This is my "Zombies Ate My Neighbors TC" mod:
Zombies Ate My Neighbors TC is a Total Conversion mod that aims to recreate the videogame by LucasArts "Zombies Ate My Neighbors" as a first person shooter, recreating the levels of the game as maps in a pseudo 3D environment.
Not always beign 1:1 but regularly aiming for a good 1:1 conversion as long as it doesn't detract for the pace of the game.
And if there is a way to remake something in GZDoom then I'll surely give it chance c:
Old Alpha Stuff:
Spoiler:More unnecesary development info:
So , some years back I have the idea of make a Zombies Ate My Neighbors mod in the doom engine , like a TC , but for some personal reasons It got delayed, and delayed, and delayed...
But this year I decided to actually start it and make something of it , so here we go !
( I aiming it to work with skulltag but if the decorate needs it I will switch the aiming for GZDoom
-About the project-
My idea is maintain the pixelated cartoony style for the most part of the environment but have a more realistic design in the weapons.
I will start with a three sectors beta to test how the monsters reacts principally because I'm new in the modding and this is my first mod actually ( Actually if you see the code, it's all kinda messy).
This is the link for the alpha of this if you wanna play it
http://www.moddb.com/mods/zombies-doome ... o-alpha031
So yeah ! That's pretty much it , I'm hardly a proggramer but I'm trying, anyway any feedback would be nice and I'm gonna try to respond it faster and have a constant progress of this.
But I'm doing it all by myself, so , if you wanna contribute with something (like the sounds by example) it will help me a lot and the project.
So, if someone could help me with something this is what I need:
- Some sprites for the weapons (The ones that I made/modify I think they are kinda descent but If you have a better sprite I will change it)
- Coding help would be nice but I would ask in the forums anyway.
- Custom textures* (If you want to make some custom textures make sure that it fits with the pixelated style of the game)
-Sounds ( I'm gonna try to rip the rest of the sounds of the game, but it's pretty hard because I can't separate the music of the game)
So that's all by now !
I hope you like what you see so , I will be around here
Spoiler:Screenshots:
After "Zombies Doomed My Neighbors" I decided circa 2018 to reboot the project to instead of beign a set of custom maps inspired by ZAMN I decided to go for a complete recreation of the maps , and as well I took something like a year to polish and remake all the existing assets on the project .
Since then I started experimenting with Animations:
And thus the Beta process started beign renamed as "Zombies Ate My Neighbors TC" ^^
More Videos:
Spoiler: March 2020 Demo
Spoiler: 2019 Demos
Credits:
Spoiler:Changelog: (From Newest to Oldest)
Special Thanks to:
------------------
+ "Piranha Plant" for the ZAMN Editor tool who made the spawn points and several items and game logic more understandable
+ Josiah D. Plummer for his "ZOMBIES ATE MY NEIGHBORS WEAPONS GUIDE" which apported essential information about weapon damages/resistances and item spawns
+ "MaxEd" for GZDoom Builder
+ Simon Judd for Slade 3 (It's a Doom Editor )
+ "Graf Zahl" and everyone who made GZDoom possible
+ "ID Software" for creating Doom
+ "LucasArts" for creating "Zombies Ate My Neighbors"
+ Ken Silverman for Slab6
Really Special Thanks to as well:
---------------------------------
+ "R&R" for some sprite edits
+ "BFG" for helping with the initial EvilDoll behaviour
+ "QuakeDoomNukem" for riping the Title Cards of all the levels and making them strips and compressing the music files to .ogg
+ "ThePixelPigeon" for his amazing spritework on the Titanic Toddler!
+ And again "R&R" & "TheRenegadist" for supporting me on this project since the beggining c:
Thank you guys! ^^
+ And my Patreon Supporters as well: ^^
- "Плеханов Сергей"
- "ロクサス"
- "Alebeard"
- "Amelia Decruz"
- "Armando Castro"
- "Avery Estler"
- "Benjamin Holesapple"
- "BigCJ"
- "Brando"
- "Brian Castro"
- "Brian Corbin"
- "Chad Vantine"
- "Chey Benton"
- "Christopher Cole"
- "Clint R Strand"
- "Crayola"
- "Dec"
- "DeTwelve"
- "Erian Zoutman"
- "Eric Kaminski"
- "Eric Kentroller"
- "Eric Kowiatek"
- "hailo"
- "Jared Black"
- "Jay_Def"
- "Jet Blackriver"
- "Jhon Smith"
- "Levon Grant"
- "Lucia Shelton"
- "MarionetteCreep"
- "Mark Minnick"
- "Marty Thao"
- "Matthew Tsonetokoy"
- "MGProductions2007"
- "Mitch Loveless"
- "Nathaniel Stephens"
- "Nick Glauber"
- "Plebles"
- "Raistlin"
- "Rob Domyanich"
- "Rob Sheridan"
- "Stephen Haw"
- "Swordsmage"
- "Tanner West"
- "Teddy Rasmussen"
- "Thomas Ekenryd"
- "Tyler Costain"
- "Valet2(Valentin)"
+ And my former Patreons too c:
- "Bryce"
- "Budget"
- "Captain Tempesta"
- "Diego Arriagada"
- "JackieGC"
- "Nathan Lough"
- "Tyler Carl Lloyd Gamble"
- "Ulises Ordonez"
/////////////////////////////////////////////
// THANK YOU ALL FOR THE SUPPORT ! //
// ^^ //
/////////////////////////////////////////////
Credits:
--------
ACS Libraries:
--------------
+ Radar: "Cybermind" & "Endless123".
