Consolation Prize: Console TCs for Gameplay Mods (p11 N64up)

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Re: Consolation Prize: Console TCs for Gameplay Mods (Parts

Postby Nevander » Tue Sep 05, 2017 4:30 am

Kinsie wrote:abuse animated textures to forcibly disable wall decals or whatever it was they were trying to accomplish.

Sounds like they were trying to force authenticity by making decals impossible to make anywhere instead of just telling people to turn decals off if they want an accurate experience. That's what I did in Retribution except I didn't mention decals. I assume everyone uses them and doesn't mind them.
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Re: Consolation Prize: Console TCs for Gameplay Mods (Parts

Postby MrRumbleRoses » Wed Sep 06, 2017 12:21 am

Kinsie wrote:
MrRumbleRoses wrote:could it be possible to make the PSX Doom redone to work for Zandronum? i find it kinda weird that it won't work with it originally, but the Doom 64 thing will
Sure, just get a time machine and tell the PSX Doom TC team to not be fucking idiots that abuse animated textures to forcibly disable wall decals or whatever it was they were trying to accomplish.

well, i'm a bit confused by that. cause i do know that theres a PSX Doom TC that is able to be ran on Zandronum, but the version from this doesn't work with it. i mean, unless this was using a older version or something kinda like the Doom 64 mod is. but i don't know the history of the PSX Doom stuff
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Re: Consolation Prize: Console TCs for Gameplay Mods (Parts

Postby DevilBlackDeath » Sun Sep 10, 2017 3:14 am

Just one word : my savior !

I really wanted to play Doom 64 Retribution with D4T, but the added view sway and player speed of Doom 64 Retribution made it unbearable (although it's fine with no mod, but D4T is kinda quick so well :P) but now it's just so much fun. The ambiance of Doom 64 with the mechanics of Doom 4 is just perfect ;)
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Re: Consolation Prize: Console TCs for Gameplay Mods (Parts

Postby Nevander » Sun Sep 10, 2017 11:39 am

DevilBlackDeath wrote:but the added view sway and player speed of Doom 64 Retribution made it unbearable

What view sway?
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Re: Consolation Prize: Console TCs for Gameplay Mods (Parts

Postby DevilBlackDeath » Mon Sep 11, 2017 8:54 am

Well if there's no vieux sway in D64R (didn't try it alone yet but it's downloaded) then maybe D64R and D4T changes different variables that together creates the away ;)

Combining them made the player pretty heavy in terms of movement with a pretty strong sway :S
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Re: Consolation Prize: Console TCs for Gameplay Mods (Parts

Postby Nevander » Mon Sep 11, 2017 12:06 pm

There should be no view sway or "heaviness" in unmodded D64R. It should feel like playing Doom 2 but with a slower overall speed.
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Re: Consolation Prize: Console TCs for Gameplay Mods (Parts

Postby Korell » Mon Sep 11, 2017 4:11 pm

Nevander wrote:There should be no view sway or "heaviness" in unmodded D64R. It should feel like playing Doom 2 but with a slower overall speed.


I just tried D64R on it's own, with D4T and then using the Consolation Prize version with D4T. On it's own there is some view bobbing. With D4T this view bobbing felt ever so slightly more which I think is because D4T changes the movement speed, but it didn't feel significantly more. Then when using Consolation Prize with D4T (which should just be the D64R maps using only the D4T gameplay changes) it felt much the same. So I'm not seeing what the view sway or heaviness is either.
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Re: Consolation Prize: Console TCs for Gameplay Mods (Parts

Postby DevilBlackDeath » Tue Sep 12, 2017 3:22 am

Korell wrote:
Nevander wrote:There should be no view sway or "heaviness" in unmodded D64R. It should feel like playing Doom 2 but with a slower overall speed.


I just tried D64R on it's own, with D4T and then using the Consolation Prize version with D4T. On it's own there is some view bobbing. With D4T this view bobbing felt ever so slightly more which I think is because D4T changes the movement speed, but it didn't feel significantly more. Then when using Consolation Prize with D4T (which should just be the D64R maps using only the D4T gameplay changes) it felt much the same. So I'm not seeing what the view sway or heaviness is either.

That's weird :S Gonna try to upload a video ^^ Because it didn't feel the same at all when I switched over to consolation prize, and having now tested D64R alone, I can say I don't feel any heavy bobbing !

Edit : Well I I don't know what I was doing wrong (maybe added another WAD for no reason or modified a CVAR) but that heavy sway was probably me misconfiguring my bat to launch the mod :S I still feel a sway but not that strong. Neither do I feel a latency in starting to run. Well ! Still thanks for CP as it allows for D4T voxels to work even for barrels and it removes the custom monsters (like the blue ghastly enemies in MAP03) and apologies for my mistake :S
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Re: Consolation Prize: Console TCs for Gameplay Mods (Part 1

Postby JohnnyTheWolf » Thu Nov 23, 2017 9:33 am

Rozy wrote:This is pretty cool and saves me the work of doing it myself again. Any plans to do one that integrates PSX lost levels too?


I would like to know as well. PSX Doom TC also now included Master Levels and NRFTL, so it would make sense to have them added to the mapset.
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Re: Consolation Prize: Console TCs for Gameplay Mods (Parts

Postby silentzora » Thu Nov 23, 2017 10:06 am

Ran into an issue with this on PSX's MAP08 while testing Doomzone. Apparently, ThingCount() doesn't play nice with RandomSpawners. Any way MAP08 can be changed up to use the Baron Special? Might be a little bit more universally friendly for gameplay mods.
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Re: Consolation Prize: Console TCs for Gameplay Mods (Parts

Postby Wiw » Sat Nov 25, 2017 5:43 am

I got trouble playing D64R with WW-Nazis - the keys don't work. I mean I got the blue key in level 1, but I can't get through the door asking for a blue key.

Never mind, the dev version works.
Last edited by Wiw on Sat Nov 25, 2017 2:38 pm, edited 1 time in total.
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Re: Consolation Prize: Console TCs for Gameplay Mods (Parts

Postby StroggVorbis » Sat Nov 25, 2017 6:11 am

silentzora wrote:Ran into an issue with this on PSX's MAP08 while testing Doomzone. Apparently, ThingCount() doesn't play nice with RandomSpawners. Any way MAP08 can be changed up to use the Baron Special? Might be a little bit more universally friendly for gameplay mods.


I'm not quite sure on this one, but do your RandomSpawners have a TID or SpawnID? If necessary, those can be transferred to the monsters themselves. That might fix it. :D
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Re: Consolation Prize: Console TCs for Gameplay Mods (Parts

Postby Wiw » Sat Nov 25, 2017 3:05 pm

Looks like the dev version of WW-Nazis has other problems in D64R... any triggers that rely on picking up weapons can't operate if I have to swap it or I already have it.
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Re: Consolation Prize: Console TCs for Gameplay Mods (Parts

Postby Nevander » Sat Nov 25, 2017 5:01 pm

Just fire a bullet or something from the gun you need to pick up. I am not familiar with that mod so the swapping mechanic might break stuff if swapping doesn't count as "picking up" to the engine.
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Re: Consolation Prize: Console TCs for Gameplay Mods (Parts

Postby Wiw » Sun Nov 26, 2017 11:51 am

That doesn't work.
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