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Re: RELEASED! - Temple of the Lizard Men 10yr Anniversary Re

Posted: Thu Aug 15, 2019 6:05 am
by Captain J
Also i found some serious errors in ToTLM 3. You somehow can destroy the important props like Tombs that you can read. And even the Altar: the thing you need to use certain key for it to continue. Destroying the Altar certainly WILL softlock the game. I didn't even know there's an Altar to begin with but i used Grenade Launcher, one of the shell blasted it and couldn't continue...

Oh, and did i mention that reading the Tomb will crash the Game? GZDoom Ver. 4.1.3 is quite unstable with it.

... In addition, all of the PDAs in ToTLM 4 except the very first one is ruined in GZDoom Ver. 4.1.3. They crash the game once you put them down. And is it me or the Final boss wasn't so hard than that cursed Hellsmith? It's one of the awkward thing this Series has. Other than that, it was very nice and existing Treasure Hunting, playing as Fiona! She's by far the most interesting character to play with.

Re: RELEASED! - Temple of the Lizard Men 10yr Anniversary Re

Posted: Sat Aug 24, 2019 6:46 am
by Alando1
@Captain J - Hey, good to hear you enjoyed it. I have taken a look at your critique and I will consider some of what you've indicated. I am in the process of working on updates for the TOTLM1 remake.

- For the music volume on MAP01, I can modify the sound file to be a bit lower.
- For the ammo collected recommendation, I can definitely do that.
- For stomping on spiders, I'll see if I can implement something but I can't promise you anything.
- For the Shamans dropping ammo, it is an interesting idea. I will look into it.
- For the Burial chamber in MAP01, the 2 switches I could make more visible. I think I might just put a couple of candles there instead of the webs.
- For the pillar holding the Super Potion, I could increase its height to make it more difficult for the player to acquire it.
- For the pillar in MAP02 with the Blue Crystal Key, I could make it a thicker pillar or I might just give it a different shape.
- For the final boss, that was one of the biggest updates I was going to be working on. I have modified the final boss to be much more of a formidable foe.

I will be doing a slight modification to the story. One of my other testers pointed out a couple of things so I will be making those corrections. I will be working on the updates in September so it will be some time until those updates are applied.

Your critiques in regards to TOTLM3 and 4, I am aware of the Key Pillar issues in TOTLM3. Those were corrected in version 2.0 (unless there is another bug I'm not aware of) and they were corrected in TOTLM4 V2.0. For the PDA / Tome pickups, they didn't crash the game in earlier versions of GZDoom. I know TOTLM3 hasn't aged well but TOTLM4 I did update to allow it to work with newer versions of GZDoom. At the time, I updated TOTLM4 to work with GZDoom 3.1.3 (I think it was that at the time?)

Anyway, I'm glad you have enjoyed my works and I'll be sure to look into what you've indicated :)

-Alando1

Re: RELEASED! - Temple of the Lizard Men 10yr Anniversary Re

Posted: Mon Sep 16, 2019 5:23 pm
by Alando1
Hey guys, I've been away from my computer for a bit. I will be uploading an updated version of the TOTLM1 remake by the end of this month. I've made some corrections to some issues that had been reported. I will keep all of you posted in regards to any other updates.

Thank you for your patience :)

-Alando1

Re: V2.0 RELEASED! - Temple of the Lizard Men Remake

Posted: Wed Oct 02, 2019 4:30 pm
by Alando1
Hey guys! Version 2.0 of the Temple of the Lizard Men remake is now available. The change log is in the zip file. I've corrected things that needed correcting. Hopefully, you'll enjoy a little more challenging final boss. Enjoy :)

-Alando1

Re: V2.0 RELEASED! - Temple of the Lizard Men Remake

Posted: Fri Oct 04, 2019 4:48 am
by StroggVorbis
@Alando1

do you mind if someone made gameplay mod compatible and weapons only versions of the TotLM series? :D

Re: V2.0 RELEASED! - Temple of the Lizard Men Remake

Posted: Thu Nov 28, 2019 8:43 am
by Alando1
@StroggVorbis - Sorry for the super late reply. If you'd like to make your own weapons wad for the TOTLM series, by all means. If you can make it compatible with it, go for it :)

-Alando1

Re: V2.0 RELEASED! - Temple of the Lizard Men Remake

Posted: Fri Dec 27, 2019 11:52 pm
by RichterBelmont12
@Alando1

Hey I've done 3 out of the 4 of the Temple of the Lizard Men on my channel for this years Doom-December and I've been having a blast.......Until I started doing the 3rd game (By the way I'm using Version 2.0) for some reason I don't know what I'm doing wrong or something but the flashlight seem to be broken like It won't work and I was being miserable while playing it, I think GZDoom broke something I don't know but It should be fixed because getting trapped in the dark sucks lol (I still like the 3rd one tho but with the new GZdoom version it broke the flash light). However when I use the Portable Lantern it won't light anything unless I aim at an Enemy then it lights up.....Its very wired but I digress.....

Here are the playlist that I did.

