I thought I fixed that (admittedly Kinsie helped me out, the original coding for the intermission was his intermission code from an older version of meta-doom)
Re: The Edge of Time - TPC (New E2M6 Preview)
Posted: Tue Apr 23, 2019 6:01 am
by Alptraum
I couldn't run the mod. I get this error. I am using GZDoom 4.0. What could it be?
theedgeoftime.pk3:zscript/adv_func/intermission_new.zsc, line 215: Function drawLF attempts to override parent function without 'override' qualifier
theedgeoftime.pk3:zscript/adv_func/intermission_new.zsc, line 233: Function drawEL attempts to override parent function without 'override' qualifier
Re: The Edge of Time - TPC (A minor but much needed update)
Posted: Mon Jun 03, 2019 1:25 am
by FireSeraphim
I have gone ahead and fixed a few problems. This is a minor update due to the fact that another project that I had on hiatus for a while has finally resumed development, as such you can expect development on this mod to sorta slow down for a bit. Sorry I didn't tell anyone about this a while back.
Spoiler: Beta 1.4
Fixed certain problems that caused TEOTPC to crash in the newest bleeding edge revision of GZDoom (as of the time of this writing)
The level order in Episode 2 has been shuffled a bit
Fixed the glitched text colours in the menu
Renamed the Extra Options menu to the TEOTPC Options Menu to make it clear what the menu does
as usual you can find the latest update in the Opening Post
Re: The Edge of Time - TPC (A minor but much needed update)
Posted: Mon Jun 03, 2019 1:54 pm
by FireSeraphim
I had to go and fix a minor hiccup in the DL Link, now anyone can download it from google drive (hopefully)
Re: The Edge of Time - TPC (A minor but much needed update)
Posted: Wed Jun 05, 2019 11:20 am
by Alptraum
Thanks a lot!
Re: The Edge of Time - TPC (another minor update)
Posted: Mon Jul 08, 2019 1:15 pm
by FireSeraphim
I have once again updated this in light of a few oddities discovered in Zikshadow's playthrough of the current beta of TEOTPC. Beta 1.4 Revision 1 should be dowloadable in the Opening Post.
Re: The Edge of Time - TPC (another minor update)
Posted: Tue Aug 13, 2019 2:22 am
by Captain J
Very retrospective, very intense, very hardcore TC you made there! Classic arcade sound effects and the mechanics are very amusing to listen. And surprisingly, it suits with Doom! Extra items around each map are helpful in random situations because the enemies in the game are tough now. They drops extra bonuses that goes away quickly upon death. So that's a fun way to earn some score! Makes me think which weapon or items would be efficient to take down certain enemies!
I gotta say, this is probably the decent and successful arcade adaptation on doom you've ever done. Oh, and mind if i share some feedback with you? Hope the update is still going on;
Spoiler:
- is there anyway i can deactivate the leaf effects as well? It can be quite messy too.
- Rain drops make a big splash when dropped into watery terrain. Looks quite strange. And the Rain sound effect is way too loud.
- I can destroy the Toilet and get the Score, but i can't destroy the Chair. Why not? And i'm certain that there are few Props that you just can't destroy.
- When you hold down Reload key on any weapons but Rocket Launcher, it goes static and stops bobbing.
- Poison Cloud Vial is very useful and comes in large numbers. But there's one thing it makes it rather disadvantaging - the Poison Cloud also damages the player as well. When the place is too small or cluttered with enemies, you basically create one big obstacle can be hazardous to your health. I hope the Cloud doesn't hurt me anymore so i can use it safely. But if you think it's somehow good as it is, maybe make the player immune to poison damage when activating the Rad Suit?
Also is it me? Or Poison Cloud is infinitely tall, so it can hurt me up in the air?
- Can i expect the Zoom mechanic for the Sniper Rifle? Would be very useful to attack the enemies from far distance. And i'm gonna need it!
- I'm not sure, but why Reloadable Weapons comes with Empty Magazine? It makes the player do the chore while there's busy and intense situations going on and i found it awkward. Adding a few ammo into the certainly will make a difference.