As this Radar was adapted and updated (for 21:9 as well) from their "Small Hud Add-on" radar.
+ ThirdPersonCamera: By "Solarsnowfall"
+ ACSUtils: By Alexander Korshun and the ACSUtils contributors.
Weapon Sprites:
---------------
+ WaterGuns:
- Sprite itself: (Source Unknown, treid to locate it before with no luck)
- Hands based on Caleb's hands from Blood , edited by "R&R"
- Final edits as Julie's Jacket or Zeke's Clock by "Dude27th"
+ MonsterFists:
- Sprite itself: (Known sprites, needed source)
- Purple version made by "R&R"
+ WeedWacker:
- Sprite itself: Apported by "R&R"
- Hands severely edited from Caleb's hands from Blood
- Final edits as Julie's Jacket or Zeke's Clock by "Dude27th"
+ Bazooka:
- Sprite itself: Borrowed from "All Out War 2" mod, presumably the authors of this sprite could be "Blox" or/and "Dusk"
- Hands edited from Caleb's hands from Blood
- Final edits as Julie's Jacket or Zeke's Clock by "Dude27th"
+ FireExtinguisher:
- Sprite itself by "IMX" , palleted to the Doom pallete by "Marrub"
- Resized and modified by "Dude27th"
- Hands edited from Caleb's hands from Blood and Blood's alpha shotgun (or beta shotgun?)
- Final edits as Julie's Jacket or Zeke's Clock by "Dude27th"
+ Crucifix(aka AncientArtifact):
- Sprite itself is a screenshot based on a 3D model by "Shiva3D". Link: https://www.turbosquid.com/es/3d-models ... -1-1213615
- Hands edited from Caleb's hands from Blood , arm from the Blood's alpha/beta shotgun sprite
- Final edits as Julie's Jacket or Zeke's Clock by "Dude27th"
+ Sodas:
- Sprite itself based on this photo https://www.lockhaven.edu/~dsimanek/puz ... da_can.jpg
- Fake logo created by a online image generator with a Coca-Cola font.
- Hands are from Powerslave pc version.
- Final edits as Julie's Jacket or Zeke's Clock by "Dude27th"
+ Tomatoes:
- Sprite itself based on this photo https://www.seriouseats.com/images/2015 ... rstock.jpg
- Hands are heavily edited from Dude27th's hands, by "Dude27th"
- Final edits as Julie's Jacket or Zeke's Clock by "Dude27th"
General Use Sprites:
--------------------
+ Julie's Jacket:
- Sprite itself based on this photo https://s-media-cache-ak0.pinimg.com/73 ... e18cc8.jpg
+ Sky1 Texture from the FreeDoom project
Sounds:
-------
+ Punch Sound from the FreeDoom project
Z.A.M.N Rips:
-------------
+ Several Rips where used from https://www.spriters-resource.com/snes/ ... eighbours/
Between Level Layouts sprites and Enemies sprites, the rippers who I used their work from are:
- "Rogultgot"
- "Thanwe"
- "PaperBoo"
- "FattyMcGee"
- "Moniker321"
+ All other sprites where ripped by myself ("Dude27th") or edited from existing sprites.
+ Voxels made from scratch in VoxelShop/MagicaVoxel by myself ("Dude27th") and converted to .kvx with Slab6.
+ Audios edited with Audacity
+ Wall textures are made from edits of Zamn Tiles or sometimes completely redrawn, by myself ("Dude27th")
+ All sprites, textures, and graphics edited with Paint.net
That's all I think...
Thanks for reading! ^^
Spoiler:And yes , if you want to try it here are the download links ^^:
+ "ZAMN_MAIN" (??st January, 2022) [Catching Up Update!] (Hotfix 1)
-------------------------------------------------------------
[ZAMN Standalone]
- Cleaned several libraries, added comments and organized them to be more readable.
[ZAMN TC]
- Fixed "MonsterPotion" transformation activating when the player is already dead.
- Fixed TitanicToddler oversights with the spawn animation. It works as it's supossed to now.
- Tweaked TitanicToddler spawn animation, now it will wait for the TitleCards to be done before starting.
- Added TitanicToddler variant with twice as fast spawn animations, can't be placed in a map by map editor but can be summoned by Survivor Scripts ^^
+ "ZAMN_MAIN" (31st December, 2021) [New Year's Update!]
-------------------------------------------------------------
[ZAMN Standalone]
- Renamed "Decorate" folder as "Decorate_M" (Decorate_Main), to prevent directory issues with
possible future integration to GitHub or such.
