It's finally here! Good Lord, sorry about the wait. I just hope folks are still kind of interested in this? There's a maplist over on the OP now, as I've decided on how this mod should work in terms of levels.
Please claim your maps now! Especially if you have something in the works already. I know a few folks do (Gutawer definitely - TMD? Pinchy?) and wouldn't want their stuff to go to waste.
Here's the next big update - v0.2.0!
Changes:
- Project moved to PK3 format.
- Now calling the PK3 the "resource wad", and specifying the version number in the filename, which I really should've been doing from the start, HEH.
- Added a build version warning to the main menu. A change was made in ZDoom very recently that means this project now requires at least
ZDoom devbuild '2.9pre-1265' or
GZDoom 2.2.0 to run.
- Rearranged MAPINFO a bit. Cluster 1 is "
The Testing Grounds" (working title) which will be a set of Portal-esque test chambers to slowly introduce the player to the concepts at play in this mod. Cluster 2 is "
A Barrellel Universe" (not a title that's going to change) and will feature full-length maps in the style of the MAP01 included.
- Redefined the skills to use (obnoxiously punny) text strings.
- Level name now gets printed to the screen on map start. This is accompanied by a custom string that the mapper can specify, or leave blank. The default is blank, except for the first level in a cluster, in which it will remind the
player to hit F1 for help.
- More changes to MAP01. Should be more dynamic and mostly cheese-free now.
- Added a bunch of "new" textures based on all the ones from the four main Doom IWADs. (doom, doom2, plutonia, tnt) Thanks to JPL for his WADSmoosh utility, the new texture definitions from which I used here.
- Added some new springboard textures courtesy of Gutawer.
- Added a few updates to Gutawer's springboard and air control scripts.
- Added yqco's very elegant all-DECORATE scripts for the rescue spheres.
These use anonymous functions! Make sure you have a dev build of ZDoom to run this now.
- Rescue spheres now make the *grunt sound if they fail to teleport Violet.
- Simplified the clunky floor-damage script. It's a little more forgiving now as well. Warning system slightly simplified too.
-
CHANGED VIOLET'S HEIGHT TO 40. HOPE THIS DOESN'T BREAK ANYTHING LOL.
- Violet now has +FULLVOLDEATH.
- Changed the sprites for the player-only health packs.
- Violet's medikits now make a little visual healing effect when she picks them up.
- Replaced the armor vest sprites with armor orbs (sprites by Blue Shadow and Captain Toenail), the radsuit with the bio sphere from R667 (sprites by Captain Toenail), and the berserk with the brutality sphere (sprites by Eriance).
- Picking up a bio sphere will now protect both you AND Violet from all harmful floors except shock floors. A bio-hazard symbol will flash onscreen while the protection is active. Violet is still healed by blueberry slime under this protection.
- Changed the player's fists' damage to a fixed 10 for non-berserk and 100 for berserk. Violet will only take 40 damage from a berserk fist, though. A fist symbol will flash onscreen while the powerup is active (
it is now timed!).
- The new powerups now have new sounds.
- Violet now has a pain sound.
- There is now a 5 second delay between Violet's nag messages when you harm her.
- Added colors for GZDB to the newly defined placeable actors.
- Added a new bigfont (a version of the standard bigfont with more characters and lowercase glyphs).
- New M_SKULL graphics. Sprited by me, and a bit horribly.
- Rearranged the main menu a bit.
- Credit pic now features just the names of the people who made stuff FOR this project. The rest of the credits are in FULLCREDITS.txt in the pk3. Thanks to all of you!
- Probably some other stuff I forgot good God my memory.
- Added changelog to PK3.