The Sky Will Always Be - V1 Release 21 AUG 2015
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- kevansevans
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The Sky Will Always Be - V1 Release 21 AUG 2015
For the uninitiated http://www.youtube.com/watch?v=5D25Xn0C_OQ
I've kind of always been upset over the lack of support The Sky May Be has for source ports. There have been a few methods to getting The Sky May Be to work with other source ports, but none of them feel truly native, and has caused some sort of stability issues. For example, the single wad conversion (which can be found here http://www.doomworld.com/vb/wads-mods/6 ... ith-zdoom/) runs perfectly as you'd expect, but Pain Elementals are replaced with barrels, and will crash the game if interacted with.
Obligatory Screenshots:
https://www.dropbox.com/s/613eypari5pmw ... .11.50.png
https://www.dropbox.com/s/vpn443f9kuxrf ... .12.29.png
https://www.dropbox.com/s/ijdzhhmkqoc68 ... .12.47.png
[21 AUG 2015] Download here:
https://www.dropbox.com/s/j9s49011yll9m ... 1.zip?dl=0
So this is the first full version I wanted to release for the conversion. My original goal was to make EVERYTHING a standalone entity, this meant all sounds, textures, sprites, etc., would have their own name and defined in their respective lumps. I got as far as making each monster and weapon separate, and even replacing the actors things in the map itself. Eventually I got sick of trying to figure out how to replace the sounds, so I let the name override do it's magic.
The map is not a 1:1 faithful recreation, a lot of it had to be changed and cleaned up in order to make it work. For example, the crate room behind the blue key door/elevator had a lot of custom textures that weren't lumps in the main wad, and I have no idea how to dig them out, so for now they're stock vanilla textures. A lot of Points and line defs had to be changed as well, as certain walls were mishaped and would not work right with the textures I cleaned up.
The one weapon I am not confident on managing to recreate is the mine launcher, the plasma rifle replacement that shoots a grenade of sorts, leaving behind three radiation mines that will fuck your day up. These are supposed to vanish after some time, but I never figured that out.
Monsters behave identically to the source I managed to do that, thank god. The Erasure is in there as well, just needs to be summoned via console.
Thanks for playing!
I've kind of always been upset over the lack of support The Sky May Be has for source ports. There have been a few methods to getting The Sky May Be to work with other source ports, but none of them feel truly native, and has caused some sort of stability issues. For example, the single wad conversion (which can be found here http://www.doomworld.com/vb/wads-mods/6 ... ith-zdoom/) runs perfectly as you'd expect, but Pain Elementals are replaced with barrels, and will crash the game if interacted with.
Obligatory Screenshots:
https://www.dropbox.com/s/613eypari5pmw ... .11.50.png
https://www.dropbox.com/s/vpn443f9kuxrf ... .12.29.png
https://www.dropbox.com/s/ijdzhhmkqoc68 ... .12.47.png
[21 AUG 2015] Download here:
https://www.dropbox.com/s/j9s49011yll9m ... 1.zip?dl=0
So this is the first full version I wanted to release for the conversion. My original goal was to make EVERYTHING a standalone entity, this meant all sounds, textures, sprites, etc., would have their own name and defined in their respective lumps. I got as far as making each monster and weapon separate, and even replacing the actors things in the map itself. Eventually I got sick of trying to figure out how to replace the sounds, so I let the name override do it's magic.
The map is not a 1:1 faithful recreation, a lot of it had to be changed and cleaned up in order to make it work. For example, the crate room behind the blue key door/elevator had a lot of custom textures that weren't lumps in the main wad, and I have no idea how to dig them out, so for now they're stock vanilla textures. A lot of Points and line defs had to be changed as well, as certain walls were mishaped and would not work right with the textures I cleaned up.
The one weapon I am not confident on managing to recreate is the mine launcher, the plasma rifle replacement that shoots a grenade of sorts, leaving behind three radiation mines that will fuck your day up. These are supposed to vanish after some time, but I never figured that out.
Monsters behave identically to the source I managed to do that, thank god. The Erasure is in there as well, just needs to be summoned via console.
Thanks for playing!
Last edited by kevansevans on Sun Aug 23, 2015 12:58 am, edited 11 times in total.
- Hetdegon
- Posts: 320
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Re: The Sky Will Always Be - A Dehacked to Decorate conversi
T....the gun is good.
This is an interesting effort, bringing such a piece of (horrible) history of Doom into modern times.
Also, I applaud your bravery, testing this stuff as one implements stuff must be nerve-wracking.