[ZAMN TC]
- Reduced Doppelganger's "MaxStepHeight" to 24
- Made the trampolines in Level 5 to block monsters, so they can't walk into it
- Added more colission to the rooftops of nearby trampolines on Level 5 to prevent getting into them by jumping.
- Added a 1 tic Delay with chances to ocurr before attacking in the "Zombies", "Mummies", "MushroomMen", "Werewolves",
"Doppelgangers", "AxeBabyDolls" and "Martians".
This was added to prevent perfectly synchronized attacks wich where bypassing the invincibility frames
- Added a missing check for the Chainsaw Maniacs which made them ignore Clown Decoys, if they just destroyed a wall.
- Fixed the WeedWacker stopping the speed boost of the SpeedShoes, now they are combinable.
- Fixed "MonsterFists" weapon not being selected if the player had "Autoswitch Weapons" turned off.
- Fixed weapons not being picked up while the player was in the morphed "MonsterPlayer" version.
- Reduced "Martians_Chase" movement and projectile speed
- Fixed Tentacle enemies failing to attack their target while in range for an attack
- Tweaked Tentacle enemies, tweaked hitbox and movement speed
- Fixed akward colission in map "Day Of The Tentacle", after coming out of the broken wall , after collecting the Skeleton Key.
- "Hit Pallete" changes for TitanicToddler/GiantPod enemies will not trigger if their health is 0.
(Unless the animation started before they died)
- Added a "Growing" sequence for the Titanic Toddler spawn.
Adds 2 second before starts attacking, probably unnoticeable in "Titanic Toddler" if the LevelCards are not skipped.
- Tweaked the brightness in "No Assembly Required" to be a little brighter (plus a missing texture was added.)
+ "ZAMN_MAIN" (29th October, 2021) [HALLOWEEN 2021 DEMO!!!]
-------------------------------------------------------------
[ZAMN Core]
- Added the "Title Screen" Intro Animation in widescreen completely, including the Mode7 animation
which was cropped in the previous demos. It took some time and work to have it cleaned but here it is! ^^
- Improved the "Scoreboard Selection Screen" movement to work smoother.
[ZAMN Standalone]
- Included ACS Library "ACSUtils.acs" by Alexander Korshun and several contributors.
- Added a couple of dummy actors for pickups and items, so GZDoom Builder doesn't mark them as a missing parent actor.
[ZAMN Co-Op]
- Moved the player boxes closer to the player starting positions in each map, to reduce the displacement time and
prevent any incorrect interaction with other actors, due that the teleportation is not instant like in singleplayer.
[ZAMN TC]
- Map "Mars Needs Cheerleaders" added.
- Added Martians Chase/North enemies and spawn.
- Added a "culling script" which makes dissapear every 3D floor with the model sector tag of '404'.
Triggered by running the game in Software mode on the specified sectors.
To be used with caution as it can conflict with triggers, but it helps to improve performance a little.
- Simplified and revised maps to improve perfomance and fix glitches in Software mode, revised maps:
"Zombie Panic", "Evening Of The Undead", "Day Of The Tentacle", "Terror In Aisle Five", "Chainsaw Hedgemaze",
"Weird Kids On The Block", "Pyramid Of Fear", "Dr Tongues Castle Of Terror", "Titanic Toddler", "Toxic Terrors",
"Mushroom Men", "No Assembly Required" and "Weeds Gone Bad".
- Added level select preview animations for "Zombie Panic", "Day Of The Tentacle", "Evening Of The Undead",
"Terror In Aisle Five", "Chainsaw Hedgemaze Mayhem", "Weird Kids On The Block", "Pyramid Of Fear",
"Dr Tongue's Castle Of Terror", "Titanic Toddler", "Toxic Terrors", "Mushroom Men", "No Assembly Required",
"Weeds Gone Bad", and "Mars Needs Cheerleaders".
- Added a blue translation pallete to the Giant Pod (when hit).
The timing is slowed down to prevent eye strain.
- Fixed player's hurt sound overlapping causing a high volume sound.
- Fixed (hopefully) player failing to change from 1st to 3rd camera and viceversa.
Due to an oversight with changing flags not properly defined as strings.
- Tweaked Chainsaw Maniacs to break walls more frequently.
- Fixed Titanic Toddlers receiving damage from the Fire Extinguisher.
- Fixed SkullKey counter wrongly offseted on the HUD.
- Tweaked SodaCans pitch to be easier to hit the UFO boss.
- Fixed a bug in which the WaterRifle projectiles didn't hit the Doppelgangers at melee distance.
- Added a "SpeedShoes" Icon for when the item is active.
- Reworked the sound in the TitleCards animations to prevent
a recurrent bug with the sound not working between versions.
+ "ZAMN_MAIN" (18th September, 2021) [Hotfix Demo!!]
-------------------------------------------------------------
[ZAMN Standalone]
- Custom Pallete added, with some empty spaces for future use, his principal use is for base colors of the monsters
that are going to use pallete translation, and a balanced set of colors have been included as well to add more texture
support in software mode.
