it matters, but I failed the tombstone puzzle by stepping on the wrong tombstone accidentally, and it said 'nothing happens' and I noticed that the max monsters in the map went up by 1. (I was at 59/60, then it turned into 59/61)

EDIT: Whoops, I was using skulltag. I guess it doesn't work with skulltag.

EDIT AGAIN: It still doesn't seem to work. Is the level supposed to end once you kill all the enemies?

Re: [WIP] The Castle

PostPosted: Fri Sep 12, 2008 11:12 pm
by Jake
The level ends when you have killed all the monsters and you activate the gate in the main courtyard.

I don't really plan to have skulltag support, sorry.

As for the tomb puzzle, I'll have to consult with my brother about that.

Thank's for telling me about this problem.

Re: [WIP] The Castle

PostPosted: Sat Sep 13, 2008 2:57 am
by Slasher
Nothing wrong with the tomb puzzle on any difficulty that I can see. Make sure you're using ZDoom or GZDoom for this mod. There is no SkullTag support.

I also have seen no problems killing all the monsters and ending the level by using the gate in the large courtyard, on any difficulty levels. If you're using either ZD or GZD, there should be no problem...

If you're still having that problem, can you make a demo that demonstrates it? If so, I'll look more into it.

Re: [WIP] The Castle

PostPosted: Sat Sep 13, 2008 11:12 am
by Mik57
I think the tomb bug was just a skulltag thing.

The exit should probably be better marked, or something. I didn't know it did anything, I thought it was just detail.

But with zdoom, it works.

Re: [WIP] The Castle

PostPosted: Sat Sep 13, 2008 2:20 pm
by Slasher
Mik57 wrote:The exit should probably be better marked, or something. I didn't know it did anything, I thought it was just detail.

I think he plans to create a scripted intro sequence for the official release, which explains why you're there, what you're trying to do, and what to do when you're finished.

Re: [WIP] The Castle

PostPosted: Sat Sep 13, 2008 2:25 pm
by Mik57
Ah, alright, that makes sense. Cool. Hope to see more from ya, Jake.

Re: [WIP] The Castle

PostPosted: Tue Sep 16, 2008 10:01 pm
by Jake
I need some help. I have a large texture, (width 1280, height 1024), and I'm trying to shrink it down to 1/10th it's size in-game.

I have this TEXTURES lump:
Code: Select allExpand view
// Note: Actual texture name altered to protect its identity.

Texture IMAGE,1280,1020
{
   XScale 10
   YScale 10
   
   Patch IMAGE,0,0
   {
   }
}


I am using a Decal Sprayer to make this shrunken image display on a wall. The DECALDEF lump:
Code: Select allExpand view
Decal Image 7
{
   Pic "IMAGE"
}


It gets displayed on the wall, but it's huge. It seems as though the image is not being shrunken by the TEXTURES lump as it should be. Does anyone see why this isn't working?

Thanks.

Re: [WIP] The Castle

PostPosted: Tue Sep 16, 2008 10:40 pm
by Demolisher
Jake wrote:I need some help. I have a large texture, (width 1280, height 1024), and I'm trying to shrink it down to 1/10th it's size in-game.

I have this TEXTURES lump:
Code: Select allExpand view
// Note: Actual texture name altered to protect its identity.

Texture IMAGE,1280,1020
{
   XScale 10
   YScale 10
   
   Patch IMAGE,0,0
   {
   }
}


I am using a Decal Sprayer to make this shrunken image display on a wall. The DECALDEF lump:
Code: Select allExpand view
Decal Image 7
{
   Pic "IMAGE"
}


It gets displayed on the wall, but it's huge. It seems as though the image is not being shrunken by the TEXTURES lump as it should be. Does anyone see why this isn't working?

Thanks.



Decaldef is reading the patch Image. not the texture. //unless, of course, the patch and texture have different names...
I'm not sure, but I think that decaldef has its own scale function.

Re: [WIP] The Castle

PostPosted: Fri Sep 19, 2008 1:03 am
by Jake
New beta ready. Check first post.

Re: [Released] The Castle

PostPosted: Tue Sep 23, 2008 1:21 am
by Jake
The Castle 1.0 Official Release is ready for download! Check first post! :D

Re: [Released] The Castle

PostPosted: Tue Sep 23, 2008 7:21 am
by Phobus
I'll get on giving it a run through at the next oppurtunity :)

Re: [Released] The Castle

PostPosted: Tue Sep 23, 2008 11:55 am
by Phobus
DBLPost: MAPINFO line 27 has a syntax error, so says ZDoom.

EDIT: Removed the braces, changed the position of pic "Brick1" to in the cluster definition and removed the 1 on the end of the music bit, and it worked alright. Finally activated the coffin easter egg, but didn't find the 5th secret :? My guess is that switch in the courtyard did something, but I didn't know what. Left one monster too, which I assumed was in the secret.

Overall, it's pretyt good. Could just do with fixing the MAPINFO really.

Re: [Released] The Castle

PostPosted: Tue Sep 23, 2008 2:50 pm
by Jake
Thanks Phobus, I think I've fixed the MAPINFO problems now. Now it appears to be working correctly.

Uploaded the fixed version of the official release. Check first post.

Re: [Released] The Castle

PostPosted: Tue Sep 23, 2008 2:53 pm
by Phobus
Yeah, now it works. Good job I say. Not excellent or outstanding, but certainly a good first map. :)

Re: [Released] The Castle

PostPosted: Tue Sep 23, 2008 5:19 pm
by DoomRater
I never figured out the tomb puzzle. However, I was able to apparently complete the level with one monster still alive... ?