Knee-Deep in ZDoom v1.1 (RC1)

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Knee-Deep in ZDoom v1.1 (RC1)

Postby Risen » Fri Oct 24, 2008 10:35 am

Knee-Deep in ZDoom v1.1 is nearing completion. We are currently in the release-candidate stage, as most of the fixes and improvements for this update have been completed. We'd like to ask the community to help test and ensure that this version is stable. We hope to find and eliminate any remaining bugs and release v1.1 as a replacement for the original.

Please download and test the update, and provide your feedback within this forum thread.

The download can be found at the official project site: http://kdizd.drdteam.org/

Thank you in advance to all who provide their support.
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Postby Skippy » Fri Oct 24, 2008 12:39 pm

Straight off the bat I notice that the corona sprites on the lights aren't billboarded. I'd recommend doing this so they look right in OpenGL (there's flags to do this in the latest revisions, I believe, though you might not want to do that if they're SVN only).

More to come later I'm sure. 8-)
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Postby Pinky's ass » Fri Oct 24, 2008 2:49 pm

Great!!! :D :D :D
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Postby esselfortium » Fri Oct 24, 2008 3:11 pm

I noticed a minor visual issue in z1m1, in the original e1m1 start room at (1029,-3632). The sloped lighting cast onto the silver computers above the staircase pit seems to go in the wrong directions and bleed into the ceiling. This might be my fault; I don't remember making any changes to that specifically, but I might have somehow caused it when working on the map and missed that. :\

edit: Okay, found another z1m1 bug. The white light-glows that are supposed to be on the ceiling of the monster-closet that the red key is in at (1667,-1292) aren't placed high enough up, so they float in midair. Also, the bit of ACS I added to deactivate the red light glows in that same room when the lights go out didn't seem to make it into the final version.

edit 2: The white ceiling-light glows on both sides of the red key door at (2157,-1884) also appear to be slightly too low. Raising them up 8 units would probably do the trick. (The glows on the other door into this room seem to be fine.)
Last edited by esselfortium on Fri Oct 24, 2008 3:20 pm, edited 2 times in total.
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Postby Orangewaggs » Fri Oct 24, 2008 3:16 pm

This is just my opinion for Z1M1 so this may be the first of many posts so.....
-some of the detail was left out completely like in the red key hallway(no trimming the holes from 1.0 were missing, the electronic piller were missing, etc), the satchel charge room, and then some of the lights were left out and some shadowing that was in 1.o was not in 1.1 that i noticed. (yeah ive played it alot)
-changing the Shadow monsters sounds was kind of not appealling at least in my opinion, it sound like an imp made it go well with the others (kinda of like the stone imp, you think stone wouldnt make any sound but....)
-i Did LIKE how the satchel charge had the timer on it itself and how there was some fencing in the charge room...
but yeah thats all the farther ive gotten so far so...
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Postby esselfortium » Fri Oct 24, 2008 3:23 pm

Orangewaggs wrote:This is just my opinion for Z1M1 so this may be the first of many posts so.....
-some of the detail was left out completely like in the red key hallway(no trimming the holes from 1.0 were missing, the electronic piller were missing, etc), the satchel charge room, and then some of the lights were left out and some shadowing that was in 1.o was not in 1.1 that i noticed. (yeah ive played it alot)

At risk of offending anyone who worked on it, that room looked like UAC Christmas Party in 1.0, and the detailing in the original was a misaligned, copy-and-pasted smattering of random lights. I stripped just about everything out of it and majorly overhauled it to look decent. Sorry, dude!
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Postby daimon » Fri Oct 24, 2008 5:58 pm

Oh well. Whatever, KDiZD is always ass-kicking great doom mod ever from the times of obticuary, and this will mean a lot of things! :D :D :D :D
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Postby Graf Zahl » Fri Oct 24, 2008 6:18 pm

esselfortium wrote:
Orangewaggs wrote:This is just my opinion for Z1M1 so this may be the first of many posts so.....
-some of the detail was left out completely like in the red key hallway(no trimming the holes from 1.0 were missing, the electronic piller were missing, etc), the satchel charge room, and then some of the lights were left out and some shadowing that was in 1.o was not in 1.1 that i noticed. (yeah ive played it alot)

At risk of offending anyone who worked on it, that room looked like UAC Christmas Party in 1.0, and the detailing in the original was a misaligned, copy-and-pasted smattering of random lights. I stripped just about everything out of it and majorly overhauled it to look decent. Sorry, dude!