- Now... Let's talk about Imps. I really, really loathe them so much. Their fireballs deals serious damage and makes cluster of small fireballs even. You just can't even take cover from them safely anymore. Even on the easiest difficulty, they'll chew you up real good. Granted, this TC has tougher enemies and you have to be careful. Also Weapons and items are very useful as well. But after considering about Imps are the 2nd common enemy in Doom, i just think it's just plain unfair.
- Also Revenants. They're quite annoying as heck. I can't tell which one's homing one because they look and act the same. Also the damage, man. They're tough. Tougher than the Nightmare Variation, ironically.
- Bullet and Current Weapon Magazine Icon is kinda same, but recolored. Making me confused during the busy fight. Can you make them different and distinctive?
- Pinkies can reap. That's surprising. But they easily get stuck on small platforms.
- Missile Launcher fires rather slowly when Homing Mode is on. Also Grenade disappears when lands on watery terrain.
- I can't believe it, but Morph Ovum projectile also turns you into a Chicken. You very own attack disadvantages you real bad.
- Argent Particle Cannon's Charge-up is way too slow. Yeah, this weapon is basically the Bomb of Shmup. It sweeps decent amount of enemies and it doesn't spend too much. But then again, the Charge time is pretty long so you have to brace yourself before using it. Or you'll die in vein. Kinda like Raiden Franchise's Bomb. You just have to dodge before the bomb explodes and they weren't big fan of it.
More feedback coming soon!
Re: The Edge of Time - TPC (another minor update)
Posted: Tue Aug 13, 2019 3:02 am
by FireSeraphim
@Captain J: I appreciate your feedback, and yes there will be a rather huge update soon.
The leaf spawners basically inherit their code from their Hexen incarnation. I am kinda wary of tweaking that.
I tweaked the raindrops to be that way because I want them to be noticeable, as well as the rain audio. I can't for the life of me get the rain spawners to spawn rain at a satisfactory rate without severe FPS drops. The lack of clear and concise documentation on the realm667 rain spawner doesn't help (which I modified with the option to disable it via CVARS)
I been slowly going at making most props destroyable
There's nothing I can do about the "reload stopping bobbing" bug
There's nothing I can do about the radsuit not protecting from poison clouds without it breaking the game, the poison clouds for the most part inherit their behaviors from their Hexen incarnation and suprising the type of damage the poison cloud does is consider splash damage, which means if I try fixing that it would potentially cause the players to be immune to rockets
No, The Poison Cloud just spawns a bunch of lesser poison clouds
The Marksman Rifle already has a zoom function. For the love of god, just bind the default zoom key to use it!
The next update will nerf Imps a little bit
I don't think I did anything to the Revenants other than polishing their tracers
I thought they were fine for the most part
Balance reasons for the first one, the second one I can look into.
The Morph Ovum inherits it's code from it's Heretic Counterpart, I don't think there's anything I can do about that.
I'll see what I can do about the Argent Particle Cannon's chargeup but the entire animation is synced to it's charge up sound effect and I would have to make a slightly faster version of the sound effect if I sped the Argent Particle Cannon up, for both the normal state and it's special Turbosphere state
The Edge of Time - TPC (Yet Another Update, New Map included
Posted: Tue Aug 13, 2019 3:43 am
by FireSeraphim
I figured that now would be a good enough time to release the next beta of TEOTPC. As usual you should check the opening post for the latest download link.
Spoiler: Beta 1.5 "Time Pilot"
Imps Fireball post-death particles and Lost Souls post-death flame particles now do less damage
The Heavy Chaingun has been buffed again, It now does 13*8 damage per shot
Spread on the Heavy Chaingun has been tighten slightly as well.
Maximun Clip ammo capacity has been increased from 250 to 350 (from 500 to 700 if you have a backpack)
The Former Human's and Former Sargent's Projectiles has had their speed value changed to 16
The Former Lieutenant's Projectile has had it speed value changed to 24
The Former Commando's Projectile has had it speed value changed to 32
The Marksman's Rifle scoped firing mode has been slightly buffed
The sniper scope has been improved visually
A new, more transparent alt-hud has been added.