Temple of the Lizard Men 1 (Remake)

https://www.youtube.com/playlist?list=P ... SEzbe2RlPJ

Temple of the Lizard Men 2

https://www.youtube.com/playlist?list=P ... PTStLkc68j

Temple of the Lizard Men 3

https://www.youtube.com/playlist?list=P ... VG4QjDda6J

Re: V2.0 RELEASED! - Temple of the Lizard Men Remake

Posted: Mon Dec 30, 2019 3:55 pm
by Alando1
@RichterBelmont12 - Hi Richter, I was just watching your playthroughs. I have to admit, I found it odd why the flashlight and personal lantern weren't working. I feel it may be because of the version of GZDoom. I admit, my Temple of the Lizard Men wads have not aged well. However, there are 2 solutions to this problem:

1. There is a flashlight mod someone had created to resolve this issue. His name is JMP-Jack and you can get the flashlight mod here: viewtopic.php?f=19&t=49164&start=150
Please note that this mod only works on the later versions of GZDoom or even LZDoom. It's a really cool mod.

2. I would advise playing any of the Temple of the Lizard Men wads on GZDoom 1.8.2 or even Zandronum 3.0. TOTLM was designed around these versions of ZDoom so people with lower end computers can play the wads without any serious problems. Since GZDoom 1.8.2 is not available anymore, Zandronum 3.0 is your best bet.

Thank you for voicing your concern and keep up the good work with your let's play videos. I thoroughly enjoyed them :)

-Alando1

Re: V2.0 RELEASED! - Temple of the Lizard Men Remake

Posted: Mon Dec 30, 2019 4:28 pm
by Ozymandias81
Well in case one can download this version I have in my pc of GZDoom 1.8.2, or get some previous builds from here too

Re: V2.0 RELEASED! - Temple of the Lizard Men Remake

Posted: Mon Dec 30, 2019 11:32 pm
by RichterBelmont12
@Alando1

Thanks!!! It honestly means a lot to me, I enjoy doing Doom-December Its not like Mr.Icarus (I subbed to him if your wondering) type of video but I love doing Walkthroughs/Let's Plays because It shows my POV of the game that I'm playing also can help with bug checking and stuff that people missed.

I didn't know about the Flashlight mod.....Now I felt dumb..

Anyways Temple of the Lizard Men 4 will be saved until Doom-December 2020 its a long time I know (I Know that I've made an exception with Golden Souls 2). Also I own Zan a LP of Hedon and I honestly forgot the game is out on steam....oops (Wrong Topic I know)..

Re: V2.0 RELEASED! - Temple of the Lizard Men Remake

Posted: Tue Jan 28, 2020 3:02 pm
by GreenBanana
I recently got into GZdoom on a friend's recommendation of the Temple of the Lizard Men series, and I've been...well, I would enjoy it if there weren't so many missing assets and textures. Not sure what I did wrong. Anyway, I didn't mean to digress. I actually just wanted to praise this demo. The presentation feels really nice, and there were far less missing textures this time around, although in this case I'm not sure if that's simply because it's in some kind of beta state? Nice touch on the unarmed hands--unless that's from, I'm guessing, Hexen or something? I'm not too familiar with Hexen.

Yeah, I tried the patches and everything (except for the fourth one thus far). Sure wish I could find how to log the console on the wiki or something, but I suppose that's a story for another thread, unless it's a simple oversight I'm missing.

Re: V2.0 RELEASED! - Temple of the Lizard Men Remake

Posted: Fri Jan 31, 2020 5:38 pm
by Alando1
@GreenBanana - Missing assets and textures? Never heard that happening before. What version of GZDoom are you using? It could be the version of GZDoom you might have. I would highly recommend using GZDoom 1.8.2, Zandronum 3.0, or even LZDoom to play any of the TOTLM wads. I admit, my series hasn't aged well. If you are going to be using LZDoom, there is a special add-on for the flashlight. For some reason the light amplification items don't work on newer versions of GZDoom and LZDoom. The flashlight mod you can find just 4 posts above this one. Hope this helps in some way.

-Alando1

Re: V2.0 RELEASED! - Temple of the Lizard Men Remake

Posted: Sun Feb 02, 2020 10:48 am
by GreenBanana
I'm using GZDoom 1.8.2 since I found it linked in this thread (if I recall correctly). I still recall seeing a recurrence of surfaces that were just black, in some instances obscuring interactive triggers. I've since completed Temple III and have moved onto Temple IV, and I've still found a couple of black surfaces here and there.

I hope to convince a friend to co-op with me at some point. Uhhh, no offense meant, but I've grown to utterly despise the requirement for a flashlight. Ha ha. Sorry.

Re: V2.0 RELEASED! - Temple of the Lizard Men Remake

Posted: Mon Jan 11, 2021 8:43 am
by Rex705
Might I suggest a mod-friendly version for weapons? High Noon Drifter would fit this perfectly. The weapons just feel a bit dull and you can't really tell if your doing damage.

Re: V2.0 RELEASED! - Temple of the Lizard Men Remake

Posted: Sun Jan 31, 2021 12:24 pm
by Alando1
Hi Rex705, just left you a comment on YouTube after watching your playthrough - loved it, by the way :). Thank you for the suggestion. I'm not sure how I could make it weapon wad friendly, however, what I think could be done though, is for me or the creator of High-Noon Drifter to create a patch that could replace the TOTLM1 weapons with the mod's. I haven't looked at High-Noon Drifter but I'm sure there is a way to swap out my weapons. I recommend checking with the author of the mod first and see what they say.

-Alando1