Urban Brawl 1.1 Re-Release

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Scuba Steve
Posts: 1060
Joined: Sat Mar 27, 2004 8:56 pm

Urban Brawl 1.1 Re-Release

Post by Scuba Steve »

I have been working on repairing Action Doom 2 to work correctly with ZDoom 2.5. I believe I've fixed everything that was broken and hopefully nothing else major will break (GRAF!). I thought I would post the updated file for people to playtest and try to spot any errors or things I might need to fix. Mind you this is not a "Action Doom would have been cool if a level had X"... I am just using this update to fix severe bugs or major problems that might have slipped through the final release before. If you come across anything that should be fixed, just post it here. And yes, the turnstyle in the subway looks great with the new polyobjects.

Also, the Helicopter in Map10 moves really jerky... but some change in ZDoom caused it so :P

http://action.mancubus.net/files/action2-1.1.zip
User avatar
Nash
 
 
Posts: 17501
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Urban Brawl 1.1 Re-Release

Post by Nash »

Uhh oh wow this early!? I thought it was still far off... I'm still not done with my subtitle fixes...
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49235
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Urban Brawl 1.1 Re-Release

Post by Graf Zahl »

Scuba Steve wrote: Also, the Helicopter in Map10 moves really jerky... but some change in ZDoom caused it so :P

Can you post a savegame that makes it easier to test? I have never been able to see the helicopter by starting the map from the console. So without a savegame (for the latest SVN revision, please) I won't be able to help you.
User avatar
Isle
Posts: 687
Joined: Fri Nov 21, 2003 1:30 am
Location: Arizona, USA

Re: Urban Brawl 1.1 Re-Release

Post by Isle »

change to map10 then puke 16 in the console before it starts
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49235
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Urban Brawl 1.1 Re-Release

Post by Graf Zahl »

Never worked for me.
User avatar
Isle
Posts: 687
Joined: Fri Nov 21, 2003 1:30 am
Location: Arizona, USA

Re: Urban Brawl 1.1 Re-Release

Post by Isle »

works for me, change the map via the console and puke it before you close it. you do have to kill a few people before the chopper shows up by the way.
Scuba Steve
Posts: 1060
Joined: Sat Mar 27, 2004 8:56 pm

Re: Urban Brawl 1.1 Re-Release

Post by Scuba Steve »

Nash wrote:Uhh oh wow this early!? I thought it was still far off... I'm still not done with my subtitle fixes...
Don't worry, I'll wait. I'll still probably wait for the next official release before a final release.
User avatar
Nash
 
 
Posts: 17501
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Urban Brawl 1.1 Re-Release

Post by Nash »

I'll get it done by this Sunday!
User avatar
Isle
Posts: 687
Joined: Fri Nov 21, 2003 1:30 am
Location: Arizona, USA

Re: Urban Brawl 1.1 Re-Release

Post by Isle »

well heres a helicopter save i made in 2 minutes using r3100 and AD2 1.1
Attachments
save6.zip
(105.05 KiB) Downloaded 45 times
User avatar
phi108
Posts: 976
Joined: Sat Dec 01, 2007 6:28 pm

Re: Urban Brawl 1.1 Re-Release

Post by phi108 »

I finally played to the end of this, great job! The major issue I saw was the out-of-order menu graphic: saving, loading, and options were incorect (in a recent ZDoom SVN version). You might be able to use Menudef to reorganize it, or reorganize the graphic image.
EDIT: Huh, the AD2 graphic is in the same order as Doom's menu, but not functionally. Weird.

Now to try for a better ending.
Scuba Steve
Posts: 1060
Joined: Sat Mar 27, 2004 8:56 pm

Re: Urban Brawl 1.1 Re-Release

Post by Scuba Steve »

Did you play it with ZDoom 2.5? the Menu order was rearranged for 2.5 and it should be correct with that version.
User avatar
InsanityBringer
Posts: 3392
Joined: Thu Jul 05, 2007 4:53 pm
Location: opening the forbidden box

Re: Urban Brawl 1.1 Re-Release

Post by InsanityBringer »

phi108 wrote:EDIT: Huh, the AD2 graphic is in the same order as Doom's menu, but not functionally. Weird.
I assume this is because, rather than messing around with offsets to get things perfect, the menu is just implemented as one large graphic.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: Urban Brawl 1.1 Re-Release

Post by NeuralStunner »

Wasn't a hidden compat option added (in an SVN version) to use the old arrangement?
Scuba Steve
Posts: 1060
Joined: Sat Mar 27, 2004 8:56 pm

Re: Urban Brawl 1.1 Re-Release

Post by Scuba Steve »

Yeah fuck that hidden compatibility option, this needs to work natively.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: Urban Brawl 1.1 Re-Release

Post by NeuralStunner »

Please forgive me for finding it ironically amusing. :P
Nash wrote:I'm still not done with my subtitle fixes...
I hope that means fixing the desynch between them and the speech. Text always goes by way too fast.

Random: Who did the hero's voiceovers? They rock.
Locked

Return to “Editing (Archive)”