All three episodes now have unique level clear themes
Score Items are now worth twice as much on Ultra Violence and up
All Monsters score item drops have been reworked, expect more score items
A new set of score items have been added: Gems. There are four types of gems (Topazes, Emeralds, Rubies, and Sapphires) and all monsters have a rare chance of dropping a gem, also unlike other treasure items, Gems don't fade away.
The second Credits Pic has been updated
Some minor GLDEF based improvements to both the player's hitscans and the undead's
tracer projectiles have been implemented
E3M1 has been updated to fix a few possible softlock issues
A New level has been added: E2M6 - The Coastal City
Episode 1's second secret level now has entering and exiting text
The flames in E3M2 now make proper fire crackling sounds
The Player's Jumpheight and Running speed have been slightly buffed
The Missile Launcher's Grenade's now bounce on Water
The Missile Launcher's seeker mode now fires at the same speed as it's DUMB fire mode
Re: The Edge of Time - TPC (another minor update)
Posted: Tue Aug 13, 2019 6:34 am
by Captain J
Spoiler: here are some of my reply
[*]There's nothing I can do about the "reload stopping bobbing" bug
Some Custom Actor that instantly goes to ready string and A_JumpIfInventory might do some trick. You can ask for the fix at Scripting Section.
[*]There's nothing I can do about the radsuit not protecting from poison clouds without it breaking the game, the poison clouds for the most part inherit their behaviors from their Hexen incarnation and suprising the type of damage the poison cloud does is consider splash damage, which means if I try fixing that it would potentially cause the players to be immune to rockets
[*]The Morph Ovum inherits it's code from it's Heretic Counterpart, I don't think there's anything I can do about that.
It's a shame, but maybe make your own custom Actors made out of classic Heretic scripts? Thanks for giving it a try, i guess.
[*]No, The Poison Cloud just spawns a bunch of lesser poison clouds
I mean they somehow touches you although you're far above it like it ignores Z Axis Location, or turning on "Actors are Incredibly Tall" at the Compatibility Option. If you know what i mean. Oh, and Poison Vials do disappear on water.
[*]The Marksman Rifle already has a zoom function. For the love of god, just bind the default zoom key to use it!
I swear it didn't work although i pressed the Weapon Zoom Key... But hey. It works. And thanks for making the Scope Sight a lot larger. I was about to inform this to you as well.
[*]I don't think I did anything to the Revenants other than polishing their tracers
And apparently you made them all the same, hard to tell which one's actually the homing one. Now i'd like to talk about tracer's turning speed. It tend to turn very quickly and eventually hits the player quite often. And not sure why its Nightmare Variation has the homing tracer with weaker damage. Therefore, it makes Vanilla one more superior.
[*]I thought they were fine for the most part
And again, it's confusing to look at during the tense battle and it gets more confusing if the amount of ammo is below 50, the same capacity of Assault Rifle's Magazine. Or maybe it's just me. I'm still not used to the TC's own unique design, so just tweak the icon if you're inclined.
[*]I'll see what I can do about the Argent Particle Cannon's chargeup but the entire animation is synced to it's charge up sound effect and I would have to make a slightly faster version of the sound effect if I sped the Argent Particle Cannon up, for both the normal state and it's special Turbosphere state
I'm sure this is gonna be an easy fix if you have sound editing program like Audacity. Good luck!
Oh, and i have more Feedback.
- I appreciate that you removed the whole Select/Deselect Animations. But it also has own Disadvantage - When the current weapon i use depletes all the ammo, it instantly switches into other weapon. It gets worse when i spend all the ammo while firing automatic weapon, and automatically switches into BFG. Because it has no Deselect nor No-Ammo animation, i have to let the button go quickly as possible or i fire the BFG accidentally and have to wait until it fires off.
- And i see that you added some introduction strings on each hard difficulties, except Nightmare! one. It still displays vanilla "It isn't remotely fair" string.
- Now let's talk about Former Demolition Experts. Their rockets are fast, deals serious damage and even has splash damage because they're exploding warhead. Indeed. But the the time they aims takes like 0.5 milliseconds and basically would fire a rocket on sight unannounced. I think that's an overkill for the player.
