[Release] Freaky Panties

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[Release] Freaky Panties

Postby YukiRaven » Tue Jul 10, 2018 10:00 pm



Image
Quick Overview:
  • Singleplayer only
  • This is for GZDoom 3.4.x or higher (a few versions earlier might work as well)
  • This uses Doom2.wad for the IWAD
  • You must include brightmaps.pk3 and lights.pk3, both of which come with GZDoom
  • dmflags/dmflags2 are both expected to be set to 0
  • Mouselook is required.
  • The hardware renderer is required. So be sure to enable dynamic lights and high resolution textures. Enabling bloom and/or Shadowmaps is encouraged, but not necessary.
  • Additional mods are not supported
  • Designed for a widescreen resolution (16:9, 16:10, etc) of at least 1280x720

Freaky Panties is an experimental level for GZDoom that adjusts itself to how well you play. If you're playing well, it will get a bit harder. If you start to die too often, it will scale back the difficulty automatically. Essentially I tried to make the map adjust itself without ever having to set a monster or item to only appear on certain difficulty settings. It's not a serious piece of work, just an experiment and a level that's hopefully sorta fun.

Much of the difficulty adjustment deals with how much damage you take, also known as your damage factor, and how often you die. The default damage factor is 1.0, but if you start to die too often, it will drop quite a bit, depending on your health. Occasionally the level will try to gently increase the difficulty back up to keep things from getting too easy. Because of this, things might feel off at first until the level adjusts itself to you.

Use of regular quicksaves/quickloads is encouraged and will NOT break the level. Use of the resurrect console command will also not break it. The level will autosave exactly once at the very beginning; this is normal and is required to make sure a few corner cases work right. If you don't have autosaves enabled, just be sure to save once yourself at the very beginning :^)

There's a new option menu to enable some statistics output if you desire. I might cut this out and turn it into its own mod one of these days.

The music was done by me and is under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license. The title of the song is "Overdrive" if you're curious.

Freaky Panties can be downloaded here: http://alexa.partition36.com/files/doom/fpanties.zip
Readme file is here: http://alexa.partition36.com/files/doom/fpanties.txt

My past releases (Umbra of Fate, Shadows of The Nightmare Realm, Extreme Terror, One Doomed Marine, and Temple of Azathoth) are all available here: http://alexa.partition36.com/doom/

Thanks to leodoom85 for the Doom Comic image XD

Screenshots:
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Plus a few more in this Imgur album.

Enjoy!
Last edited by YukiRaven on Tue Jul 10, 2018 10:09 pm, edited 1 time in total.
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Re: [Release] Freaky Panties

Postby leodoom85 » Tue Jul 10, 2018 10:07 pm

my doom comic image is not showing ;)
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Re: [Release] Freaky Panties

Postby YukiRaven » Tue Jul 10, 2018 10:09 pm

Whoops, fixed
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Re: [Release] Freaky Panties

Postby GeneralDelphox » Wed Jul 11, 2018 4:04 am

This is a nice map, but my only nitpick about it is that the 'custom' weapons included in this kinda breaks weapon mods.
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Re: [Release] Freaky Panties

Postby leodoom85 » Wed Jul 11, 2018 4:42 am

GeneralDelphox wrote:This is a nice map, but my only nitpick about it is that the 'custom' weapons included in this kinda breaks weapon mods.


Additional mods are not supported


That's why...
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Re: [Release] Freaky Panties

Postby Graf Zahl » Wed Jul 11, 2018 6:09 am

GeneralDelphox wrote: but my only nitpick about it is that the 'custom' weapons included in this kinda breaks weapon mods.


Weapon mods are not supposed to be the reason why mappers should restrict their options.
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Re: [Release] Freaky Panties

Postby Marisa Kirisame » Wed Jul 11, 2018 2:31 pm

Pantsu? I better check this out when I can.

Update: The pacing was on point, which I guess is expected. Every encounter was fair and balanced, even those involving archviles :P. Also the map is really pretty. I noticed baron projectiles are really fast, which seems to be a common thing in all your maps. It kinda screws with my muscle memory for dodging them.
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Re: [Release] Freaky Panties

Postby RedoLane » Wed Jul 11, 2018 3:58 pm

I rate this pantsu out of 5.
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Re: [Release] Freaky Panties

Postby leodoom85 » Wed Jul 11, 2018 5:03 pm

Marisa Kirisame wrote:The pacing was on point, which I guess is expected. Every encounter was fair and balanced, even those involving archviles :P. Also the map is really pretty. I noticed baron projectiles are really fast, which seems to be a common thing in all your maps. It kinda screws with my muscle memory for dodging them.


Hey, it was a blast testing this map a lot. It was worth it :p
And yes, baron's projectiles are reeeeeally fast, so your reflexes must be on point. Same for that floating poisonous smeghead.
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Re: [Release] Freaky Panties

Postby _mental_ » Sat Jul 14, 2018 4:52 am

I would like to point out that to make shaders fully compatible with OpenGL Core Profile texture2D() should be replaced with texture() function.
Otherwise GZDoom aborts with the following fatal error on macOS (and probably somewhere else with a too strict shader compiler).

Code: Select allExpand view
Execution could not continue.
Unable to load shader glasswarp:
Init Shader 'glasswarp':
Fragment shader:
ERROR: 0:63: Invalid call of undeclared identifier 'texture2D'

Linking:
ERROR: One or more attached shaders not successfully compiled

The same applies to shaders in Umbra of Fate too.

I have no problem with fixing them by hand. At the same time, we saw many cases when users blamed GZDoom and/or mod developers for implementation oddities in their operating systems.
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Re: [Release] Freaky Panties

Postby YukiRaven » Sat Jul 14, 2018 9:13 am

Ahh, good to know. Thank you! I'm only able to test on Windows and Slackware Linux, where it worked fine, and hadn't read that anywhere while I was learning the basics of GLSL.
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Re: [Release] Freaky Panties

Postby YukiRaven » Sun Jul 29, 2018 6:53 pm



Here's my own play through of it.
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Re: [Release] Freaky Panties

Postby dawnbreez » Sun Aug 19, 2018 3:27 pm

I'm looking through the zscript now, and I've got an absolutely *insane* idea.

I think you could actually make this weapon-mod compatible if you moved the player logic to a thinker and replaced the custom projectile speed logic with an event handler that checks if objects have the MISSILE flag and adjusts their speed with A_ChangeVelocity.

EDIT: You could also probably drop the ACS entirely and use WorldThingDied to manipulate cvars.
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