Still wip, there's room for 40 more colors depending on the future necessity of the future map tiles/palletes.
[ZAMN TC]
- Fixed a broken trigger and removed a duplicated player start in Level 5 "Weird Kids On The Block"
- Titanic Toddler:
+ Fixed incorrect spawn of survivor/life due to an oversight on the consulting script
+ Added a yellow translation pallete when hit, as in the original ZAMN and as it was requested!
+ "ZAMN_MAIN" (17th September, 2021) [August Demo / Early September Demo]
-------------------------------------------------------------
[Modding]
- Added and updated "[Guide] TitleCards" and "[Guide] Mapinfo" from the custom campaign files, to the main ZAMN TC file.
- Added Start Script "SkipTitleCard", which runs the level skipping the TitleCards, info in "[Guide]MapperScripts".
- Added Start Script "CustomTitleCard", which lets you have a Title Card sequence with up to 10 cards.
More info on how to use it in "[Guide]MapperScripts" and info about how the Title Cards work in "[Guide] TitleCards".
(Also used artwork from Andrew "Bones" Jones as an example of an hd image
"https://artbybones.com/gallery%2001")
- Added Bonus Script "NoLicantrophy" which will be similar to "TenCheerleaders" but for tourists prevented to become werewolfs.
[ZAMN Core]
- Found and fixed the "Bad Hex Number" errors. This fixed issues with corrupted memory.
- Renamed the "LevelContinuity" ACS library to "TitleCards", as the level continuity is handled now by mapinfo.
- Added documentation for "NoBazookaFired", "NoLicantrophy" and "TenCheerleaders" bonus scripts.
These bonus scripts don't give points at the moment but the activation and checks should be working.
- Organized all the 55 Level Title Cards by Level Number [110 Title Cards now are in the correct order]
[ZAMN TC]
- Added map "No Assembly Required"
- Added several:
+ Textures
+ Animated textures
+ Triggers
+ And decorations
For the "Factory" theme.
- Added argument "IgnoreSight" to BabyDoll enemy spawns.
- Fixed AxeBabyDoll bug regarding spawning without a target, and improved despawning method
- Tweaked AxeBabyDoll check range for survivors
- Reworked laughing sound of the AxeBabyDolls, hopefully this makes them override less when several of them are active
- Increased check radius for the "Soldier Survivor" to enter in his scared state by the AxeBabydolls
- Added map "Weeds Gone Bad"
- Decorations "Flower Grass 1/2" now they are +NOGRAVITY as well
- Added "TenCheerleaders" Bonus Script, not fully functional yet, but it will once the map 12 is reached.
+ "ZAMN_MAIN" (11th August, 2021) [July Demo]
-------------------------------
[Modding]
- Added a few Level Bonus Scripts that can be set as Startup Scripts
[ZAMN Core]
- Simplified Showcase's Bonus Checking and added support for multiple Bonus Checks in sucession
- Moved "Werewolf Timer" scripts to "LevelScripts.acs"
[ZAMN TC]
- Added new frontal/backward attack sprites for the "Werewolfs" made by "The Pixel Pigeon" ^^
[ twitter.com/ThePixelPigeon ]
- Fixed lateral attack sprite animation of the "Werewolfs" thanks to the input of "The Pixel Pigeon" once again ^^
- Fixed "Chainsaw Maniacs" spinning faster than they should when attacked by certain weapons
- Added missing hedgemaze walls, to the wall breaking behaviour of "Chainsaw Maniacs"
- Added Lab:
+Ray Hazard with voxels
+Lamp Decorations with Voxels
+Potion Bottle Decoration Voxel
+Frankestein Electric Tower Voxel
+Mini Tower Voxel
+Ceiing Support Voxel
- Added Ray Hazard Patterns for the lab section on level 7
- QOL Improvement:
+ Reworked Hedgemaze textures and replaced previous textures in maps, to make
hedgemazes breakable walls more easily noticeable. Also replaced textures for Breakable fences.
- Fixed typo in "Midnight Shopping" level TitleCards.
- Fixed non-interactive curtains opening when dead.
- Added "Super Zombie" variation of the Zombie, slightly faster and with a slight larger MeeleRange
- Replaced a "Zombie" spawn for a "Super Zombie" spawn in Level 7 which was supossed to be harder.
- Added "Frankenstein" enemy
- Added decoration "Fake Dr.Tongue"
+ "ZAMN_MAIN" (07th July, 2021) [June's Demo, BIG BUGFIX AND MODDING DEMO]
-------------------------------------------------------------
[Modding]
- Added some simple scripts that can be easily called from any SurvivorScript which are as well friendly
with the general scripts of the game, more info in the new guide "[GUIDE] MapperScripts"
- Reorganized every map specific scripts library, so it is more readable
- Added scripts "ReservedTags" and "MusicInfo" which gives info about each one, more info in "[GUIDE] MapperScripts"
- Expanded the "DynamicMusic" Tracklist to include every track singularly as a track option regardless of the version selected.
Updated the "MusicInfo" script accordingly.
