[Demo] ZBlood+ demo (2012.03.23, p1)

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Re: [Demo] ZBlood+ demo (2012.03.23, p1)

Postby Мichаеlis » Sat Mar 24, 2012 12:00 am

Dan50 wrote:I'm getting zbtextic.pk7:decorate/projectiles.txt line 290:paintype error when starting with them.

Looks like outdated SVN. Try updating.
Edit: Ah, Chronoseth was faster :)

PFL wrote:Ahhhh. This is good news. What band... does it begin with a "M" ? :-)

Yes, it does :wink:

Corak wrote:Repacked to pk3 (ZIP) for better performance... Because it Have to upload FULL 7Z archive in Memory to play, and it VERY slows down Game)

Does it? I didn't really compare the performance in pk3 and pk7. I'll look into it.

Corak wrote:1.Burning-flying dead Bats. (was posted already by someone)
2.Flame from Lighter+Spray has Uncorrect/bad animation, and so burning ones.
3.In third level there is a Zombie. When you kill him you die Also. So look like some Life trigger connected.

1. Yes, posted. Yes, will be fixed.
2. Do you mean that you can't see the lighter's fire or something else?
3. Confirmed. "Spiritual bond" of zombies summoned by Brown Phantasm seems to be giving off again. The idea was that when you kill one of them, all others become weaker, too, but apparently something went wrong somewhere.
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Re: [Demo] ZBlood+ demo (2012.03.23, p1)

Postby ChronoSeth » Sat Mar 24, 2012 12:39 am

Only read this now.
Corak wrote:Here to download my Full repack (pk7 (7zip) Repacked to pk3 (ZIP) for better performance... Because it Have to upload FULL 7Z archive in Memory to play, and it VERY slows down Game).

I, uh, don't think that's right.
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Re: [Demo] ZBlood+ demo (2012.03.23, p1)

Postby Corak » Sat Mar 24, 2012 1:05 am

Corak wrote:2.Flame from Lighter+Spray has Uncorrect/bad animation, and so burning ones.

2. Do you mean that you can't see the lighter's fire or something else?

2. FIRE for Lighter... At least on my 3d card, it shows trash-animation. Or you can Download my version of GZDoom. Maybe some settings are causing it.
http://cs5157.userapi.com/u19599501/doc ... 3Demo.docx
or
http://www.mediafire.com/?e9fpl6sasfjs3nm


Corak wrote:Here to download my Full repack (pk7 (7zip) Repacked to pk3 (ZIP) for better performance... Because it Have to upload FULL 7Z archive in Memory to play, and it VERY slows down Game).

I, uh, don't think that's right.[/quote]

Just try it. U will see. The performance is ALWAYS faster if Archive is not Solid. It can unpack ANY file in less than Second, so Less memory are used. Most 7z Are have to be Unpacked Totally. Just try to unpack some file from "zbstuffs.pk7"... It have to unpack Whole file till that code..
This is Most problem with AEOD. They too pack with 7z SOLID. The game have to Load WHOLE file in memory... At least 500mb MORE... Any NEW res File Have a Long time to Unpack...
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Re: [Demo] ZBlood+ demo (2012.03.23, p1)

Postby Machalite » Sat Mar 24, 2012 8:38 am

I've got three bugs to report (using r1322 of GZDoom):

The napalm launcher's projectile doesn't make an explosion sound, I can't switch back to the voodoo doll after switching to and from it, and the Tesla cannon is oriented too low with the full HUD.

The old ZBlood never did the original game justice, so I'm pleased to see how accurate you've managed to recreate it. (G)ZDoom's functionality can make this even more accessible and fun to play than the real deal.
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Re: [Demo] ZBlood+ demo (2012.03.23, p1)

Postby Мichаеlis » Sat Mar 24, 2012 9:52 am

Machalite wrote:The napalm launcher's projectile doesn't make an explosion sound

Confirmed. (I can't believe I somehow overlooked it!..)
Machalite wrote:I can't switch back to the voodoo doll after switching to and from it

As intended. (Like back there in Blood, if you used it even the least bit, it's already drained. You can, however, switch to it, then away from it, then again to it--but only if you don't use it at all.)
Machalite wrote:the Tesla cannon is oriented too low with the full HUD.

