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Topics - Thunderono

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1
Tutorial Collection / [TUTOR] SECTINFO Setup (Now with Domination!)
« on: January 05, 2022, 04:41:05 AM »
What the heck is SECTINFO?
I can't blame you for not knowing-- before using it myself in Spectral Echo, the only person I know of that ever bothered using it in a map was Russel.  SECTINFO is a lump in your map's wad archive that assigns a name to sectors by sector number.  For instance, Spectral Echo's SECTINFO lump looked like this:

(click to show/hide)

This has two relatively low-impact effects on gameplay.  The first is that typing $location in chat will display your actual location on the map, based on the mappings in SECTINFO.  The second, and often more noticeable, is that co-op info will now display your teammates' locations.

Is this a requirement for maps to be competitively viable or even casually viable?  No, not at all.
Is it cool?  Absolutely.

Unfortunately, all known versions of Doom Builder lack a mechanism to implement this, which means that in order to do so, you have to either manually gather sector numbers or cobble together an external workflow.  On top of that, since SECTINFO runs off of sector numbers, it would actually break whenever you were to split or delete a sector...

...or does it?

I spent my evening today crafting up a fix to this situation.  The result is a standalone tool that can root through information in your map's TEXTMAP to generate a SECTINFO for you!  The method this tool uses has a couple of upsides: you don't have to look at sector numbers, and since it uses information harmlessly saved in the map that doesn't rely on sector numbers, it will not break if you split or delete sectors.  If you don't mind briefly dipping into an external tool to make it, this can save you a lot of time and energy setting up callouts on your map.

Grab the tool here!

Included is a short .pdf file that details the workflow for getting these set up.  Enjoy!

oh and I guess you can use SECTINFO to set up control points for domination too but this tool doesn't do that uh oh
edit: OH YEAH IT DOES PAL

2
Maps / REAL Pack - v1c Released!
« on: May 27, 2019, 11:36:26 PM »
see it works because it's like the REef and ALpacka, get it?

Introducing...
The REAL Pack

An 18 map strong pack of smooth goodness brought to you by LlamaHombre and yours truly, Thunderono!  This pack is the combination of The Reef (previously known as the WetPack, my own pack) and Alpacka, Llama's own pack.  I can't actually think of anything else to put here, so let's dive right in!

Reef screenshots
(click to show/hide)

Alpacka screenshots
(click to show/hide)

REAL Screenshots
(click to show/hide)


v1c Changelog
(click to show/hide)


Grab it from TSPG or Dropbox!

Music and asset credits can be found within each pack's respective README in the main pack's pk3, as well as usage restrictions.

Thanks for playing!

Previous versions
(click to show/hide)

3
Closed / MM5CHA wind issues
« on: October 01, 2016, 11:33:55 PM »
So MM5CHA makes use of small sectors running alongside its rails that blow players off.  This is intended to keep players from avoiding instant death by saddling the side of the rail.  That's all fine and dandy (though it can make for some very frustrating deaths when you're on the side of the train and the rail sucks you off), but this only applies to one half of the rail.  While the back of the train is fine, the inside halves of the rails on the main part of the train do not use this.  I have a fix and a suggestion.

First off, a screenshot to show the type of thing that can happen:
(click to show/hide)
And a shot from GZDB to prove this isn't some weird engine bug:
(click to show/hide)

The fix is to just add another sector on the other side of the rail to blow players off.  However, I have a suggestion to make this system a little more bearable.  Since the rails tend to pull players off of the track, you could change the direction of the wind on the outer portion of the rail to blow players back to the train.  The new sectors would also blow into the train to avoid this annoying issue.

4
Maps / Mirror Mode
« on: September 15, 2016, 11:00:05 PM »
a.k.a "Thunder ruins everything"


Hey everyone!  How're we enjoying v5?  Had a chance to get comfortable with the new maps?  Maybe you've spent a lot of time memorizing existing layouts and mastering them down to every pickup and turn?  Great!

Let's mess all that up.

Introducing Mirror Mode, an exhaustive pack that flips every* map in core on its heels.  In case you haven't played Mario Kart or don't know what a mirror is, Mirror Mode takes existing levels and flips them on an axis.  This can be very disorienting for players who rely on memorization.

A few things to note:
    -It's very possible that some of the offsets are still bad.  I tried my best to fix texture offsets and usage, and while I succeeded for the most part, there are likely still issues scattered throughout the maps.  Realistically speaking, it's difficult to catch everything.  Sorry!
    -It actually doesn't matter if I flip a map vertically or horizontally, since they yield the same result.  I got asked a few times during development and figured I'd establish that here.
    -Originally, I was going to make a version that replaced all of the core maps with these, so that you could play the campaign in mirror mode.  Unfortunately, since all the textures are defined in the map files themselves, this would cause a lot of filesize bloat and I ultimately opted not to go with it.  There's probably some hacky slade wizardry I could do, but I wouldn't know where to start.

Grab it from TSPG here!
Dropbox mirror
Some screenshots:
(click to show/hide)

*It technically isn't every map.  I left some maps out due to generally high symmetry or overall lack of difference when flipped.  Full list of exceptions in the spoiler:
(click to show/hide)

Mapcodes are the normal mapcode, followed by an R.  For example, MM9FAK would become MM9FAKR.

