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The City of the Damned : Apocalypse | Remaster | Dev

PostPosted: Tue Apr 21, 2020 8:41 am
by Tormentor667

After the first release of a long remaster series has been done, the next project planned its successor, The City of the Damned : Apocalypse. Right now I am concentrating on fixing and improving bugs and situations as well as the map flow, but also taking care of things that I wanted to do in the past (according to the vision I had for this project) but wasn't able to realise. When finished, the second part of the TCotD series will be worth a second visit, that's what I can promise right now. If you have suggestions, ideas and recommendations regarding the old version, let me know, I am happy to implement these if reasonable and fitting to the overall experience :)

Screenshots





Changelog
Spoiler: Changes for RC1


Download
Original release from 2007 (v1.12): https://www.realm667.com/index.php/en/d ... apocalypse
Release candidate 1 from 2020: tba

Re: The City of the Damned : Apocalypse | Remaster | Dev

PostPosted: Tue Apr 21, 2020 9:26 am
by Nash
YES! My favourite TCotD! Say, I heard you need a final boss redesign? I might be convinced to provide a full original sprite set wink wink. ;)

Re: The City of the Damned : Apocalypse | Remaster | Dev

PostPosted: Tue Apr 21, 2020 10:00 am
by Solid-Head
Look fantastic !

Out of curiosity, will you plan to update or change the siren mechanic ?

Re: The City of the Damned : Apocalypse | Remaster | Dev

PostPosted: Tue Apr 21, 2020 11:09 am
by SiFi270
I remember you asking in the other thread if anyone had any suggestions for better revolver sprites. Mike12 made some real good ones.

Re: The City of the Damned : Apocalypse | Remaster | Dev

PostPosted: Tue Apr 21, 2020 11:27 am
by Tormentor667
Nash wrote:YES! My favourite TCotD! Say, I heard you need a final boss redesign? I might be convinced to provide a full original sprite set wink wink. ;)

Thanks for that offer Nash, I'd be more than open for an original replacement, even more if it is the usual quality that I know from you :) That would be really awesome indeed. Maybe even a fitting behaviour for the final boss battle... I heard you are a reasonably good coder as well wink wink ;)

Solid-Head wrote:Look fantastic! Out of curiosity, will you plan to update or change the siren mechanic?

Currently not yet, do you think it needs an overhaul?

SiFi270 wrote:I remember you asking in the other thread if anyone had any suggestions for better revolver sprites. Mike12 made some real good ones.

Thanks for the hint, it's indeed much better than what we have now. Expect this to be added :)

Re: The City of the Damned : Apocalypse | Remaster | Dev

PostPosted: Tue Apr 21, 2020 11:34 am
by Nash
No promises, hehe. I am currently in progress finishing up several paid commissions, so those take priority. I'll need to play through this mod again though, it's been years since I last played it, hopefully it runs without errors on the latest GZ 4.3.3. If I were to work on this mod, I should re-familiarize myself with it first.

Re: The City of the Damned : Apocalypse | Remaster | Dev

PostPosted: Tue Apr 21, 2020 12:19 pm
by Tormentor667
Removed the so-called „beta“

Re: The City of the Damned : Apocalypse | Remaster | Dev

PostPosted: Tue Apr 21, 2020 1:31 pm
by Vostyok
I'm happy to hear of the changes to doors/silent teleport lines. I always found the originals slightly un-immersive (I know that's not a real word, why does English lack this particular meaning...)
Especially considering the atmosphere of the rest of the environment. I'm tempted to download the beta but I don't want to spoil it yet, as I would like to enjoy the full release as a dedicated marathon.

Very happy to see this update. :D

Re: The City of the Damned : Apocalypse | Remaster | Dev

PostPosted: Tue Apr 21, 2020 4:07 pm
by Clownman
I always wanted to see some sort of remaster/remake of this, The weapons in the original version of this mod were particularly what always kept bugging me.

Also, I think you finally answered the longtime question I had wether or not this was supposed to be set in the Blood Universe or if the player was supposed to be Caleb.

Re: The City of the Damned : Apocalypse | Remaster | Dev

PostPosted: Tue Apr 21, 2020 9:56 pm
by Nash
Yeah, the weapons are quite lacking in the punch department. I have a few ideas on how they can be improved but I'm not sure if it's too drastic and may not be what fans of the original would enjoy.

Re: The City of the Damned : Apocalypse | Remaster | Dev

PostPosted: Wed Apr 22, 2020 8:33 am
by Nash
Alright, sorry to say but initial tests aren't so good.

With literally nothing else loaded (-noautoload), I am getting frame rate drops with the remaster. Just by standing at the campfire at the start (where the revolver is), I am losing a lot of framerates.

With original 2007, there's no such problems.

And I have a BEEFY rig too!

Intel i7 8700 @ 3.2 GHz
16 GB DDR4
nvidia RTX 2080
144hz display (so max FPS is 144)
All SSD drives for OS and games

What did you do? :D

Re: The City of the Damned : Apocalypse | Remaster | Dev

PostPosted: Wed Apr 22, 2020 8:34 am
by Tesculpture
If I could make a suggestion; I always found the price of not reaching a shelter when the alarm sounds...

Spoiler: contains spoilers about the plot for those who haven't played before

Re: The City of the Damned : Apocalypse | Remaster | Dev

PostPosted: Wed Apr 22, 2020 9:01 am
by Nash
Starting spot with 1 quick turn, remaster:



Starting spot with 1 quick turn, 2007:



1849 628 with 1 quick turn, remaster:



1849 628 with 1 quick turn, 2007:



Obvious difference here is the think time. Actor spam?

It's not just these 2 spots though, I am getting overall framerate drops all over the map.

Re: The City of the Damned : Apocalypse | Remaster | Dev

PostPosted: Wed Apr 22, 2020 12:43 pm
by Ozymandias81
I guess the problem is related to advanced portals, I only added distancecheck to fire effects so it should be even improved... I'll take a look to that tomorrow, or later tonight.

Re: The City of the Damned : Apocalypse | Remaster | Dev

PostPosted: Wed Apr 22, 2020 12:54 pm
by Nash
Yeah, from a look at the report given by "profilethinkers 7" - the highest think times don't look like they actually come from any live actors. My first suspect was the fire and snow actors, but it doesn't seem like it after all.