- You can abuse certain mechanics of the game and literally farm the score - Pain Elemental's Lost Souls drop score items, although they get infinitely spawned from it. Also, Fire BFG in front of destructible wood props, like in the Forest. They'll give you a lot of score upon destruction. And sometimes it would make some BFG Balls static, floating up in the mid-air. It can hurt either enemies and the player.
- Why Arch-vile's Flame have to be extremely powerful? Just one touch from it, it'll shred you apart. Also it can be summoned by using Chaos Device and it's just Overpowered. Even the bosses can't handle its damage and just melts away.
I really appreciate for taking my humble feedback and implemented some to the TC. Much appreciated, and glad it's still updating!
EDIT 2: GOD GAVE ME THE STRENGTH. I never thought it's gonna be a long run, but it was. And i eventually beat this TC. It was Very challenging and chaotic in a good way. I beat it with Ultra-Violence Difficulty, maximum playtime is 22:22:11. And the Score is lo and behold, it's 28,071,400. Jolly Good.
Re: The Edge of Time - TPC (Yet Another Update)
Posted: Wed Aug 14, 2019 8:10 am
by Alptraum
When this mod goes full version, it'll be real good ^^
The Edge of Time - TPC (Beta 1.6 "Scramble")
Posted: Tue Sep 24, 2019 6:57 pm
by FireSeraphim
The Edge of Time - TPC (Beta 1.6 "Scramble")
Spoiler: Beta 1.6 "Scramble"
The Heavy Chaingun's damage has been reduced down to 12*8 (from 13*8)
Tweaked the Missile Launcher's Grenades a small bit
Added the +NoAutoFire Actor Flag to the Argent Particle Cannon, hopefully this will resolve the common complaint of accidently firing it
Slighly buffed the Mancubus, it now attacks a little sooner
Fixed a bug relating to the Archvile's Flamewave's own trails doing damage
Added XDeath frames to both the Archvile and Cacodemon
Increased the ammo cost for firing the Argent Particle Cannon from 32 to 96
Altered the Officer's Pistol to stun enemies more frequently
Tightened the Former Commando's chaingun spread
Added a new weapon, the Hi-Powered Revolver (which currently can only be found in E2SM2)
Updated the credits again
A new level has been added: E2SM2 - An Aegean Adventure (This level can be found via E2M6's secret exit)
check the OP for the download link.
Re: The Edge of Time - TPC (Beta 1.6 "Scramble")
Posted: Tue Sep 24, 2019 7:43 pm
by skdursh
FireSeraphim wrote:The Edge of Time - TPC (Beta 1.6 "Scramble")
Spoiler: Beta 1.6 "Scramble"
The Heavy Chaingun's damage has been reduced down to 12*8 (from 13*8)
Tweaked the Missile Launcher's Grenades a small bit
Added the +NoAutoFire Actor Flag to the Argent Particle Cannon, hopefully this will resolve the common complaint of accidently firing it
Slighly buffed the Mancubus, it now attacks a little sooner
Fixed a bug relating to the Archvile's Flamewave's own trails doing damage
Added XDeath frames to both the Archvile and Cacodemon
Increased the ammo cost for firing the Argent Particle Cannon from 32 to 96
Altered the Officer's Pistol to stun enemies more frequently
Tightened the Former Commando's chaingun spread
Added a new weapon, the Hi-Powered Revolver (which currently can only be found in E2SM2)
Updated the credits again
A new level has been added: E2SM2 - An Aegean Adventure (This level can be found via E2M6's secret exit)
check the OP for the download link.
It's saying I need to request permission to access the file.
Re: The Edge of Time - TPC (Beta 1.6 "Scramble")
Posted: Tue Sep 24, 2019 8:04 pm
by FireSeraphim
@skdursh: Fixed the permission, now try downloading it.
Re: The Edge of Time - TPC (Beta 1.6 "Scramble")
Posted: Tue Sep 24, 2019 8:10 pm
by skdursh
FireSeraphim wrote:@skdursh: Fixed the permission, now try downloading it.
That fixed it, thanks! I look forward to checking out some of the changes and playing through the new level.