- Completely rework the Survivor System, and added startup script "SurvivorLimit", which let you set the maximum limit
of survivors that they could spawn from this level and onward. It supports from 0 to 20 survivors, as long as they have their survivorspawners too.
- Added startup script "IgnoreSurvivorGameOver", which will deactivate the GameOver triggering in this level if all the survivors Died.
[ZAMN Co-Op]
- Fixed a bug with the werewolf timer which caused the countdown to run twice as fast
[ZAMN Core]
- Added and cleaned some error logs for the "Bathroom Wall Triggers", the "Wall Triggers",
"Mini Wall Triggers" and "Trampoline Master" triggers.
- Simplified scripts for the "Leafs Spawner" and "Wood Spawner"
- Fixed a bug with the "HUD Script Library" which prevented other HUDs to appear
- Moved some scripts to different libraries to better match their library purposes, and found and moved
a Werewolf script for "SectorCheckHeight" which was located wrongly in "PlayerScripts"
- Expanded guide "[GUIDE] SurvivorScripts" with some examples
- Wrote a guide about "[GUIDE] MapperScripts", added some functions that can be called by "SurvivorScripts",
and wrote about "StartupScripts" that can be called at the start of the level.
They will be expanded with more function/scripts when more function/scripts where added.
- Reorganized the Options Menu to reinclude the GZDoom options menu. To help with other mods compatibility.
- Added the CVAR option "nozamnmusic" to turn off ZAMN's music in all the levels.
This should help compatibility with other mods which change the music.
- Documented every voxel added to the mod in "[GUIDE] Voxel Names"
[ZAMN Standalone]
- Added "Startan2", and "Startan3" textures from the "Freedoom Project"
to prevent missing textures error appearing on console.
- Copied "Sky1" as "F_SKY1" to prevent texture errors appearing on console
- Cleaned some missing textures in several maps, once again to prevent errors appearing on console
[ZAMN TC]
- Finished adding GooAnimations for all survivors
- Fixed some doors/triggers activating with RedBlob projectiles or the Titanic Stomp of the Titanic Toddler
- Fixed a typo with the "Titanic Toddler" map name in mapinfo
- Replaced trigger in "Zombie Panic" map which wasn't spawning leafs properly
- Added "Fence_Pieces" actors and fence Broken Textures to Fence Triggers for missing palletes
- Fixed a bug with the "Destructive Triggers" doing the "Leafs_Day" reaction in some cases, caused by inheritance
- Added "Hedgemaze Broken Textures" and "Stanley Hedgemaze Animations" to missing palletes
- Fixed an audio issue with the "Growl" sound of the MonsterPlayer, which caused overlaping
- Fixed an audio issue with the showcasing of the survivors, it was due of the showcase point playing a sound
when a survivor appears, but also giving an item to each player which also played the same sound and it was causing overlaping. //(TO DO: Compare in Co-Op if the same issue occurs)
- Cleaned a script writing on a screen a test text for the werewolf jumping animation
- Added "Chest Voxels" for the Castle Levels.
- Fixed a bug with the TitleCards making no sound in the "Weird Kids On The Block" map
- Fixed a bug with a trigger in "Toxic Terrors" which was using the wrong pallete
- Fixed RedBlob's GooScreen still hurting the player after the level being finished.
[Extras]
- Work started on the "Ghoul Patrol" easter egg level, including a wip alternative hud, some basic layout and some texturing work
graphics yet no included in the main file but they will once is finished.
Weapons haven't been made for it, but the spritework of two weapons is already done.
+ "ZAMN_MAIN" (02nd June, 2021) [May's Demo]
------------------------------------
[ZAMN Core]
- Added special cases in the "Dynamic Music Script" for levels with different tracks between versions.
- Wrote a guide about the "Tracklist of the Dynamic Music"
- Cleaned, organized and reworked the "Hud Script Library",
it should be more readable now in case that someone wants to check or work with it.
- Also added some commented while statements in the hud script
for future hud variations for easy implementation of "alternative huds" for easter egg levels.
- Cleaned, organized and reworked the SBARINFO entry, AspectRatio 21:9 was partially dropped,
as it is now handled as a 17:10 aspect ratio in regard to hud elements positioning on screen.
- Wrote a guide about the composition of the "SurvivorActors"
and another guide about how to use the "SurvivorScripts"
[ZAMN TC]
- Added map "Mushroom Men"
- Added map "Toxic Terrors"
- Tweaked Floor Hazard slowdown to fix a bug which bypassed applying the slowdown
- Added "EasterEgg Bonus" Pickup, it will show a message on the level finished screen
mentioning that an easter egg bonus was found, but mechanically they work as regular
Secret Bonus pickups so a level can't have both a SecretBonus and a EasterEggBonus
destination at the same time.
- Added "Goo Effect" on Screen, along with decreased speed movement and recurrent health loss
while having the effects of the Red Goo on the player.
Also the GooIcons and a timer appears on the HUD similar as the monster potion.
- Added partial support for GooAnimation on survivors
- Fixed a bug with the survivors not being ever in danger due to calculation error.
