ROTT TC - Update 1.6 [save bug fixed]

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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby el zee » Sat Jun 25, 2011 9:18 pm

Eriance wrote:Anyone else feel the rockets are a bit weak? I remember in ROTT, that 1 shot would guarantee a kill on all but the toughest enemies. Here it takes 2 even on the weakest, on many occasions.

I played through the second episode up to the second level (but seem to be stuck) and found some bugs(?)

1) On the steps made of the floating pads in the second map of EP2, there seems to be a giant hole in a part of the steps. If you fall into it, you can't jump back out, and there is no way to get out that I found by wall-humping.

Spoiler:


2) This part with the jump pad and the large Ankh-coins, the pad doesn't actually thrust you high enough to get them. I'm not sure if there is another way to obtain those coins.

Spoiler:


3) There are large numbers of floating and wall-clipped food/health items found in the maps so far. Both in Episode 1 and 2. My guess is there you forgot to reset the Z-pos to 0 for these items after placing other items with a z-pos.


1. Fixed, it was due to them being too close together, I changed the script to spawnspotforced.
2. It's a secret :P
3. Some examples would be cool, so I know where to change them.

jute wrote:This is really wonderful! A few things:
1. The "I'm" in the second-highest difficulty level is missing its apostrophe.
2. Would you consider making this an IWAD, recognized as such by (G)ZDoom?
3. Would you consider a community project to create maps for a third episode (a "Master Levels" for ROTT)?


1. Fixed
2. I would love to do this, I just don't know how.
3. Yes, im going to put out a doombuilder config and a .wad for making levels.


I've fixed most of the stuff mentioned, the big one is savegames. It is the godmode / dogmode powerups, I'm not sure if it's a problem with the decorate code, or a zdoom bug ?
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby jute » Sat Jun 25, 2011 9:57 pm

I've posted a topic in Editing asking how this TC could be turned into a recognized IWAD: viewtopic.php?f=3&t=30163

I'm on Map 4 and so far the maps are all wonderful. I especially enjoyed the architecture and atmosphere of map 2.
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby el zee » Sat Jun 25, 2011 10:03 pm

Thanks, making this standalone would be so cool.

I'm glad that people like the levels, it was a challenge trying to use those 64x64 textures. I wanted to make the maps fun to play as well as cool to look at. :D
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby Zero X. Diamond » Sat Jun 25, 2011 10:47 pm

What'd you end up doing about bosses? Did you just recycle the old ones again, or what? Genuinely curious.
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby el zee » Sat Jun 25, 2011 10:48 pm

warp to map07 and find out :P
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby Nash » Sun Jun 26, 2011 1:58 pm

Nash wrote:Just two things to mention right now...

1) The player weapons could benefit from tags. http://zdoom.org/wiki/Actor_properties and search for "Tag". This would display a friendly name for users who switch their weapons using the mousewheel instead of some cryptic DECORATE actor name.

2) The HUD is visible during intermissions like the intro text and the level stats. If you're using SBARINFO for the HUD, a simple inventory check to render an empty HUD would do the trick. If you're using an ACS HUD, then it should be easier to disable HUD rendering during intermissions.


Sorry for reposting this, but you never replied to these so I'm just wondering if you probably missed my post. If they have already been addressed, then please disregard this message. :D
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby Tormentor667 » Sun Jun 26, 2011 2:59 pm

Brilliant! I was so looking forward to this!
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby Nash » Sun Jun 26, 2011 3:09 pm

Also, I wonder - is the vertical rotation code for the floating platforms multiplayer friendly?
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby el zee » Sun Jun 26, 2011 5:35 pm

Yeah, I had fixed those things you mentioned, also no the rotation code doesn't work in multiplayer :(
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby Zaero » Mon Jun 27, 2011 7:23 am

At last the fantastic El Zee's submission!
Thank you so much for this recreation of beautiful Apogee's classic - Great Job! :D

Unfortunately the error when I try to load a savegame occurs, also I'm unable to proceed to the next level (intermission screen appears frozen)..

Anyway, as for the changes between Vanilla ROTT and the great TC, the player:
-cannot crush enemies by landing on them
-enemies dont use jump pads
-enemies don't avoid spinning blades
-enemies are stronger
-decorations are weaker
-gravity is slightly stronger
-mp40 guards dont drop the gun
-moving wall kills but dont gib
-there is now elevator shaking nor stoping sound
-dual pistols strangely "shakes"
-powerups drains faster
-decorations can move when destroyed
dont mentioning certain doom game machanics like perfect accuracy when a single shot is made etc.

ps. El Zee, looks like I'm still unable to shake the net using keyboard - could you fix it? Thanks once again for the contribution!
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby yuyu3 » Mon Jun 27, 2011 8:00 am

Hey man, there is something about the sky, i know that you used the same resources of rott but,.. it looks ugly!, maybe you can use the skybox from the glrott, and also the 3d pads in md2.. i would look great.
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby Nash » Mon Jun 27, 2011 9:24 am

Man, these maps are HUGE! And non-linear too. Having a blast playing these. :D

Agreeing on what someone said about the explosives being weak. There were situations where even two bazooka shots couldn't kill the basic guards! And there was also one time where the guard totally SURVIVED a firebomb shot. :O

Also, were the enemies able to open doors in vanilla RotT? I remember them being able to. I'm sure you can add some "enemy uses" triggers to the door linedefs. Or maybe a linedef placed just in front of the door that has an "enemy passes" trigger to open the door.

Sorry for the nitpicking. :P It's been ages since I played vanilla RotT though, I'm just going by vague memories here. Apologies if any of these aren't possible with ZDoom.
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby Nash » Mon Jun 27, 2011 4:26 pm

- God's yawn in vanilla was more often, in this mod it's almost non-existant.
- When the lighting guard begs to not shoot, is he meant to have that many hit points? It takes me ages to kill him with dual pistols or the MP40 in his "begging" state.
- Reverting from God to normal will reset health to default, so any monk crystal bonuses will be gone... is this meant to happen?
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby el zee » Mon Jun 27, 2011 5:57 pm

I'll see what I can do about these things, somethings obviously can't be the same as vanilla rott though such as:

Crushing enemies
The gravity, the way it works in rott is completely different to zdoom.
Enemies using jump pads
Polyobjects killing, but not gibbing
The dual pistols kinda 'shake' because you cant do decorate offsets for two separate images.
I'll see what I can do about those other things...

You can actually use the keyboard to get out of the net, just TURN left and right a few times. Strafing doesn't work.

The god mode is giving me a hard time, its breaking the savegames at the moment, and you lose any bonus health.
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby cq75 » Tue Jun 28, 2011 1:17 am

Enemies using jump pads

ThrustThingZ activated by an "actor hits floor" thing doesn't work on enemies?

The dual pistols kinda 'shake' because you cant do decorate offsets for two separate images.


Why are the pistols two separate images? When I do dual wielding weapons, I use one image; one pistol is just idle while the other is firing.

You could use TEXTURES for that, too.
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