[Project] "Knee-Deep in ZDoom"

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Postby Nmn » Tue Dec 07, 2004 12:56 pm

Tention- Someone please playtest e1m2 toroughly. Voices are telling me that there are bugs in this map O-) (me Oracle)
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Just lurking about...
 
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Postby Bio Hazard » Tue Dec 07, 2004 5:51 pm

Tormentor667 wrote:@Bio - You need AIM, ICQ, Y!M or MSN, because I almost never use IRC and I often forget about it to start and enter the #NZDR :( So a messenger would be much better!


well then AIM me. my names are at the bottom of my posts...

i would really like it if you showed up in #NZDR anyway casue there are a few people that would like to speak with you also
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Postby Risen » Tue Dec 07, 2004 7:29 pm

Updated M1/M2/M5/M8 uploaded. these versions will work with the intermap, there are no other changes.
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Postby Chris » Wed Dec 08, 2004 5:05 am

It looks like the version of e1m9 on the ftp is old. There's no rain, the clouds don't move, there's no boxes around the main imp pen, there's a bunch of missing textures, and the ending hallway is also less detailed than the last version I tried. Most/all of e1m1's scripts didn't work, either. And e1m4 had a really bad problem of teleporting you out into the void after you do whatever underwater.
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Postby Krillancello » Wed Dec 08, 2004 5:37 am

I'm pretty sure I mentioned this when I first brought up that I had the files on my server, but I searched through this entire topic in reverse and tried every link to them I found. I have the most recent versions I could download through the topic links, some of which are quite old; whatever files are old versions, they are so because I didn't (and still don't) have access to newer versions.
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Postby Risen » Wed Dec 08, 2004 6:02 am

All of the maps need testing and refinement. I plan to start when I finish the intermission. Recent progress there has been improvements in the terrain.

Why has the M4 teleport bug resurfaced? I fixed that when I worked on it.
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Postby Krillancello » Wed Dec 08, 2004 6:18 am

Unless you or another KDiZD dev has a copy of M4 with the bug fixed, it'll likely have to be done again; the version on my server is the most recent one linked to in this topic that I could actually download. Any later links wouldn't work.
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Postby Risen » Wed Dec 08, 2004 7:05 am

Why don't we create a master bugs list? Then when it comes time to squish them we'll have something to work from and nothing will be forgotten.
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Postby Nmn » Wed Dec 08, 2004 7:09 am

Good idea. I'll be playtesting the maps thoroughly to find as many bugs as possible.
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Just lurking about...
 
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Postby ellmo » Wed Dec 08, 2004 7:46 am

Nmn wrote:Smart-ass 3d faking (E1m3 Mines Elevator anyone?).

Not to mention that I had to plug in the idiot-proof feature of which you have forgotten :roll: But it works fine right now, could only use some more smoothing, yet I don't know why going down is so sharp and going up goes so smooth...
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Demons to some, Angels to others...
 
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Postby Krillancello » Wed Dec 08, 2004 7:46 am

I've already found a few bugs, missing and misaligned textures, and the like in M1; I'll start a bug list on my FTP with those. :D

Edit: The KDiZD Bug List has been started.
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Krillancello
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Postby Risen » Wed Dec 08, 2004 11:10 am

Oh, crap, I didn't realize modding the maps to import the intermap library would invalidate them when it was unavailable. I'll provide a dummy INTERMAP lump for the resource WAD as soon as I can. It will still be a little while before the complete intermap is ready, I don't want to release it early.
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Postby Tormentor667 » Wed Dec 08, 2004 11:55 am

@Krillancello - You become a very great help for us right now :) Good buglist :)
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Postby Nmn » Wed Dec 08, 2004 12:05 pm

Yes we must Credit this guy. Thanks dude :D
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Just lurking about...
 
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Postby Krillancello » Wed Dec 08, 2004 12:38 pm

I've seen what this community can do together (ZDCMP 1). I'll help as much as I can to see another great community project. :D

I'd also like to join the community as a mapper and (probably) scripter... but first I must develop some skill in those areas.
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