This was introduced in the latest demo but due to the Boss Enemy "Titanic Toddler" not
taking them into account it wasn't noticed until now.
- Fixed a bug with the Destructive Trigger with the Soda Machines, due to an incorrect bleeding
between states due to inheritance
- Added "Fence_Pieces" actor to Fence Trigger (Only pallete 0 for now)
+ "ZAMN_MAIN" (30th April, 2021)
------------------------------------
[ZAMN Core]
- Fixed Aspect Ratio issue, now using "Force Aspect Ratio" is not neccesary as the Hud ACS should be capable of try to guess a Aspect Ratio.
Results may vary and using "Force Aspect Ratio" is still recommended but now the Hud will work based on that guess if not specified an Aspect Ratio.
- Rewrote the SBARINFO part of the Hud to work based in the HUD calculation instead of AspectRatio
- Cleaned some discrepancies between both player classes
[ZAMN TC]
- Added map "Titanic Toddler"
- Added TitanicToddler boss enemy
- Completely new sprites for the TitanicToddler thanks to "ThePixelPigeon" ^^
[ twitter.com/ThePixelPigeon ]
- Added flat players voxels
- Added special case actor for BabySurvivor spawned from a Titanic Toddler
- Added green couch voxels
- Added yellow vase voxels
- Added Sink/Tub Voxels and "BathroomWall" triggers that destroy their decoration upon destroyed wall
- Map "Toxic Terrors" started
- Fixed ScorePoints not giving score points
- Fixed "fake pickups" while picking up survivors
[Extras]
- Started sprite ripping process for 1st Easter Egg Level, based on "Elf Wur"
+ "ZAMN_MAIN" (28th March, 2021)
------------------------------------
[Modding]
- Added a "Pick/Death Script" (aka "SurvivorScript") argument to the SurvivorSpawns,
which lets the mapper to execute scripts upon picking up a survivor or the death of a survivor.
Meant to be used for map specific mechanics and maybe even different types of level progression,
it will depend of the intentions of the mapper, this scripts have to be numbered and written in the GZDoomBuilder or
map specific ACS.
[ZAMN Core]
- Written a grid display system to show graphics based on an array, somewhat easy to organize on screen but desigend for...
- ...written a highscore system and his interface to add and display the personal highscores of every user.
The information is stored in CVARs as to not be lost when starting a new game or closing the game.
- Added a "WerewolfTimer" for levels in which you have to save survivors before they turn into werewolf
[ZAMN TC]
- Lame Genie covers are now part of the main file
- Added map partially done "Dr Tongues Castle Of Terror"
- Added several textures and voxels for "Dr Tongues Castle Of Terror" [this took a while, pretty much all of them made from scratch]
- Added Werewolf enemy (w.i.p.)
- Fixed SodaCans sliding on the floor!
- Tweaked Crucifix weapons to slowdown the player [I can't make the player receive damage as the original ZAMN while using the crucifix,
while being close to a FloorHazard that should stop him so this should be an equivalent trade-off to prevent players abusing Crucifixes ]
- Chainsaw Maniacs attacks now make less damage (From 20 to 15) [P.S: Info about damage data of this enemy is necessary still]
- Fixed Mummys not despawning! [This should make the spawn spots on Level 6 work properly]
- Added Wait argument to MummySpawns
- Tweaked brightness levels on "Pyramid Of Fear", it should be less dark now (Sorry my monitor has a automatic brightness setting and it screws with stuff like this without myself noticing sometimes)
- Increased GiantPods fire distance!
- Added Spike spawns to GiantPods
- "Zombie Panic" map tweaks and some texture cleaning and added details, this map is considered completely finished! ^^
- Fixed GiantPod projectiles destroying fences/hedgemazes
- Fixed "SpeedShoes" not deactivating upon exiting the level
- Fixed "HazardPain" bypassing "SpeedShoes" deactivation by having incorrect speed values
- Fixed survivors alerting enemies even when the player was unable to reach them due to height variations
[Co-Op]
- Fixed spawning players who already died in the map regardless
- Fixed (hopefully) level music triggering constantly even after the level is finished
- Fixed players doing their pain animations while being shoot from other players
+ "ZAMN_MAIN" (30th October, 2020)
------------------------------------
[Co-Op]
- Fixed crashes at the start of the levels
- Fixed Drawers, Doors, Enemy Spawns, Enemies only targeting one player
- Expanded Showcase of survivors to suit both players at the same time
- Expanded Doppelgangers spawn so now they'll recreate the closest player that they have targeted
- Added a "ZAMNCoop" and "ZamnJoin" .bat files to create and join a Coop game
- Added instructions about how to setup a Coop game
[Standalone ZAMN]
- ZAMN TC now is a Standalone game! It doesn't need Doom to run now
- Added menu sounds according to ZAMN
- Added "Quit Messages" themed by ZAMN
- Added a w.i.p. cursor for the menus
[ZAMN TC]
- Tweaked AxeBabyDolls again
- Fixed some sound issues in the showcase
- Added Sand voxel to the "Pyramid Of Fear"
- Added Torch voxel to the "Pyramid Of Fear"
- New Trigger that raises the walls for the "Pyramid Of Fear"
- The dust raises when the trigger does as well
- Added Mini Drawer voxel
- Tweaked player speed
- Added the Meteorites voxels , fully animated! (100 voxels)
- Completely Expanded TitleScreen to be WideScreen! (Something like 500 frames manually edited one by one)
- Added Top of Carts voxels for "Terror in Aisle Five"
- Added destructable walls to "Terror in Aisle Five"
- Cleaned/Added Detail to "Terror in Aisle Five", "Weird Kids On The Block", "Chainsaw Hedgemaze Mayhem"
- Cleaned some Crucifix sprites for Julie
- Reworked a little the menus, and updated the help panels
- Added a music option to play with the covers by the band "Lame Genie"
(HAPPY HALLOWEEN!!! ^^)
+ "ZAMN_MAIN" (??th September, 2020)
------------------------------------
- Testing of the Co-Op , not Demo delivered this month
+ "ZAMN_MAIN" (31st August, 2020)
---------------------------------
[Modding]
- Title Cards now can be setted in the map scripts by writing any name of a graphic and it will display it as a TitleCard,
so instead of having a finite list of posible TitleCards, now every texture in the mod
or in a CustomCampaign can be loaded as a TitleCard.
