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Re: [LAUNCHED] Cursed Maze

Posted: Thu Aug 16, 2012 11:53 am
by Viscra Maelstrom
or, you could make the dark graphic extend so it covers those areas on the screen. just make the resolution of the graphic a bit wider, so it fits on widescreen monitors like Enjay's. widescreen is something that's widely (heh) used nowadays, so support for widescreen resolutions should be something you should always have in mind when making mods for ZDoom and the like.

Re: [LAUNCHED] Cursed Maze

Posted: Thu Aug 16, 2012 3:17 pm
by Enjay
Yes, you can find a few mods that use similar effects. Usually this is done by using SetHUDSize to 320x200 or 640x480. Then you use a HUDMessage to print a graphic so that the middle of the graphic occupies the effective 320x200/640x480 section in the middle of the screen. However, the graphic itself is bigger (both wider and taller) than 320x200/640x480 and spills over the sides so that if the screen is showing extra bits, those extra bits get covered by the extra edges of the graphic.

And if that description makes sense to you, your reading is better than my explaining. :P

Re: [LAUNCHED] Cursed Maze

Posted: Thu Aug 16, 2012 4:43 pm
by Ravick
Hum... there is no dynamic way to resize it according of the resolution? It'd work for the black blinking images, but how make it with more complex images?

Re: [LAUNCHED] Cursed Maze

Posted: Thu Aug 16, 2012 4:54 pm
by Ricochet
Ethril wrote:this isn't just a bunch of "jump scares" (e.g. screamers) is it?
Spoiler:

Re: [LAUNCHED] Cursed Maze

Posted: Fri Aug 17, 2012 1:18 pm
by ibm5155
some idea with GetScreenHeight and GetScreenWidth could help in this situation?

Re: [LAUNCHED] Cursed Maze

Posted: Fri Aug 17, 2012 4:24 pm
by TiberiumSoul
Ricochet wrote:
Ethril wrote:this isn't just a bunch of "jump scares" (e.g. screamers) is it?
AND SCP-173

Re: [LAUNCHED] Cursed Maze

Posted: Fri Aug 17, 2012 4:26 pm
by TypeSaucy
TiberiumSoul wrote:
Ricochet wrote:
Ethril wrote:this isn't just a bunch of "jump scares" (e.g. screamers) is it?
AND SCP-173
... there's an SCP-173 in here? :o
....playing this right now. XD

Re: [LAUNCHED] Cursed Maze

Posted: Fri Aug 17, 2012 5:17 pm
by Ethril
TiberiumSoul wrote:AND SCP-173
Man, why is SCP-173 everywhere these days? It's just a big ugly Weeping Angel without the self-replication thing and just outright kills you instead of timescrewing you.
The SCP foundation has loads of other creepy and/or hostile entities to choose from.

Re: [LAUNCHED] Cursed Maze

Posted: Fri Aug 17, 2012 5:49 pm
by TiberiumSoul
yes there is but its after you beat the map. after the credits are finished there will be a text that says unknown thing detected and you will get attacked and mauled by 173

Re: [LAUNCHED] Cursed Maze

Posted: Fri Aug 17, 2012 7:10 pm
by ibm5155
great news, 16:9, 16:10 ratio now suported (I created a new function that manualy adapt to the screen...)
Patch soon

Re: [LAUNCHED] Cursed Maze

Posted: Sat Aug 18, 2012 4:58 pm
by ibm5155
Double...

Here´s it, a patch that works with 4:3, 16:9 and 16:10* (is 99,9% right, i couldn´t change more or I would get 101% on screen...)


I put here a download link patch, and soon I´ll upload de full repaired version...

What´s the news, script 6 at the ending removed the acs_execute(it was just a dev script ^^) almost all ratios suported without change the picture.

EDIT:http://www.mediafire.com/?sk7s3fb01z9bpwf <- full link, if have download before the patch you can select the patch or the full game, if you didn´t download it yet I recomend you download this link

Re: [LAUNCHED] Cursed Maze

Posted: Sat Aug 18, 2012 5:31 pm
by Ravick
Smart solution, man ;)
This code yours could help al lot of people.
X-CrAzYkOoL-X wrote:
ALOTOFPEOPLE wrote:this isn't just a bunch of "jump scares" (e.g. screamers) is it?
AND SCP-173
... there's an SCP-173 in here? :o
....playing this right now. XD
Haha! :lol:
:)

Re: Cursed Maze v2.0 [FINAL]

Posted: Mon Jan 14, 2013 7:50 am
by ibm5155
First page update!!!
http://forum.zdoom.org/viewtopic.php?f= ... 24#p638424

If you don´t want to see it, just open the full spoiler down
Spoiler:
If you find some problem just type here :D

Re: Cursed Maze v2.0 [FINAL]

Posted: Mon Jan 14, 2013 9:49 am
by Ravick
Nice to come back and see an update of this mod.
'Gonna play it tonight! :D

Re: Cursed Maze v2.0 - Gloome Edition

Posted: Thu Jul 09, 2015 3:47 pm
by ibm5155
So guys, since the new to give it a try and adapt the Cursed Maze to it :D

too much text to write, here's just the topics.
-Replaced Gzdoom by Gloome
-Made Gloome recognize Cursed maze as an iwad (two actually, one for portuguese language and other for english) (no more need to console launcher :-( )
-Replaced a copyrighted music from map02 (I actually want some feedback about it, because I made it and I'm not right if it's good enough) (yes, I mixed it with three musics, one I made by myself, the other two are credited over the update log, but on the future they will be credited over the credits map, if people enjoy that music)

There're new things to be fixed now :(
-Heartbeat sounsd like a global sound.
-Ravishing is Really fast.
-Teleport sound is a bit bugged (maybe the fault is from openal itself

and yeah, I'll add new things over it (I wish that Gloome supported the oculus rift from gz3doom :-( )

Download link:http://www.mediafire.com/download/6dhim ... e2.0a5.zip