DUMP Episode 2: Dump Harder [RELEASED]
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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.
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.
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Deviluke Roy
- Posts: 405
- Joined: Sat Mar 05, 2016 4:43 pm
- Location: Where's my jokebook?
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
*Copy pasted from the "what did you do last* thread*
I played a but of the DUMP test builds with Doom RL Arsenal. Both, because I played the first one when I meant to play the 2nd one. Oh well.(the comments are on the new test build)
There's a weird pistol in Kurakashi's (I hope I spelled that right) map, right at the start. It doesn't let me use any of my other weapons.
There's also a weird door in my map where it's open, but it doesn't look like that. Doesn't matter, it's the secret exit anyway. Also, the map pick has nazi's in grey suits.
I also noticed that you have to play less maps on lower difficulties. Nice touch.
I played a but of the DUMP test builds with Doom RL Arsenal. Both, because I played the first one when I meant to play the 2nd one. Oh well.(the comments are on the new test build)
There's a weird pistol in Kurakashi's (I hope I spelled that right) map, right at the start. It doesn't let me use any of my other weapons.
There's also a weird door in my map where it's open, but it doesn't look like that. Doesn't matter, it's the secret exit anyway. Also, the map pick has nazi's in grey suits.
I also noticed that you have to play less maps on lower difficulties. Nice touch.
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Jukem
- Posts: 20
- Joined: Mon Mar 21, 2016 9:40 pm
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
Map18 was updated at least, so why not start with thatSoundofDoomDoors wrote:Term, can you post a change log so I can see which maps have changed since the first release? I've played some updates but not others, so I'd like to just give them all a run through. I need to know which ones got changed first, though.
Speaking of which, here's the (hopefully) final version of it (Map18). Mostly ACS changes to make sure stuff won't break even if you throw it off a cliff please don't throw it off a cliff
https://www.dropbox.com/s/zj0bcppsi1vnj ... 8.wad?dl=0
Also Term, you might want to add the SkyStretch flag to it's mapinfo definition, so that one of the skies doesn't tile vertically when looking up in software
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Action Max
- Posts: 18
- Joined: Tue Mar 22, 2016 4:51 am
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
I can't screenshot it right now but there's a small HOM the start of the final map.
I'm playing in software rendering, no freelook.
Spoiler:Also one map has HOM everywhere in the opening area. Can't remember which map - not helpful I know.
I'm playing in software rendering, no freelook.
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Laggy
- Posts: 140
- Joined: Thu Nov 06, 2014 4:16 pm
- Location: I think so.
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
I don't know about you people but the lift sound sequence annoys me a little so I made a patch to make it sound right.
https://www.dropbox.com/s/mx7odyfa404m1 ... h.pk3?dl=0
https://www.dropbox.com/s/mx7odyfa404m1 ... h.pk3?dl=0
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ijon
- Posts: 108
- Joined: Thu Mar 17, 2016 12:09 pm
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
a DM pack sounds fun, because man playing through all the maps in this thing burned me out
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Mor'Ladim
- Posts: 314
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- Location: An artifact in an image you foolishly saved as a JPEG.
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
I finally got to test my own map properly and saw that one would still totally run out of ammo in some areas (If no secrets happen to be found). I made some more adjustments to health and ammo. Here is the update:
Black Metal Fortress Final(?) Update
To TerminusEst13:
-The music track 'METROP' has changed, but the test build uses the older track.
-The sky is different than the one used in my version, but that is minor and doesn't have to be changed.
-'pickup/armorshard AMRSHRD' is not defined in SNDINFO and the sound file does not exist, therefore, the Armor Shard pickup will not play its sound.
-The textures, 'MGRATEW' and 'MROKBAR2' are not used and can safely be removed.
Black Metal Fortress Final(?) Update
To TerminusEst13:
-The music track 'METROP' has changed, but the test build uses the older track.
-The sky is different than the one used in my version, but that is minor and doesn't have to be changed.
-'pickup/armorshard AMRSHRD' is not defined in SNDINFO and the sound file does not exist, therefore, the Armor Shard pickup will not play its sound.
-The textures, 'MGRATEW' and 'MROKBAR2' are not used and can safely be removed.
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Vbob
- Posts: 11
- Joined: Mon Mar 21, 2016 2:33 pm
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
I didn't realize I forgot to give a quote for my map, heh. I chuckled at what the quote ended up being for this build so I guess it could just be left as is.
I also saw some misalignments in the test build version of the map, so I'll be fixing those pronto
I also saw some misalignments in the test build version of the map, so I'll be fixing those pronto
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Action Max
- Posts: 18
- Joined: Tue Mar 22, 2016 4:51 am
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
On closer inspection the HOM is the whole area behind the fence in the opening area of the final map.
Spoiler:
You do not have the required permissions to view the files attached to this post.
