The Ultimate Torment & Torture: Supportive Edition

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Re: The Ultimate Torment & Torture: Supportive Edition

Postby DoomKrakken » Sun Nov 19, 2017 12:55 am

Oh, cool. :D

I've been playing Ed The Bat's fixed version, which just made it compatible with gameplay mods in general. But this takes it a few steps further... I gotta try it! :D
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Re: The Ultimate Torment & Torture: Supportive Edition

Postby De-M-oN » Sun Nov 19, 2017 11:13 am

- Converted .mp3 music to .ogg


oh come on. why the doom community keeps doing so much bad with audio. :(

lossy to lossy compression - no thanks. I dont want Generation Loss

Why are you keep doing this @ whole doom community?

The quality of audio suffers extremely by that. And let me guess - bad 128 kbit mp3s converted to ridiculously bad 48 kbit oggs. right?

Sorry if I sound rude or not thankful to all the work. It wasnt my intention at all. Its just frustration to see this again and again with every mod happening. And I wonder what generation loss you all do already with sounds. Its just frustration.

I love UT&T though. I even did a LP of this.

But why is everything removed? Its just if you want to use another mods along with it? The normal player should stay without supportive TNT, right?
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Re: The Ultimate Torment & Torture: Supportive Edition

Postby DoomKrakken » Sun Nov 19, 2017 7:33 pm

So, if you want to play UTNT with all of its features, play TUTNT.

If you want to play UTNT with all of its features, but with other mods... play Ed The Bat's fixed version.

And if you want to play UTNT with changes to the maps that'll make things more compatible with other mods, play TUTNT: SE.

What I like about this is that it adds another option for you to use when playing TUTNT. With Ed The Bat's fixed version, you can play with custom weapon mods (such as Guncaster or Trailblazer), but custom weapons such as the Flamethrower and Minigun are still present and can be picked up.

I beared with it, though. But now, I can actually go to those places and pick up something that I'll actually use. :D
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Re: The Ultimate Torment & Torture: Supportive Edition

Postby DevilBlackDeath » Sat Jun 02, 2018 8:28 am

I know the whole topic is a bit old now, but I was just wondering when replaying through it (I played through the non-supportive edition twice) what was up with autosaves in Episode 2 (not yet at 3 I don't remember if it's the same drill). Episode 1 as multiple autosaves at pretty good spots (although I'd say I may have pushed the second checkpoint to AFTER activating the satellite thingie, before the barons + cyber encounter). Episode 2 is very lacking in this aspect. To the point I think it may have been partly forgotten ? It's unfortunate as I like big maps to have consistent autosaves (I'm a no-save kind of guy yeah :S but if the game autosaves for me, I do use it, since it means the designer acknowledges there should be a save there).

I'm not asking the feature to be added at all, I was just wondering what's up with that ;)

Edit : My bad it was not episode 2 but episode 1 part 2 ;)
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Re: The Ultimate Torment & Torture: Supportive Edition

Postby Glaice » Sat Jun 02, 2018 11:17 pm

De-M-oN wrote:
Sorry if I sound rude or not thankful to all the work. It wasnt my intention at all. Its just frustration to see this again and again with every mod happening. And I wonder what generation loss you all do already with sounds. Its just frustration.

But why is everything removed? Its just if you want to use another mods along with it? The normal player should stay without supportive TNT, right?


I think you are nitpicking about the generation loss unless you are a hardcore audiophile..The average user is not going to notice it.

Why is everything removed/changed? It's so gameplay mods can be used, that's why since you'll get a shitload of conflicts without this sterilized version of TUTNT.
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Re: The Ultimate Torment & Torture: Supportive Edition

Postby Solaela » Sun Jun 03, 2018 3:40 am

Dunno what's going wrong but the hud when ran with pillowblaster's guncaster mod is messed up when this runs.

https://imgur.com/a/t5f6GwI

To show what's going on. And the load order.
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Re: The Ultimate Torment & Torture: Supportive Edition

Postby Gideon020 » Sun Jun 03, 2018 4:07 am

Solaela wrote:Dunno what's going wrong but the hud when ran with pillowblaster's guncaster mod is messed up when this runs.

https://imgur.com/a/t5f6GwI

To show what's going on. And the load order.


First, Guncaster comes after TUNT and Voice acting pack.

Second, if it's still looking like that after you do the above, just press + or - to increase/decrease the screen size until it shows the full Guncaster HUD.
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Re: The Ultimate Torment & Torture: Supportive Edition

Postby Solaela » Sun Jun 03, 2018 4:45 am

Huh. That's all I needed. Well I'm dumb. Cheers for that.
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Re: The Ultimate Torment & Torture: Supportive Edition

Postby Marisa Kirisame » Sat Jun 09, 2018 8:11 am

In TNT03B, after finding a certain secret and coming back out of it, the music gets changed to D_DM2INT rather than TUTNTINT.

Edit: Oh, and when defeating the bosses, too.
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Re: The Ultimate Torment & Torture: Supportive Edition

Postby DabbingSquidward » Sat Jun 09, 2018 11:47 pm

I had this on the back burner for a while and never got around to posting it, but since its release in September 2017, there are issues with enemy spawns, I think some of them even because of wrong/missing TID. I noticed that many monsters don't appear, even though they have enough space to move. You can fix this by either replacing every instance of Spawn, SpawnSpot & SpawnSpotFacing with their Forced variant, or add an SXF_NOCHECKPOSITION flag where applicable. Also, the arena in the second map skips one or two entire rounds, because it fails to spawn any enemies.

EDIT: Maybe it's just me, but like Gideon020 said on the previous page, it's odd that the Pyro Cannon wasn't replaced by a BFG, because you already get an RL and PG in the first level.

EDIT #2: I'm not masochistic or anything, but I would dig it if you replaced all stealth monsters with their standard counterparts instead of removing them. Because reducing enemy count while keeping the same amount of ammo across the maps throws the balance out of whack.
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Re: The Ultimate Torment & Torture: Supportive Edition

Postby TerminusEst13 » Sat Jul 14, 2018 4:57 am

Marisa Kirisame wrote:In TNT03B, after finding a certain secret and coming back out of it, the music gets changed to D_DM2INT rather than TUTNTINT.

Edit: Oh, and when defeating the bosses, too.

Oops. My mistake.

DabbingSquidward wrote:I had this on the back burner for a while and never got around to posting it, but since its release in September 2017, there are issues with enemy spawns, I think some of them even because of wrong/missing TID. I noticed that many monsters don't appear, even though they have enough space to move. You can fix this by either replacing every instance of Spawn, SpawnSpot & SpawnSpotFacing with their Forced variant, or add an SXF_NOCHECKPOSITION flag where applicable. Also, the arena in the second map skips one or two entire rounds, because it fails to spawn any enemies.

This is strange, it seemed everything spawned fine during my testing runs. I'll give this another run and check to see, thank you.

DabbingSquidward wrote:EDIT #2: I'm not masochistic or anything, but I would dig it if you replaced all stealth monsters with their standard counterparts instead of removing them. Because reducing enemy count while keeping the same amount of ammo across the maps throws the balance out of whack.

This should be exactly what happened, I removed all stealth monsters and replaced them with normal variants. Are there any that are missing?
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