And what you did is better? Sorry, fail!

Too bad that I haven't played it before but this room definitely needs some work. Its detaillessness totally stands out. Despite what you call Christmas party the old version looked better. Now it's just a dull and boring hallway. And the startan switch clashes awfully with the surrounding starg texture!
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Postby Pink Silver » Fri Oct 24, 2008 6:31 pm

* Kate bops Graf on the head once at esselfortium's request, and twice because she disagrees.

The new version looks a lot better than that old christmas'y horrible texture-glomp and you know it. The entire wad in itself has horrible inconsistency in so many places I can't possibly name them all, so having one area detailed a bit more than another isn't going to stand out any more than it already does. If anything I would say it's an improvement over the old area that originally existed there.
Last edited by Pink Silver on Fri Oct 24, 2008 6:33 pm, edited 1 time in total.
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Postby esselfortium » Fri Oct 24, 2008 6:32 pm

Graf Zahl wrote:
esselfortium wrote:
Orangewaggs wrote:This is just my opinion for Z1M1 so this may be the first of many posts so.....
-some of the detail was left out completely like in the red key hallway(no trimming the holes from 1.0 were missing, the electronic piller were missing, etc), the satchel charge room, and then some of the lights were left out and some shadowing that was in 1.o was not in 1.1 that i noticed. (yeah ive played it alot)

At risk of offending anyone who worked on it, that room looked like UAC Christmas Party in 1.0, and the detailing in the original was a misaligned, copy-and-pasted smattering of random lights. I stripped just about everything out of it and majorly overhauled it to look decent. Sorry, dude!




And what you did is better? Sorry, fail!

Too bad that I haven't played it before but this room definitely needs some work. Its detaillessness totally stands out. Despite what you call Christmas party the old version looked better. Now it's just a dull and boring hallway. And the startan switch clashes awfully with the surrounding starg texture!

Until this thread, every single person I've shown before-and-after comparison shots to has said that mine is an improvement over the original.

Before/after comparison time!

1.0:
http://sl4.poned.com/screens/kdizdheh/DOOM0076.png
http://sl4.poned.com/screens/kdizdheh/DOOM0077.png

1.1:
http://sl4.poned.com/screens/z1m1fix/03.27/DOOM0123.png
http://sl4.poned.com/screens/z1m1fix/03.27/DOOM0124.png

While I'm not trying to say my attempt at revision is perfect, I wasn't aware that poor alignment, horrible color combinations, paper-thin wall terminals, near-fullbrightness, and completely randomly-placed copy and paste counted as "detail". The old version was already out-of-place already with the appearance and theme of the rest of the map, anyway.

edit:
<RottKing> the original looks like a CTF map or something
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Postby Project Dark Fox » Fri Oct 24, 2008 6:47 pm

After looking at both of them, I don't think I like either one of them. Then again, I never was a fan of the STAR series of textures, so I have zero room to talk.
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Postby Vader » Fri Oct 24, 2008 6:57 pm

The new version is definitely better, end of story!
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Postby Orangewaggs » Fri Oct 24, 2008 8:12 pm

ok ok ill take another look at it i was a bit quick on that part...
but like i said i have yet to play the other levels :wink:
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Postby Wills » Fri Oct 24, 2008 8:22 pm

The new version winds hands-down. The startan switch does clash, but you could use the brown/silver mix startan textures creatively to help it blend better.
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Postby Graf Zahl » Sat Oct 25, 2008 2:37 am

The switch still kills it. That just looks plain awful. But I'm sorry to say, that I have problems with how it looks now. It's too - plain. For example the texture on the wall where the red key is previously was one of the 'damaged' ones with a little added detail. The new one is just STARTAN at its worst - a plain and boring wall without any distinctive marks. I can understand why you removed the red border and the idiotic floor lights - but why the rest?
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