[ZDCMP2] RC1 released (yay, it's not mordeth'd)

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[ZDCMP2] RC1 released (yay, it's not mordeth'd)

Postby Tormentor667 » Sat Jan 19, 2013 12:40 pm

Image
...some of you might have thought it is dead - or at least mordead - or Xaser is hugging it for all eternity. Fortunately it is time to proof it's different: The ZDCMP2 is finished! ...well, almost. After numerous days, weeks and months of lazy delaying work, we are finally proud to announce that the team is finished with our work. Though this doesn't mean we are done with the ZDCMP2. Now it's your turn to use the time for the public beta tests so we can clean out everything that we have missed so far. Take your time, play the mod and support us making this perfect by posting bugs in the bugtracker over at the Realm667 - if you dare :P (in case you are scared, disable Javascript and no evil malware will be able to hijack your machine)

Release Candidate? Public Beata?
To make things clear: It's a mix between both. We know that there are still numerous issues to deal with but that's exactly why we need you now - please test everything and anything, make sure you do all the crazy things that betatesters do but also play it as a player - and track bugs, submit them to our tracker with as many information as possible (screenshots, position, description), that will help us a lot!

Features
  • A happy potpourri with one of the communities finest modders
  • Non-linear gameplay with an objective-/log-system
  • One huge map that keeps you busy for some hours
  • New monsters (no repository-mayhem!)
  • New weapons (perfectly blending with the original armory)
  • New textures
  • New items/powerups
  • New music
  • New fonts
  • New graphics
  • New sounds (yes, I just say this to make the list longer)
  • New erm... did I miss something?
  • Countless surprises that I am not going to spoil :P
  • Playing it twice is nice!

Screenshots
To not spoil anything, you will only get a few screenshots of the early passages of the map. We just want to make sure some surprises are still left for you to discover ;)
Spoiler:


Credits
The Core Team
  • Apothem - Scripting
  • Blue Shadow - Testing, Support
  • CaptainToenail - Mapping, Coding
  • Chronoseth - Mapping
  • Deathknight - Testing, Quality Control
  • dj-jo - Music
  • DTDSphere - Mapping
  • Dusk- Mapping, Coding, Textures
  • Gez - Mapping, Quality Control
  • Ghastly - Coding, Quality Control
  • gothic - Mapping
  • Grymmoire - Mapping
  • Icytux - Music
  • Infirnex - Mapping
  • Jimmy - Mapping, Music
  • Lupinx-Kassman - Mapping
  • Malinku - Mapping
  • Phobus - Mapping, Quality Control
  • Pyroscourge - Mapping
  • Shadesmaster - Mapping
  • TheDarkArchon - Mapping, Coding
  • Tormentor667 - Project Lead, Mapping, Graphics, Textures"
  • Vader - Mapping, Graphics
  • Xaser - Mapping, Coding, Quality Control
  • Zrrion the Insect - Mapping
Additional Credits
  • Textures - NiGHTMARE, DrDoctor, Cage, Enjay
  • Monsters - Scalliano, NMN, Eriance, Melvinflynt
  • Sourceport - Graf Zahl, Randy Heit
  • id Software - for the greatest game of all time

Shut the fuck up, where is the download?
[2013/01/19] ZDCMP2 Release Candidate 1
Last edited by Tormentor667 on Sun Jan 20, 2013 6:39 am, edited 2 times in total.
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Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)

Postby Blue Shadow » Sat Jan 19, 2013 1:43 pm

Nice to see that it has finally been released, even if it's in RC form.
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Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)

Postby perfectpitchrob » Sat Jan 19, 2013 2:30 pm

I'm stuck -
Spoiler:
Otherwise this looks great so far. It feels like one big body of work rather than different sections by different authors.
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Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)

Postby Gez » Sat Jan 19, 2013 2:38 pm

You can teleport back away, normally. The passcode door isn't a way out.
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Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)

Postby CorSair » Sat Jan 19, 2013 2:42 pm

Goddammit the amount of lagging and dying because of it. :/

Looks great so far.
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Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)

Postby Project Dark Fox » Sat Jan 19, 2013 3:25 pm

What SVN version is required to play this? By trying to use the grenade and cook it a bit, I wound up pitching my entire batch of four and died by tripping over one of them. I long since let go of the Grenade key before my player character did a wind-up for a second, then third, then the last grenade, before switching to the fists (I was using the Rifle at the time).
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Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)

Postby Enjay » Sat Jan 19, 2013 3:27 pm

Impressive, most impressive. I found it pretty tough but it's a massive sprawling level that, despite its size, is logical to navigate and has a good story going on. There is something interesting and novel at every turn and I love some of the new weaponry. Nice to see some of my textures from the misc textures thread being used too. :D

A handful of things that I spotted along the way...

