
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!

oh come on. why the doom community keeps doing so much bad with audio.- Converted .mp3 music to .ogg
I think you are nitpicking about the generation loss unless you are a hardcore audiophile..The average user is not going to notice it.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?
First, Guncaster comes after TUNT and Voice acting pack.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.
Oops. My mistake.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.
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: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 should be exactly what happened, I removed all stealth monsters and replaced them with normal variants. Are there any that are missing?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.
Since the used bitrates are usually very low as well - yes I very well notice it. Especially when it comes to music.I think you are nitpicking about the generation loss unless you are a hardcore audiophile..The average user is not going to notice it.
Code: Select all
clearepisodes
episode TNT01
{
picname = M_EPITNT
}
map TNT01 "The Opening Abyss"
{
levelnum = 1
par = 0
cluster = 1
music = D_TNT01
next = INTERMAP
}
cluster 1
{
}
episode TNT02
{
name = " "
}
map TNT02 "The Armory of Pain"
{
levelnum = 2
par = 0
cluster = 2
music = D_TNT02
next = INTERMAP
}
cluster 2
{
}
episode TNT03A1
{
name = " "
}
map TNT03A1 "The Cursed Peak"
{
levelnum = 3
par = 0
cluster = 3
music = D_TNT03A
next = INTERMAP
}
map TNT03A2 "The Cursed Peak"
{
levelnum = 4
par = 0
cluster = 3
music = D_TNT03A
}
cluster 3
{
hub
}
map TNT03B "The Evil Heart"
{
levelnum = 5
cluster = 4
music = TUTNTINT
next = INTERMAP
}
cluster 4
{
}
episode TNT04A
{
name = " "
}
map TNT04A "Into the Darkness"
{
levelnum = 6
par = 0
cluster = 6
music = D_TNT04A
next = INTERMAP
}
cluster 6
{
}
map TNT04B "Beyond the Dark Portal"
{
levelnum = 7
par = 0
cluster = 7
music = D_TNT04C
next = INTERMAP
secretnext = TNT04C
}
cluster 7
{
}
map TNT04C "The Beginning and The End (DC)"
{
levelnum = 8
par = 0
cluster = 8
music = D_TNT04B
next = INTERMAP
}
cluster 8
{
}
map TNT04CN "The Beginning and The End"
{
levelnum = 10
par = 0
cluster = 10
music = D_TNT04B
next = INTERMAP
}
cluster 10
{
}
episode TNTLE
{
name = " "
}
map TNTLE "The Fury of Fire"
{
levelnum = 9
par = 0
cluster = 9
music = D_TNTLE
next = INTERMAP
}
cluster 9
{
}
map ENDMAP01 "Credits"
{
levelnum = 88
music = D_ENDG
par = 0
cluster = 88
nointermission
}
map INTERMAP "next map"
{
levelnum = 99
par = 0
music = TUTNTINT
next = TITLEMAP
nointermission
}
SpawnNums
{
191 = lostsoul
192 = cacodemon
193 = hellknight
194 = baronofhell
}