All finished SNS events go here.
-
Sicamore
- Forum Regular
- Posts: 315
- Joined: Sun Jun 10, 2012 5:10 pm
- Location: Toronto
- Clan: Scientific DM Acad
- Clan Tag: [SDA]
-
Contact:
#1
Post
by Sicamore » Sat Feb 08, 2014 5:11 pm
Doom 2 Reloaded is a megawad that was finished in 2009 by Andy Stewart. It contains 32 maps and is inspired by Doom 2 with a personal style. To best suit the survival experience,
doomnoir and
PSX music will be slapped on top of the project! For those who are unaware of doomnoir, tis' simply a palette change to make everything grayscale!
IWAD: doom2.wad
WADs:
d2reload,
Revenant fix,
coopmthru_vanilla,
Fuzzball's text colors,
doomnoir,
psxmusic,
pk_doom_sfx
What day: Saturday, February 8th, 2014
What time: 18:00 UTC
Times
Central Europe: 20:00
United Kingdom: 19:00
Russia / Moscow: 22:00
Eastern Time: 2:00 PM
Central Time (US): 1:00 PM
Mountain Time: 12:00 PM
Pacific Time: 11:00 AM
Where: Vicious Pariah's servers
Spoiler: Customized Settings (Open)Player/Client limit: 64/64
Skill: UV
Maxlives: 1
Maplist: MAP01-MAP32
Code: Select all
Code:
addmap map01
addmap map02
addmap map03
addmap map04
addmap map05
addmap map06
addmap map07
addmap map08
addmap map09
addmap map10
addmap map11
addmap map12
addmap map13
addmap map14
addmap map15
addmap map31
addmap map32
addmap map16
addmap map17
addmap map18
addmap map19
addmap map20
addmap map21
addmap map22
addmap map23
addmap map24
addmap map25
addmap map26
addmap map27
addmap map28
addmap map29
addmap map30
DMFlags: 2179076
DMFlags2: 0
DMFlags3: 16
CompatFlags: 2112880619
CompatFlags2: 59
sv_afk2spec 3
sv_smartaim 2
Yes, it's inspired by ZDaemon. Yes.
Last edited by
Sicamore on Sat Feb 08, 2014 5:45 pm, edited 1 time in total.
-
Luke
- Forum Regular
- Posts: 512
- Joined: Mon Jun 18, 2012 6:32 pm
-
Contact:
#2
Post
by Luke » Sat Feb 08, 2014 6:28 pm
inspired or not it's a good server
-
Sicamore
- Forum Regular
- Posts: 315
- Joined: Sun Jun 10, 2012 5:10 pm
- Location: Toronto
- Clan: Scientific DM Acad
- Clan Tag: [SDA]
-
Contact:
#3
Post
by Sicamore » Sat Feb 08, 2014 8:15 pm
heh DAM IT LUKE YOU ARE NOT SUPPOSED TO SEE THAT
-
Lord_of_D:
- Posts a lot
- Posts: 691
- Joined: Sun Aug 26, 2012 5:31 am
- Location: Mexico
-
Contact:
#4
Post
by Lord_of_D: » Sun Feb 09, 2014 12:36 am
i missed it :(
-
Luke
- Forum Regular
- Posts: 512
- Joined: Mon Jun 18, 2012 6:32 pm
-
Contact:
#5
Post
by Luke » Sun Feb 09, 2014 2:42 am
Mom pulled me out with x-ray vision as standard equipment.
Couldn't help, sorry!
-
Luke
- Forum Regular
- Posts: 512
- Joined: Mon Jun 18, 2012 6:32 pm
-
Contact:
#7
Post
by Luke » Sun Feb 09, 2014 7:15 pm
I found odd to have white plasmaballs and BFG balls having a blue/green light while they're white/grey, so I repacked the file into a dnoirzed.wad (Doom NOIRE Zdoom EDit) to modify the OpenGL effects of the plasmagun and BFG900 to reflect the look they have in ports that support GL effects.
Now the teleport fog, plasmagun and bfg have white lights.
http://static.[bad site]/wads/dnoirzed.wad
edit: I forgot to mention that I used the version made by President People, with the fixed palette; the file contains a CREDITS lump however.