This is an interesting effort, bringing such a piece of (horrible) history of Doom into modern times.
Also, I applaud your bravery, testing this stuff as one implements stuff must be nerve-wracking.
Re: The Sky Will Always Be - A Dehacked to Decorate conversi
damn it zardoz get out of hereHetdegon wrote:the gun is good.
- kevansevans
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- kevansevans
- Spotlight Team
- Posts: 420
- Joined: Tue Oct 05, 2010 12:04 am
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Re: The Sky Will Always Be - A Dehacked to Decorate conversi
You, sir, are a god. A Great God Imp, that is.
- Marisa the Magician
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Re: The Sky Will Always Be - A Dehacked to Decorate conversi
Oh my, this is brilliant work you're doing here.
Edit: Did I just hear you sneeze?
Edit: Did I just hear you sneeze?
Re: The Sky Will Always Be - A Dehacked to Decorate conversi
I have so many questions, but I dont want any of them to be ever answered...
- Tapwave
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Re: The Sky Will Always Be - A Dehacked to Decorate conversi
I dunno, but it looks to me that the Blessed cannon immortalizes enemies way too often.
Re: The Sky Will Always Be - A Dehacked to Decorate conversi
I have a question that I want answered though. Why is everyone making shit nowadays? Is it because you think you can't be equal to Sarge? Or do you just like to troll and upload your stupid shit?hfc2x wrote:I have so many questions, but I dont want any of them to be ever answered...
Be creative like Wild Weasel with his "Accessories to Murder" for example.
/rant & cockride
- kevansevans
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Re: The Sky Will Always Be - A Dehacked to Decorate conversi
Oops. That was my room mate. Forgot to turn off the mic in fraps.Saya-chan wrote:Edit: Did I just hear you sneeze?
Noticed that as well, I'll tone it down and update it soon.terranova wrote:I dunno, but it looks to me that the Blessed cannon immortalizes enemies way too often.
- twinkieman93
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Re: The Sky Will Always Be - A Dehacked to Decorate conversi
He's not making shit, he's REMAKING shit. And this is shit as ART. It's like the Mona Lisa of shit-as-art.LostSkull wrote:I have a question that I want answered though. Why is everyone making shit nowadays? Is it because you think you can't be equal to Sarge? Or do you just like to troll and upload your stupid shit?hfc2x wrote:I have so many questions, but I dont want any of them to be ever answered...
Be creative like Wild Weasel with his "Accessories to Murder" for example.
/rant & cockride
Re: The Sky Will Always Be - A Dehacked to Decorate conversi
Oh, yes, i definitely love this!! nice one
downloading...
oh-
downloading...
oh-
- kevansevans
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Re: The Sky Will Always Be - A Dehacked to Decorate conversi
I find it funny that he tells me I should be creative, then tells me how to be creative. Oh the irony.twinkieman93 wrote:He's not making shit, he's REMAKING shit. And this is shit as ART. It's like the Mona Lisa of shit-as-art.LostSkull wrote:I have a question that I want answered though. Why is everyone making shit nowadays? Is it because you think you can't be equal to Sarge? Or do you just like to troll and upload your stupid shit?hfc2x wrote:I have so many questions, but I dont want any of them to be ever answered...
Be creative like Wild Weasel with his "Accessories to Murder" for example.
/rant & cockride
Anyways, LS. I understand your frustration with seeing this on the forums, but this isn't in any way to show comparison to anyone. Sky May Be is one of those mods that's been a staple in Doom's History for about 17 years now, and no one has done anything what-so-ever to make it easy to play on modern source ports. It (the original) uses the most convoluted method of mod installation I've ever seen, and only works properly with vanilla doom. I've only managed to find one 'modernization' of SMB (link in OP), but that's unstable as is and doesn't play nice with itself. But the whole point of SMB wasn't to make a joke wad, and it wasn't to make a serious wad. It sits in between where the goal was to make something 'totally and utterly unlike anything which had gone before'. Call it shit, call it genius, either way you're right. It's still an amusing mod and really difficult one as well.
As for that creativity remark, I have come here with one big project of my own. This mod I'm doing here is just to sharpen my abilities with decorate a little, the big one I'm working on is a little too big for me to chew, and I've been going in and out with it. You can find it here: http://forum.zdoom.org/viewtopic.php?f= ... &hilit=scp
Feel free to add your feedback to that, I'll gladly listen
- wildweasel
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Re: The Sky Will Always Be - A Dehacked to Decorate conversi
Probably the best explanation of what The Sky May Be really is, is best left to its creator, DOUG The Eagle of IT-HE productions.