[edit] I think this first one is a false report. I can't get it to happen again. No idea what happened the first time.[/edit]

At this conveyor, I ducked under the blue arch and got telported to the start of the conveyor in a place that I couldn't get out of. After no clipping out, I couldn't repeat the problem so my guess is that there is an unneeded teleport once line in there somewhere that the player should not be able to access.
Spoiler:



When I got this message, I had already picked up a chaingun from a dead chaingunner. And looking for the screenshot button got me killed. :P
Spoiler:


HUD problems:
Grenades and rockets can overlap:
Spoiler:

If the AltHUD is active, the logs/objectives cannot be accessed.

You can walk through the polyobjects that form the big gate (which looks V cool BTW).
Spoiler:


I think the word "if" is missing here:
Spoiler:


continued in next post thanks to the spoiler limit...
Last edited by Enjay on Sat Jan 19, 2013 3:50 pm, edited 1 time in total.
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Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)

Postby Enjay » Sat Jan 19, 2013 3:27 pm

A shorter looking enemy would make sense here:
Spoiler:


Nails hang in the air if the architecture they are stuck to moves:
Spoiler:


It's just like a helicopter only 1/8 its size. I shall call it mini helicopter.
Spoiler:


And this one is a doozy (whatever a doozy is)...

Caution, contains info about the final stages...
Spoiler:
Last edited by Enjay on Sat Jan 19, 2013 3:33 pm, edited 3 times in total.
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Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)

Postby Gez » Sat Jan 19, 2013 3:29 pm

Project Dark Fox wrote:What SVN version is required to play this? By trying to use the grenade and cook it a bit, I wound up pitching my entire batch of four and died by tripping over one of them. I long since let go of the Grenade key before my player character did a wind-up for a second, then third, then the last grenade, before switching to the fists (I was using the Rifle at the time).

It should work with 2.6.1 just fine. It is possible that the very recent changes in r4024 have borked things up though; if so use r4023 or previous. In GZDoom terms, you need to use at least r1500; and if the ZDoom r4024 change cause problems, no newer than r1504.
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Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)

Postby Project Dark Fox » Sat Jan 19, 2013 3:33 pm

Gez wrote:
Project Dark Fox wrote:What SVN version is required to play this? By trying to use the grenade and cook it a bit, I wound up pitching my entire batch of four and died by tripping over one of them. I long since let go of the Grenade key before my player character did a wind-up for a second, then third, then the last grenade, before switching to the fists (I was using the Rifle at the time).

It should work with 2.6.1 just fine. It is possible that the very recent changes in r4024 have borked things up though; if so use r4023 or previous. In GZDoom terms, you need to use at least r1500; and if the ZDoom r4024 change cause problems, no newer than r1504.

I am "only" using r3982.
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Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)

Postby Gez » Sat Jan 19, 2013 3:43 pm

In that case, I have to shout "XASEEEEER! What did you do!".



XASEEEEER! What did you do!
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Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)

Postby ChronoSeth » Sat Jan 19, 2013 3:52 pm

Enjay wrote:You can walk through the polyobjects that form the big gate (which looks V cool BTW).
Spoiler:

Last I checked it works properly in ZDoom. Then again, that was a long time ago. The polyobjects aren't supposed to stretch all the way up to the sky.

No idea why it doesn't work in GZDoom.
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Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)

Postby Tormentor667 » Sat Jan 19, 2013 3:59 pm

@Enjay - Thanks for the bugtracking :) Beyond I just added you to the texture-credits, must have missed that in the hurry, sorry for that :-/
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Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)

Postby Enjay » Sat Jan 19, 2013 4:09 pm

ChronoSeth wrote:Last I checked it works properly in ZDoom.


Hmmm... In ZDoom 2.6.1 and SVN (admittedly just noclipping to it) I have a different problem all together...

Spoiler:


Tormentor667 wrote:Beyond I just added you to the texture-credits, must have missed that in the hurry, sorry for that :-/

No problem. I'm just glad you found a use for them. I assumed that I hadn't made the main credits but might get a mention in the text file or something. My textures are a pretty small contribution really.
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Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)

Postby ChronoSeth » Sat Jan 19, 2013 4:14 pm

Enjay wrote:
ChronoSeth wrote:Last I checked it works properly in ZDoom.


Hmmm... In ZDoom 2.6.1 and SVN (admittedly just noclipping to it) I have a different problem all together...

Spoiler:


ChronoSeth wrote:The polyobjects aren't supposed to stretch all the way up to the sky.

Unless of course I missed something in the screenshot.
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