Confirmed. (Indeed, this is weird. While all other weapons are placed higher on the full HUD, Tesla cannon is placed lower. I am a bit at a loss.)

Corak wrote:2. FIRE for Lighter... At least on my 3d card, it shows trash-animation. Or you can Download my version of GZDoom. Maybe some settings are causing it.

Could you please post a screenshot?
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Re: [Demo] ZBlood+ demo (2012.03.23, p1)

Postby Corak » Sat Mar 24, 2012 8:38 pm

Helldog with Unnatural Fire
Screenshot_Doom_20120325_053013_01.JPG

Screenshot_Doom_20120325_053014.JPG
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Re: [Demo] ZBlood+ demo (2012.03.23, p1)

Postby Мichаеlis » Sun Mar 25, 2012 6:17 am

Corak wrote:Helldog with Unnatural Fire

Really weird. I'll download your files and see if it happens to me.
(If it does, it's something along the lines of your repack. If it doesn't, it's something with your system, and while I have a few ideas, I don't believe in them having relation to the problem.)

Edit: Just as I expected, it didn't happen to me.
Try this version of zbtextic.pk3 and lets see if removing "warped" effect helps.
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Re: [Demo] ZBlood+ demo (2012.03.23, p1)

Postby Jake Crusher » Mon Mar 26, 2012 12:57 am

OK, may I write something as well?

1) Found HOM. 2nd map, the location with ammo belt. When you're going back to the crypt with the switch, a nasty HOM appears on the ledge, leading back.
2) Is it me, or everyone I fried with flare pistol/spray can are dying to quickly? AFAIK, in the original game cultists and zombies are running back and forth for some time...
3) Also, found interesting thing. 2nd map again. I can't describe that with words - you'd better see that or yourself.
Image
No matter what I've done with those 2 bats - fried, shot at - they were immortal. Like that phantasm in the building ahead (he was stuck in a ceiling with 4/5 of his..um... body? :) )
4) Tommy-gun's alt-fire mode animation isn't a bit rough?
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Re: [Demo] ZBlood+ demo (2012.03.23, p1)

Postby Corak » Tue Mar 27, 2012 8:38 pm

Edit: Just as I expected, it didn't happen to me.
Try this version of zbtextic.pk3 and lets see if removing "warped" effect helps.


Yes, Мichаеlis. When using it without Warping effect it works Good. As it needs to work. Is this effect is graphic Card related? Based on Pixel Shaders 2x???
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Re: [Demo] ZBlood+ demo (2012.03.23, p1)

Postby Мichаеlis » Wed Mar 28, 2012 1:41 pm

Jake Crusher wrote:1) Found HOM. 2nd map, the location with ammo belt. When you're going back to the crypt with the switch, a nasty HOM appears on the ledge, leading back.
2) Is it me, or everyone I fried with flare pistol/spray can are dying to quickly? AFAIK, in the original game cultists and zombies are running back and forth for some time...
3) Also, found interesting thing. 2nd map again. I can't describe that with words - you'd better see that or yourself.
*two bats flying high on map02 shot with night vision to be seen more clearly*
No matter what I've done with those 2 bats - fried, shot at - they were immortal. Like that phantasm in the building ahead (he was stuck in a ceiling with 4/5 of his..um... body? :) )
4) Tommy-gun's alt-fire mode animation isn't a bit rough?

1) Confirmed and fixed for the full release. (I must admit this is the first time I ever even visited this secret, despite editing this map for quite some time. I just thought that using editor for finding secrets was a bit unfair :) )
2) Noted. (Such stuff is one of the major reasons why the demo is posted. Along with finding bugs, of course, I want to know about possible ways to enhance the immeasurable Blood feel.)
3) Without the savegame, I can only guess that it's the bats' really tiny collision box that leads to experiences like this--which I fixed for the next release. Next time something like this happens, it's probably best to post a savegame.
4) It wasn't touched since, if I recall correctly, zb 4.1. Perhaps it's about time! Noted.
Corak wrote:When using it without Warping effect it works Good. As it needs to work. Is this effect is graphic Card related? Based on Pixel Shaders 2x???