- Map progression was reworked, now it uses MAPINFO, the same as Doom but with some flags to behave like ZAMN.
- Added a map "Midnight Shopping" to test this.
- Added three "Howto...txt" files inside ZAMN_CAMPAIGN detailing how to work with some things for CustomCampaigns
[ZAMN TC]
- Tweaked AxeBabyDoll's: Water Pain, Sounds Cue shortened
- Tweaked FireBabyDoll, it will no longer stays until it dies, it will extinguish after a while
- AxeBabyDoll's spawning point added a "slow" spawning called "DelayBeforeSpawn".
Which instead of spawning and then counting the delay, it counts the delay first and then spawn.
- Zombie's Despawn while frozen
- Every implemented Drawer now can be positioned in every 45 angle
- Added a Trigger for FenceNigth
- Reduced GiantPod spawning circle of mushrooms
- Some tweaks in the Level Geometry of Zombie Panic, Evening Of The Undead, Day Of The Tentacle, etc.
- Added pallete variations for the SkullkeyDoor voxels
- Added pallete variations for the TrashcanOpen/Full/Closed voxels
- Added a "Sound Options" shorcut in the Options Menu
- Fixed [hopefully] Speed Shoes not deactivating if the Level Exits without the timer running out
- Fixed ExitDoor not appearing if it fails to spawn, now if it won't it will try again until it can
+ "ZAMN_MAIN" (7th July, 2020)
------------------------------
- A w.i.p. "Pyramid Of Fear" (All the level is done in terms of level geometry but it lacks some objects like the sand covering the secret passages, the wall traps, and some torchs and decorations)
- The Mummy Enemies!
- Mummy Spawns are fully voxelized!
- "Weird Kids On The Block" with all level geometry but it lacks details, and more decorations
- Improved Doppelgangers Navigation!
- Doppelgangers missing sprites added
+ "ZAMN_MAIN" (4th June, 2020)
-------------------------------
- A w.i.p. "Weird Kids On The Block"
- A w.i.p. Doppelganger enemy
- Added a Player Speed variation to the WeedWacker weapon while firing
- Reduced the ammo capacity to the WeedWacker , at the same time it consumes ammo more slowly but with the Speed variation it should work more closely to the original
- Fixes to "HouseWalls" destructive triggers
+ "ZAMN_MAIN" (2nd May, 2020)
-------------------------------
- Giant Pod enemy added (Functional but I'll expand it later)
- Mushroom Hazards added (same as the GiantPod)
- "Day Of The Tentacle" can be accessed from "Zombie Panic" by picking the Bonus Item.
- "Day Of The Tentacle" map more finished, roofs added, more palleted textures/voxels added (Still needs some clean-up and some details tho)
- SkullKey Indicator in the Hud
- Some tweaks and expanded use for the Soda and Bazooka weapons. (For the future implementation of the Martian UFO)
+ "ZAMN_MAIN" (??th April, 2020)
-------------------------------
- Added a w.i.p. "Day Of The Tentacle"
+ "ZamnTCb08_04" (24th March, 2020)
-----------------------------------
- Target GZDoom version changed from 1.9.1 to 3.7.2 to use extended functions
- Camera View Bobbing decreased to prevent motion sickness
- Weapons Sprites Bobbing speed and range increased to give the ilussion that Camera Bobbing wasn't decreased
- Player speed slightly decreased (From 0.610 to 0.590)
- Player running speed and walking speed are equivalent now so "running" isn't necessary.