Last edited by
Luke on Sun Feb 09, 2014 11:13 pm, edited 1 time in total.
-
Sicamore
- Forum Regular
- Posts: 315
- Joined: Sun Jun 10, 2012 5:10 pm
- Location: Toronto
- Clan: Scientific DM Acad
- Clan Tag: [SDA]
-
Contact:
#8
Post
by Sicamore » Mon Feb 17, 2014 5:22 pm
Oh, this could come in handy. Thank you both.
-
Empyre
- Zandrone
- Posts: 1316
- Joined: Sun Jul 08, 2012 6:41 am
- Location: Garland, TX, USA
#9
Post
by Empyre » Mon Feb 17, 2014 10:08 pm
Luke wrote:
I found odd to have white plasmaballs and BFG balls having a blue/green light while they're white/grey, so I repacked the file into a dnoirzed.wad (Doom NOIRE Zdoom EDit) to modify the OpenGL effects of the plasmagun and BFG900 to reflect the look they have in ports that support GL effects.
Now the teleport fog, plasmagun and bfg have white lights.
http://static.[bad site]/wads/dnoirzed.wad
edit: I forgot to mention that I used the version made by President People, with the fixed palette; the file contains a CREDITS lump however.
What about other glowing things, like the green and blue armor, the health and armor bonus, and the spheres, and rad suit, and light-amp goggles? Meanwhile, it might be nice to make the keys glow in their own color so we can tell them apart.
"For the world is hollow, and I have touched the sky."
-
Luke
- Forum Regular
- Posts: 512
- Joined: Mon Jun 18, 2012 6:32 pm
-
Contact:
#10
Post
by Luke » Tue Feb 18, 2014 2:15 am
I thought about the other items and I didn't come up with a solution since the sprites themselves (of pick-ups and decorations) look coloured.
I don't know if it's because I have st_hi-res.pk3 in my skin folder or what, I left everything else unchanged both for laziness and ignorance so.
I could take the time to rewrite every OGL light if somebody tells me how we could make every item grey (and I hope that the only solution isn't to resprite every single item).
-
President People
- Forum Regular
- Posts: 394
- Joined: Tue Jun 05, 2012 8:12 am
#11
Post
by President People » Tue Feb 18, 2014 4:56 am
Luke wrote:
I thought about the other items and I didn't come up with a solution since the sprites themselves (of pick-ups and decorations) look coloured.
I don't know if it's because I have st_hi-res.pk3 in my skin folder or what, I left everything else unchanged both for laziness and ignorance so.
I could take the time to rewrite every OGL light if somebody tells me how we could make every item grey (and I hope that the only solution isn't to resprite every single item).
Truecolor .pngs aren't affected by the palette. This could work to our advantage as far as coloring keys and maybe the corresponding strips typically found by key doors. (Replacements from your skins folder would still appear, I believe)
So afaik the solution is indeed to resprite every item yaaay
Last edited by
President People on Tue Feb 18, 2014 6:03 am, edited 1 time in total.
***MARATHON SKINS PACK V1.0.7***
I have been Roland, Beowulf, Achilles, Gilgamesh.
I have been called a hundred names and will be called
a thousand more before the world goes dim and cold.
-
Luke
- Forum Regular
- Posts: 512
- Joined: Mon Jun 18, 2012 6:32 pm
-
Contact:
#12
Post
by Luke » Tue Feb 18, 2014 6:17 am
President People wrote:
Luke wrote:
I thought about the other items and I didn't come up with a solution since the sprites themselves (of pick-ups and decorations) look coloured.
I don't know if it's because I have st_hi-res.pk3 in my skin folder or what, I left everything else unchanged both for laziness and ignorance so.
I could take the time to rewrite every OGL light if somebody tells me how we could make every item grey (and I hope that the only solution isn't to resprite every single item).
Truecolor .pngs aren't affected by the palette. This could work to our advantage as far as coloring keys and maybe the corresponding strips typically found by key doors. (Replacements from your skins folder would still appear, I believe)
So afaik the solution is indeed to resprite every item yaaay[/size]
Can anyone confirm this before I start shattering my jewels to do this?