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Jukem
- Posts: 20
- Joined: Mon Mar 21, 2016 9:40 pm
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
I lied. Here is the final version. Maybe.Jukem wrote:...here's the (hopefully) final version...
https://www.dropbox.com/s/b7523lomdfduv ... o.wad?dl=0
Goddamn last minute changes *irritated grumbling*
EDIT: Why does it say it was updated 20 mins ago? I just saved it a few moments before posting
EDIT2: Changed the link to a copy of the same file to make sure it's the most recent one
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The Purple Marine
- Posts: 49
- Joined: Sun Feb 28, 2016 1:20 pm
- Location: Some forest somewhere
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
...
I think I am going to go change the end of the map now.
EDIT:Okay, I read the OP again, it was purposely changed, but I'm okay with it.
"It may be a week late but that's okay, right?"Was the music change intentional, or just because another map uses a different music file with the name D_ROMERO?
I'm not sure if I like it or not...
-The Purple Marine
ANOTHER EDIT:I am probably going to get it done tommorrow morning.
An EDIT to that EDIT:Okay it won't get done this morning, but it is actually close to being done now. Of course now I have to goto school, and I can't work on it then, Argh... Expect it to be done by 5 p
FINAL EDIT:So you know when I said that I was clsoe to being done when I actually had a lot more to do? Well now I'm saying I'm close to being done, and am being fully honest. I have a maximum of like 50 linedefs left. See you in an hour or two!
Last edited by The Purple Marine on Fri Apr 08, 2016 2:35 pm, edited 5 times in total.
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Deviluke Roy
- Posts: 405
- Joined: Sat Mar 05, 2016 4:43 pm
- Location: Where's my jokebook?
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
HOLY SHIT I ALMOST FORGOT
This bug was in DUMP episode 1 as well. Basicly, when I play with Shihong, when I go into a map, my guns suddenly don't work.
EDIT:
They don't work for Hae-Lin as well
EDIT 2:
I forgot to mention that they're from Demonsteele. Eh. Doesn't matter.
This bug was in DUMP episode 1 as well. Basicly, when I play with Shihong, when I go into a map, my guns suddenly don't work.
EDIT:
They don't work for Hae-Lin as well
EDIT 2:
I forgot to mention that they're from Demonsteele. Eh. Doesn't matter.
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The Purple Marine
- Posts: 49
- Joined: Sun Feb 28, 2016 1:20 pm
- Location: Some forest somewhere
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
Ugh, something's come up again, I'm not gonna get this done till tommorrow.
https://drive.google.com/file/d/0B0cmUB ... sp=sharing
But seriously, I finally got the damn thing done.
I made some small changes throught the entire map, and completely redid the Arachnotron area and end area. The bossfight is now a spidermastermind, but you can hide in one of the towers and defeat it easily.
Note:I made a texture change in the area with the floating blocks, so you may want to retake the picture.
https://drive.google.com/file/d/0B0cmUB ... sp=sharing
But seriously, I finally got the damn thing done.
I made some small changes throught the entire map, and completely redid the Arachnotron area and end area. The bossfight is now a spidermastermind, but you can hide in one of the towers and defeat it easily.
Note:I made a texture change in the area with the floating blocks, so you may want to retake the picture.
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Abba Zabba
- Posts: 2166
- Joined: Mon Sep 05, 2011 8:50 pm
- Location: a place lol!
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
I've noticed some weirdness with DUMP 1 in mods, in particular MSX (where I made all starting player magazine counts 0 but each map's inventory reset sets it to 1 for everything for an unknown reason) and SUAB, (where the Beretta and VP70 remained after an inventory wipe).Deviluke Roy wrote:HOLY SHIT I ALMOST FORGOT
This bug was in DUMP episode 1 as well. Basicly, when I play with Shihong, when I go into a map, my guns suddenly don't work.
EDIT:
They don't work for Hae-Lin as well
EDIT 2:
I forgot to mention that they're from Demonsteele. Eh. Doesn't matter.
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Henix_Aurorus
- Posts: 108
- Joined: Tue Aug 27, 2013 3:42 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: The Endless Void
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
I just had an epiphany. I might know why mods are bugging out. I don't know how the ResetInventory MAPINFO property work, exactly, but if I had to guess, it's clearing items it shouldn't be clearing and is thus breaking mods that use token-type items.
tl;dr we might need a PistolStart MAPINFO property that treats it like an entirely new game (essentially just clear everything and create a new instance of the relevant PlayerPawn) in order for mod compatibility to actually work.
tl;dr we might need a PistolStart MAPINFO property that treats it like an entirely new game (essentially just clear everything and create a new instance of the relevant PlayerPawn) in order for mod compatibility to actually work.
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Eevee
- Posts: 592
- Joined: Wed Jul 16, 2003 5:26 am
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
I dunno, ResetInventory is implemented basically like that already:
If a progression token shouldn't be lost to ResetInventory, it should have INVENTORY.UNDROPPABLE.
Code: Select all
p->mo->ClearInventory();
p->mo->GiveDefaultInventory();