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Messages - Eruanna

Pages: 1 2 3 [4] 5
46
The Ghoul's Forest / Re: Map submission thread
« on: December 07, 2010, 06:36:32 PM »
Thanks. Added. :)

47
The Ghoul's Forest / Re: So... GVHv2b10 ever getting out?
« on: December 07, 2010, 05:19:49 PM »
It's on the SVN. It needs to be reviewed and stuff before we publish it though. I don't think it's too bad, though. :)

If I were to complain about anything, it'd mostly be the texture choice. There's too much brown and gray here and it looks very bleh. It also looks like a mix and mash between GVH31 and GVH07. But other than that it's not bad. :)

48
The Ghoul's Forest / Re: Yurei Battle Fix (V4)
« on: December 07, 2010, 05:02:35 PM »
Yeah, scary factor, it definitely rates high. :) I've been scared by it too several times.

EDIT: If you do have newer maps, that would be great. I'll want to SVN them.

49
The Ghoul's Forest / Re: Yurei Battle Fix (V4)
« on: December 07, 2010, 05:00:00 PM »
I'll probably keep the image removed. While I have a very thick skin myself, I generally don't like to "walk up people's backsides" so to speak when it comes to shock images and things of that nature. It's funny the first few times but if some people don't like it - it proves that such things are not quite fitting for the people who will play it.

Normally, I wouldn't care, but the image crosses the boundaries of what some usually refer to as "acceptable."

50
The Ghoul's Forest / Re: Yurei Battle Fix (V4)
« on: December 07, 2010, 04:35:27 AM »
Are there any objections to me tweaking this fixed version and redistributing it as an available (and advertised) add-on?

51
The Ghoul's Forest / Re: Map submission thread
« on: December 07, 2010, 02:51:08 AM »
http://www.sendspace.com/file/5sk41m

Since it's in a pk3 archive now I had to separate the resources. But if you load it on top of your old one it should work fine.

(EDIT: Uploaded a new version, I forgot to transfer the SCRIPTS lump upon conversion)

52
The Ghoul's Forest / Re: Map submission thread
« on: December 07, 2010, 01:18:06 AM »
What's happening here is actually a bug in GZDoom visual mode.

It expects your map to be UDMF format, which it's not. So it's writing to variables that don't actually exist in the map.

So after you save the map, they're gone, you load it back up again, and it's as if you didn't even touch it at all.

I've had to switch to regular visual mode to fix it. If you want I'll just convert the whole thing to UDMF and give it back to you so you can update it how you want.

53
The Ghoul's Forest / Re: Map submission thread
« on: December 06, 2010, 08:05:43 PM »
I've had to change the map quite a bit after being imported. The sky definition no longer worked after conversion to pk3 format, so I simply made a software-compatible skybox inside the map and used it instead.

Also, there were tons of texture misalignments. I haven't fixed all of them, but I did fix a few that were really bugging me.

54
The Ghoul's Forest / Re: So... GVHv2b10 ever getting out?
« on: December 06, 2010, 04:01:01 PM »
Cutman was right about having a lot to manage. :) I'll get to it, but the team I have needs a bit of a  ... push, so to speak, so if anything is going to happen it'll obviously have to start with me.

As Cutman also said, I do have a lot of other projects. I'll definitely get to this, I just don't want to focus on it exclusively.

But, there are spots open on the team if you want to help. :) I'll gladly take some additional help to get the ball rolling at least. Someone who is highly motivated. :)

I have already done a good bit of work rearranging the resources in the wad to a format that I normally use. I've also managed to cut down the size of the final product by about ~5-10 mb by doing this, although the space saved will probably be gone when we add in new content. :)

Also, I have a work at home job that I have to do that takes a good bit of time anyhow. I'm hoping I won't have to do it too much though but I do need to get the money rolling in somehow.

55
The Ghoul's Forest / Re: So... GVHv2b10 ever getting out?
« on: December 01, 2010, 06:59:52 PM »
Quote from: "CarThief"
Speaking of maps anyway, i uploaded a new one i made, and uploaded an update of an map i made that already is in GVH.
I've gone ahead and downloaded both. I suppose Lava & Metal can just be swapped out, but I'll have to consult with others about your other one.

56
The Ghoul's Forest / Re: Map submission thread
« on: December 01, 2010, 01:51:35 AM »
Ok - for GvH v3 I am on a hunt for new maps, I've gone through this thread, this is what I've found so far:

On a Rail: (r_rr) viewtopic.php?p=7276#p7276
- Obviously too glitchy, despite updates. There might be another way to pull this off, actually, using stacked sectors and interpolation points or something similar. Unless the map is working properly though, there's really nothing I can do.

Snow Cave: (Remmirath) viewtopic.php?p=8230#p8230
- I like this map, but the only comment that's been posted about it is that it is too gray. Would retexturing save this map? How about adding snow drifts? I can't think of a lot of things that would really be good for color though. The retexture (from the triggered secret in AOW12) is too brown, and doing much more than that would make it lose its identity for what it is.

Moon Light Glade: (Ivory) viewtopic.php?p=24659#p24659
- This map has received a lot of very positive reviews. I think this is a definite go for adding into the next version.

Minecraft: (Geonightman) viewtopic.php?p=15864#p15864
- More complaints than praise about this map.

Minecraft Mayhem: (Epsilon) viewtopic.php?p=31807&sid=a2260d1cf1da6f84364f1a0eea622a8e#p31807
- Same as above.


If there were any submissions pointing to dead links that are no longer accessible, I've not included them here. Sorry! Please use a permanent file sharing service such as Mediafire.

57
The Ghoul's Forest / Re: So... GVHv2b10 ever getting out?
« on: November 30, 2010, 11:47:12 PM »
Definitely. :)

58
The Ghoul's Forest / Re: So... GVHv2b10 ever getting out?
« on: November 30, 2010, 10:56:38 PM »
http://www.mediafire.com/?dm6ehznq912wirj

This is a full build of a v3 alpha.

The only difference between it and v2b9 is the pk3 structure is changed. The maps were imported into the main archive. Also, some images were PNGOUT/Deflopt'd to overall reduce the archive size. The way it SHOULD work is exactly the same as v2b9 - if there are any bugs, I'd like you guys to let me know. :) Thank you.

One bug I am already aware of: On GVH27 there is a missing texture '' - as I do not yet know which texture that is (I haven't had the opportunity to open the map and find out), I've left it as-is for now. I'll fix it once I start nailing down the other bugs.

After this, I can move forward and start doing some of the fun stuff. :D

59
The Ghoul's Forest / Re: So... GVHv2b10 ever getting out?
« on: November 30, 2010, 05:52:57 PM »
Right now my main priority is getting the entire mod to work with a subversion system conveniently. I've completely reordered things "under the hood" so to speak without trying to affect the presentation and gameplay. In general, the alpha that I will be releasing later on tonight will simply be the same mod as b2v9 - with the notable exception that the entire structure of the pk3 file is changed. If I get this build stabilized, I will be able to move forward with changes.

As of now, I did some file renames on the main pk3 to make them more standardized, and then I completely assimilated all of the different map wad files and dumped their contents into the same pk3.

What I need is some people who will test that it is working properly.

60
The Ghoul's Forest / Re: So... GVHv2b10 ever getting out?
« on: November 30, 2010, 05:38:49 PM »
Cutman has the right idea. I have the tools to change things as needed. I just need a little shove in the right direction. ;)

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