Page 2 of 3

Re: POWERTRIP: Rowdy Rudy II (MIDI and Graphic help wanted!)

Posted: Wed Aug 26, 2020 9:26 pm
by Doomkid
Old info removed to avoid confusion

Re: POWERTRIP: Rowdy Rudy II (Titlepic help wanted!)

Posted: Thu Aug 27, 2020 12:54 pm
by DavidN
Well done for getting it to this state :) I'll make sure to give things a try again!

Re: POWERTRIP: Rowdy Rudy II (MIDI and Graphic help wanted!)

Posted: Thu Aug 27, 2020 5:32 pm
by Gez
Doomkid wrote:Looking for help getting a Titlepic and Interpic made. What I had in mind was editing some official doomguy art - maybe from the end of E4 or the Titlepic of Doom1, but of course altering it to actually look like Rudy. Maybe imposed on a jungle background
Mmh...

Image

Is that fine? The background is from a random image search for "jungle"... Rudy's fully bald, so I should tweak the hair's color to make it closer to the skin, I suppose.

Re: POWERTRIP: Rowdy Rudy II (Titlepic help wanted!)

Posted: Thu Aug 27, 2020 5:39 pm
by Doomkid
DavidN wrote:Well done for getting it to this state :) I'll make sure to give things a try again!
Cheers David! I'd wait until one more iteration, since I've already made even more little tweaks since the latest upload, lol. I suddenly got the spark re-ignited once I realized just how close it is.
Gez wrote:Is that fine? The background is from a random image search for "jungle"... Rudy's fully bald, so I should tweak the hair's color to make it closer to the skin, I suppose.
This is really nice!

Re: POWERTRIP: Rowdy Rudy II (Titlepic help wanted!)

Posted: Thu Aug 27, 2020 6:22 pm
by Voltcom9
That picture of Rowdy Rudy in the Jungle is absolutely perfect. Great job Gez.

I'm glad to see this project in the final stages, great job on such an interesting gameplay mod and map pack Doomkid.

Re: POWERTRIP: Rowdy Rudy II (Titlepic help wanted!)

Posted: Fri Aug 28, 2020 5:47 pm
by Korell
Just tried this and skipped to Map21 (to see what was in the new rudyext.wad). I noticed that the green marine enemy (3plasmer?) has some animation frames that have a black background rather than transparent.

Re: POWERTRIP: Rowdy Rudy II (Titlepic help wanted!)

Posted: Fri Aug 28, 2020 7:16 pm
by Doomkid
I appreciate the kind words Voltcom! and thanks a ton for pointing this out, Korell.

Re: POWERTRIP: Rowdy Rudy II (final beta version)

Posted: Sat Aug 29, 2020 11:52 pm
by Doomkid
Everything known to be messed up is fixed and all of the "finalizing details" (credits screen, titlepic, etc) are all right where I want them.

The last tiny handful of things to do:

-Make 100% sure that every map has all 4 cooperative player starts and at least 4 Deathmatch starts, just to avoid crashes. Doesn't matter if they're logically placed, they just need to be there!

-Let DFF modify his two maps (map09 and map10) so that the entrances and exits all match up - map08's end flowing into map09's start area, 9 flowing into 10, and 10's ending matching to the start of 11 (it almost does already, tbh).

-Record vanilla compatible DEMO1 - DEMO4, but this will be done after all else is 100% finished.

-Get a TXT file made up that credits all map authors, all MIDI files original sources, and mentions the resources of all the textures and custom sprites.

Uhh... I think that's it! Hopefully you guys like how the finalized TITLEPIC and CREDITS turned out, by the way:

https://i.imgur.com/rszySf6.png

https://i.imgur.com/32AwHe5.png

Re: POWERTRIP: Rowdy Rudy II (Nearly complete)

Posted: Mon Aug 31, 2020 6:10 am
by Korell
I just tried the RC0 version from the Doomworld thread and the green marines still have a black box around them on some animation frames, including their death sprite.

Re: POWERTRIP: Rowdy Rudy II (Nearly complete)

Posted: Mon Aug 31, 2020 11:26 pm
by Doomkid
That's so strange.. I'm looking through the wad in Slade, all the sprites seem to be in the proper Doom image format with working transparency.. I checked out all the enemies in GZDoom, Zandronum and Vanilla and I don't see any issues. I wonder what could be causing it?

Re: POWERTRIP: Rowdy Rudy II (Nearly complete)

Posted: Tue Sep 01, 2020 3:57 am
by Gez
It's probably not a mod bug; it looks like this bug.

Re: POWERTRIP: Rowdy Rudy II (Release Candidate 1!)

Posted: Wed Sep 02, 2020 3:24 am
by Doomkid
What an odd bug - but I'm glad the fault wasn't on the mod's end.

Here's RC1 of the project, by the way! https://doomshack.org/uploads/rudy2rc1.zip

Re: Rowdy Rudy II: POWERTRIP (Release Candidate 1!)

Posted: Wed Sep 02, 2020 10:58 am
by Kinsie
Oh fuck yeah, I've been hanging out for this.

Re: POWERTRIP: Rowdy Rudy II (Nearly complete)

Posted: Wed Sep 02, 2020 4:54 pm
by Korell
Gez wrote:It's probably not a mod bug; it looks like this bug.
Yep, I think it is that bug. I just visited the primary thread for that bug and posted there about it. Changing the texture resize options temporarily solves it, and turning off the Precache GL Textures option (then restarting GZDoom) seems to have fixed it. Hopefully whatever the root cause of the bug is will be identified and fixed.

viewtopic.php?f=53&t=68228&p=1164186#p1164186

Re: Rowdy Rudy II: POWERTRIP (Release Candidate 1!)

Posted: Sun Sep 06, 2020 9:58 pm
by Doomkid
Kinsie wrote:Oh fuck yeah, I've been hanging out for this.
I hope you like it! If anything seems wrong or out of whack just let me know, there's still room for some fixes before this makes it's way to idgames.
Korell wrote:Yep, I think it is that bug. I just visited the primary thread for that bug and posted there about it. Changing the texture resize options temporarily solves it, and turning off the Precache GL Textures option (then restarting GZDoom) seems to have fixed it. Hopefully whatever the root cause of the bug is will be identified and fixed.

viewtopic.php?f=53&t=68228&p=1164186#p1164186
Hopefully this can help to get this bug squashed in future versions, really odd.