5
Closed / Outdated Screenshots in Map Select
« on: August 01, 2016, 12:03:57 AM »
It's a pretty minor gripe, but a few of the screenshots don't reflect the current versions of the maps.  These maps are:

MM1GUT
MM2HEA
MM4DUS
MM7SLA (Relatively minor but still worth mentioning)
MM7SHA
MMBCOL
MMBBUR

This could also be a good opportunity to revise some of the shot locations, as quite a few don't show off the map very well.

6
Maps / [Small Map Pack] WetPack v1b
« on: October 04, 2015, 05:18:22 PM »
This topic and project are now obsolete and should be disregarded.  To find the most recent version of this project, go check out the REAL Pack!


So with Rozpack v4 and PBJ recently released, and with v5 on the horizon, there sure are a lot of maps floating around.  Surely we don't need any more, right?

Of course we do.

Introducing the WetPack, a brand new pile of six funky fresh maps for the pleasure of your playholes.  This has been a project of mine since early summer of last year, and it pleases me tremendously to have it released.  Even if one person enjoys one map in this pack, I can consider it a success.

But enough talk, let's get wet!

Grab v1b from Best-Ever!
Dropbox mirror

Previous versions:
(click to show/hide)
Screenshots
(click to show/hide)
Changelog
(click to show/hide)

FAQ
(click to show/hide)

Music credits and such are all in the readme.  Thanks for downloading, or if you didn't, thanks for looking at the pretty words on this page!  If you didn't do that either, then frankly, I don't know what you're doing here.

As always, feedback is well appreciated!  My goal here is to make a pack that people can enjoy, so I would need to know if people actually enjoy it.

7
Anything Goes / Character Catalog
« on: January 07, 2014, 12:44:53 AM »
Hey everyone!  Welcome to this little topic.  The general thing behind this topic is that it's meant to house characters you think of in that crazy mind of yours.  The thread is for documentation purposes mainly, but it's there.

Let's see some rules!
1. Keep it clean.  This is a rule of the board itself, but PLEASE, don't make any adult-oriented characters.  If they gobble dicks for a living, don't specify.

2. Please post characters that are relevant to Cutopia.  Any posts that don't follow this rule prior to this rule existing have grandfather immunity, but if a character is posted with their own planet or dimension, they're not going on the front post.

3. No existing characters.  That is, if a character already exists in a franchise, don't bring that shit here. Good examples of this kind of character can be found here and here.  Other than that, anything is fair game.

4. Don't be a donglord.  It's one thing to have an unusual or silly character, but it's another to just go overboard.  A lot of examples can be found on the first page of this topic.

5. As much as I REALLY think it isn't necessary to say, don't be an ass to somebody about their character.  The point of the topic is to create an environment where there aren't any holdups about posting something.  It doesn't matter if it's actually bad or not-- if you think something's wrong or shitty with the character, keep it to yourself.  You're free to discuss it with your peers as much as you please, I can't stop you there, but don't bring it up to the creator.  If it seems like an actual, genuine product that they spent time on, and it had some similarity with some other thing, it doesn't need to be brought up.  At all.  Same thing applies to groups and locations.  If it's a serious product, don't act in a manner that could potentially discourage them from posting in the future.

Do you like maps?  I like maps.  We've got a REALLY BIG map of Cutopia RIGHT HERE:
(click to show/hide)

Use this template in your character submissions, please:
Name:
Appearance:
Personality:
Backstory: (Optional)
Weapon/Other Abilities: (Optional)
Other: (Optional)

If you want to create a location, all you really need to include is the name and a brief blurb about what the place is.

If you are creating a group of people but slightly specifying about each member, please leave the bio of each member in a single spoiler to help me determine that it is indeed a group and not a bunch of separate submissions.

Try to put at least some effort forth in your characters.  I'm not going to deny anyone the right to be on the front post unless they blatantly break one of the rules, but it would be great if you had some intricate character instead of Laser McKinghead who fires nukes from his toenails.

Resubmissions of old characters are allowed, as revising them is kind of impossible at the moment.  And by all means, don't be afraid to post a character.  Nobody here's judging you.

Submissions:
Cutstuff War submissions part one
Cutstuff War submissions part two
(click to show/hide)

Locations
(click to show/hide)

Groups

8
General Gaming Discussion / Steam Greenlight
« on: December 09, 2012, 06:19:07 PM »
So Valve's been doing this thing lately where people post their games onto the Greenlight page and the community votes to see if the game would be any good on steam.

If it gets enough votes, Valve adds it to steam.

So I was thinking that we could use this to try and recommend good games in the Greenlight to each other?

9
Anything Goes / The guess that map forum! (Poll on until 12/31/10)
« on: December 11, 2010, 12:39:35 AM »
This is a new mini game on the forums. I'll kick it off by posting this pic of a glitch area found in one of the maps in chapter one while spectating.



10
MM8BDM Discussion / Post your server's adress here!
« on: December 08, 2010, 12:57:41 AM »
Please do this so that the people who don't have Doomseeker to enjoy multiplayer.  (Note-i have Doomseeker, i'm just doing this to help out.) :mrgreen:

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