I'm glad it helped :)
Honestly, I have no idea about why it happened, though I see your guess as a quite possible reason for this. I removed the "warped" property because it's the only thing that was different about these graphics from any other.
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Re: [Demo] ZBlood+ demo (2012.03.23, p1)

Postby Corak » Wed Mar 28, 2012 4:16 pm

1.Found bug with Flying Axes. If they are Stuck in Trees in Forest level (where Cabal/Dog is)
Screenshot_Doom_20120329_002231.JPG
Screenshot_Doom_20120329_002224.JPG

2.Can't disarm mine-bombs (so if they are on way, and you are low on health, so you never can pass)... I know even In original there was no feature to disarm, but it Was in NAM, and it very useful and REAL.
3.When putting mine-bomb on floor in Sitting mode he'll blow himself...
4.When Voodo-doll is used once to kill someone (20 points) it's lost?
5.Cannot go Up to Kill Cabal from water without Cheat Flying Mode.
6.Sometimes Leech Staff Star can Hang in some place:
Screenshot_Doom_20120329_012638.png
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Re: [Demo] ZBlood+ demo (2012.03.23, p1)

Postby wildweasel » Wed Mar 28, 2012 4:32 pm

Corak wrote:2.Can't disarm mine-bombs (so if they are on way, and you are low on health, so you never can pass)... I know even In original there was no feature to disarm, but it Was in NAM, and it very useful and REAL.

You could always "dispose" of them with more dynamite. =P
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Re: [Demo] ZBlood+ demo (2012.03.23, p1)

Postby Corak » Wed Mar 28, 2012 5:27 pm

If no dynamit? Only heat-sensetive?? So it wouldnt help...
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Re: [Demo] ZBlood+ demo (2012.03.23, p1)

Postby Мichаеlis » Wed Mar 28, 2012 11:46 pm

Corak wrote:1.Found bug with Flying Axes. If they are Stuck in Trees in Forest level (where Cabal/Dog is)
*many axes in tree*
2.Can't disarm mine-bombs (so if they are on way, and you are low on health, so you never can pass)... I know even In original there was no feature to disarm, but it Was in NAM, and it very useful and REAL.
3.When putting mine-bomb on floor in Sitting mode he'll blow himself...
4.When Voodo-doll is used once to kill someone (20 points) it's lost?
5.Cannot go Up to Kill Cabal from water without Cheat Flying Mode.
6.Sometimes Leech Staff Star can Hang in some place: *hanging leech staff star*

1. Have you observed it anywhere except forest? As of now, I'm inclined to believe it's non-transparent (because of your GFX card) trails. Are they still damaging if you touch them? Don't they disappear after some time completely?
2. For this reason exactly, you can now blow them up with Remote Detonator control.
3. Noted. Will have a delay.
4. It's lost if you use it in any way and then switch away. (Personally, I found it an annoying feature back in Blood, but then I've accepted it.)
5. What map, what water? Could you please post a savegame?
6. How often does this happen? Could you please post a savegame?
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Re: [Demo] ZBlood+ demo (2012.03.23, p1)

Postby Corak » Thu Mar 29, 2012 11:54 am

1.Map08 - cannot make it again, but There was ONLY eternal sound of Flying Axes. Between two trees at start. They cannont be touched, and No, they didnt disappear...
2.Owwww 0_o Thanks! It WORKED!) Didn knowed it_
3.Even it to Throw in sitting mode... It blows only after a Second so you can run, but if not run so he will blow.
4.This was Stupid in original. I remember... I cant use all of it resource if PUT AWAY...
5.Same map. Map08.
SAVES.ZIP

6.It worked Just once when I used Leecher.

Looks like only 9 maps are ready? The others are loading from doom.
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