Call of Dooty (If Doom was done today) [Released]

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Project Shadowcat
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Re: Call of Dooty (If Doom was done today) [Released]

Post by Project Shadowcat »

0bsidian wrote:Wait, what? That's what I used and it crashed anyway.
I dunno, Works For Me (tm).
There was also this dodgy-looking bit with a MIDBARS texture that went under the floor.
Yes, I remember that bit now, there's a couple ways to fix that, though.
Still, it plays fine in Vanilla ZDoom for me, small visual bugs and whatnot.
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Chubzdoomer
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Re: Call of Dooty (If Doom was done today) [Released]

Post by Chubzdoomer »

0bsidian wrote:Wait, what? That's what I used and it crashed anyway. There was also this dodgy-looking bit with a MIDBARS texture that went under the floor.
Yeah, the issue with the MIDBARS texture is one that's specific to ZDoom. I really should've mentioned in my original post that GZDoom is highly recommended (although the README does state it) because ZDoom makes the level look quite terrible. Aside from the issues you've mentioned, the fog also looks like complete crap with ZDoom and due to the distortion when the camera is above a certain level of pitch, the "waking up after the nuke" scene is more or less ruined/just doesn't look right.
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Re: Call of Dooty (If Doom was done today) [Released]

Post by Project Shadowcat »

Vanilla ZDoom issues don't excuse bad mapping habits in the case of the MIDBARS issue, just to let you know. I'll accept my Z-shearing and 256 color visual palette to avoid using my video card any more than I already am.
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Re: Call of Dooty (If Doom was done today) [Released]

Post by Gez »

Doesn't setting clipmidtextures in the MAPINFO fix the MIDBARS issue?
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Re: Call of Dooty (If Doom was done today) [Released]

Post by Chubzdoomer »

Project Dark Fox wrote:Vanilla ZDoom issues don't excuse bad mapping habits in the case of the MIDBARS issue, just to let you know. I'll accept my Z-shearing and 256 color visual palette to avoid using my video card any more than I already am.
I understand, but honestly it isn't so much a bad mapping habit as it is a single missing line from MAPINFO (ClipMidTextures). I hadn't thought to put it there because this was designed for GZDoom since day one, therefore I never really noticed the issue. I make no apologizes for designing exclusively for GZDoom and I specifically listed it as the required engine/port in the README file.
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Re: Call of Dooty (If Doom was done today) [Released]

Post by InsanityBringer »

Chubzdoomer wrote:Yeah, the issue with the MIDBARS texture is one that's specific to ZDoom. I really should've mentioned in my original post that GZDoom is highly recommended (although the README does state it) because ZDoom makes the level look quite terrible.
As strange as it is, aside from maybe the bit with the smoke after the nuclear strike, I thought the level actually looked a bit better in Software, heh. Seems like the desaturation effect reducing all the colors was even more effective in software.

Also, the "out of combat zone" effect can be survived if you have the version that enables the armor pickup, as I recall. That's some pretty powerful armor there, being able to stop plot-related killings, heh.
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Chubzdoomer
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Re: Call of Dooty (If Doom was done today) [Released]

Post by Chubzdoomer »

InsanityBringer wrote:
Chubzdoomer wrote:Yeah, the issue with the MIDBARS texture is one that's specific to ZDoom. I really should've mentioned in my original post that GZDoom is highly recommended (although the README does state it) because ZDoom makes the level look quite terrible.
As strange as it is, aside from maybe the bit with the smoke after the nuclear strike, I thought the level actually looked a bit better in Software, heh. Seems like the desaturation effect reducing all the colors was even more effective in software.

Also, the "out of combat zone" effect can be survived if you have the version that enables the armor pickup, as I recall. That's some pretty powerful armor there, being able to stop plot-related killings, heh.
You're right. And dangit, I'd just hired a brand new QA team! Now those guys are fired as well.

The issue has been fixed and the files re-uploaded.
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Re: Call of Dooty (If Doom was done today) [Released]

Post by TheDarkArchon »

Heh, I noticed that and thought it was intended given I got an achievement out of it.
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Re: Call of Dooty (If Doom was done today) [Released]

Post by The Ultimate DooMer »

Hmm I just noticed...is the "assume they speak another language" quote a reference to MoH Warfighter PAHAHAHAHA? :P
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Re: Call of Dooty (If Doom was done today) [Released]

Post by Chubzdoomer »

The Ultimate DooMer wrote:Hmm I just noticed...is the "assume they speak another language" quote a reference to MoH Warfighter PAHAHAHAHA? :P
Is there really a line of dialogue somewhat like that in Warfighter?

It was actually just in reference to the foreigners we're always blasting in these war games. Germans, Italians, Russians, Middle Eastern terrorists, etc. "Anyone who speaks another language must be evil!"

If similar dialogue really is in Warfighter, though, that just makes it even better. I hope the answer is yes!
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Re: Call of Dooty (If Doom was done today) [Released]

Post by The Ultimate DooMer »

I was referring to the ZP review of it, and I thought you might've got the reference from there :P
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Re: Call of Dooty (If Doom was done today) [Released]

Post by Gez »

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Re: Call of Dooty (If Doom was done today) [Released]

Post by Ixnatifual »

This reminds me why I almost never play FPS games anymore.
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Re: Call of Dooty (If Doom was done today) [Released]

Post by Mr. Tee »

I just watched the videos and I'm still laughing! "The shotgun is good for killing enemies", LMAO! Downloading right now.

Do they really have markers like these in the real Call of Dooty-- oops, Call of Duty games? As soon as I saw the first red marker in the video, an involuntary thought immediately came up in my mind: "Freedom denied".

I would hate to play a first person shooter that would not let me advance unless I stood in a particular spot.
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Re: Call of Dooty (If Doom was done today) [Released]

Post by wildweasel »

The waypoint markers have pretty much been a thing since the first Halo (though at least that game was merciful enough to not give you waypoints unless you spent more than a few minutes wandering aimlessly). Call of Duty: Black Ops just pastes a big yellow "FOLLOW" marker on top of one of your squadmates in the very first mission. It's not about completing the mission "your way" any more, it's about following the intricately defined script that the devs worked a whole year on. =P
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