(Matching the original behaviour and to help people who want to play the mod but aren't familiar with Doom)
- Options Menu reorganized and descarted several unnecesary options
- "Chainsaw Hedgemaze Mayhem" map added at almost completion
- Rewritted weapon damage to have accurate damage values and damage resistances , per enemy , per weapon
(Aka every enemy has different weaknesses and special behaviours depending on the damaging weapon)
- Chainsaw Maniac tweaks to behave similarly to his original version
- BabyDoll tweaks and rebalancing
- Spawning point tweaks
- Destructible Walls tweaks
- ClownDecoy improved efficiency
- RandomSpawners added
- Survivors can be detected by enemies if the player is in direct line of sight from the survivor and in close proximity to the survivor
- Couple of game-breaking bugs regarding pain reactions without states fixed
- Advances made in "Terror in Aisle Five" map
- Advances made in "Zombie Panic" map
- Advances made in "Evening Of The Undead" map
- Some weapons tweaked to have faster animations
- This Changelog was written.
- The Credits were written.
+ "ZamnTcb07_03" (15th July, 2019)
----------------------------------
- "Evening of the Undead" map added at almost completion
- "Terror In Aisle Five" map added at half it's completion
- Rewritted destructible walls to have a easier general use
- BabyDolls added but needs rebalancing
- Improved destructible walls
- Weapons Tweaked to behave more accurately
- Cabinets , but not totally functional
+ [Hotfix]
---------------------------------
- Rewritted "Game Over Screen" so it doesn't depends on screen resolutions (which caused broken graphics)
- Simplified "Trampoline Jump" actor as it was causing problems with versions 3.x and onwards of GZDoom
+ "Backup 03 01 19" (3rd January 2019)
--------------------------------------
- Several Bugfixes
- Reworked Level Transitions so the Title Screens use only one map instead of one for every level
+ "ZAMN TC - 1 Level Demo" (31st October, 2018)
-----------------------------------------------
- "Zombie Panic" map added at half it's completion
- Survivors Mechanic as a level goal implemented (Buggy)
- Doors (Buggy)
- Zombie Spawns (Buggy)
- Destructable Walls (W.I.P)
- Level Transition Animations , Title Screen Animations
- Game Over Screen (Buggy)
- Hit Points Invulnerability
- Dynamic Music
- Etc.
Changelog (Beta Reboot [2017 - 2018]):
--------------------------------------
- Project renamed "Zombies Ate My Neighbors TC" as a total conversion mod for Doom II as a fanmade tribute of the original "Zombies Ate My Neighbors"
- Project rebooted to increase the overall quality of the mod , remaking all of the weapons, implementing some core mechanics of the game and aiming to have a more "Zombies Ate My Neighbors" gameplay loop rather than a Doom gameplay loop.
Changelog (Alpha Phase [2016 - 2017]):
--------------------------------------
- Project named "Zombies Doomed My Neighbors" presented with conceptual levels and enemies as well
- General prototyping of weapons and mechanics
DOWNLOAD HERE ^^: (Both 64bit GZDoom and 32bit LZDoom included!)
Patreon :
https://www.patreon.com/posts/new-march-demo-64539891
(Don't worry is a public post ^^)
Mirror in ModDB:
https://www.moddb.com/mods/zombies-doom ... ugfix-demo
Old Demos:
Spoiler:Social Links:
ZAMN TC HAPPY NEW YEAR 2022 Bugfix Demo (x64/x86 windows)
https://mega.nz/file/LIlikZTb#O6AUuA7p2 ... oki-_cm8u4
ZAMN TC HALLOWEEN 2021 Demo (x64/x86 windows)
https://mega.nz/file/jFdH2AzK#lfv0dOCjt ... l0Tk-59Luw
ZAMN TC MARCH 2021 Demo (x64 windows)
https://mega.nz/file/DBNFmKYD#j8TMJTC2U ... 27Jzf8QiUg
ZAMN TC MARCH 2021 Demo (x86 windows)
https://mega.nz/file/qVNBwYBJ#pwq4Konyb ... gmKcbNsaJo
Zamn TC Halloween 2020 Demo:
https://mega.nz/file/CQ8BxA6R#P_JmKxKoa ... bAa0S5ZS-I
It's a standalone game now! ^^
And if you like the Lame Genie covers of Zombies Ate My Neighbors, I have them with their permission in a .pk3 as an add-on as well ^^
https://mega.nz/file/vFVE3RKT#ML1f4kCLm ... ER1Jlsi-cc
ZamnTC Beta 8 (4/55): [March 2020 Demo]
----------------------------
ModDB Latest Demo: https://www.moddb.com/mods/zombies-doom ... march-demo
Mirror in Mega: https://mega.nz/#!fAEzjYoL!iqQwif6OX5KS ... RF7HvtU9ng
ZamnTC Beta 8 (4/55) ["Legacy Edition" for GZDoom 1.9.1]
------------------------------------------------------------------------
Mega: https://mega.nz/#!iZ83xAyL!zbYoI29VpT9n ... hcphWPC9pA
My Twitter: https://twitter.com/Dude27th
Patreon: https://www.patreon.com/Dude27th
Also if you want to contact me directly you can send me a message in my Twitter as it is where I am more active! ^^
Thanks for reading! ^^