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Small bug: Opening the journal shuts off all music. I can understand that if that's a means to use as a killswitch so you can listen in to other things, but it also ruined the power generator's boss fight "groove".
Last edited by Major Cooke on Mon Aug 18, 2014 5:29 pm, edited 1 time in total.
Major Cooke wrote:Small bug: Opening the journal shuts off all music. I can understand that if that's a means to use as a killswitch so you can listen in to other things, but it also ruined the power generator's boss fight.
Somehow I doubt it ruined it, considering that the the boss fight music is actually a sound effect and not level music.
Meant to say "groove", the groove was kinda downcast. Either that, or I just happened to press it right as the sound was done playing. I dont know what to make of it then, it clearly shut off when I tried it.
Spoiler: "Recommended Changes"
Lake: [list][*]Use Actor Touches Sector Floors for the lake. With GZdoom builder, there's an option to place this thing in all tagged sectors specified. Have it simply execute LakeKill without the looping if condition, making it one less bottleneck to performance. [*]This will also fix the glitch where if the lake is blood textured, it grants the user a chance to nick the water by mistake without consequence. Trust me, I had it happen once when jumping across the rocks, I heard a splash... yet no tentacles attacked because I was elevated a bit more.
I didn't mean ruined as in the entire boss fight. The point is that the music does not turn off when you open the journal, period. The audio logs are the only things in the game that are actually handled as level music, while all others are sound effects. So, assuming you can reproduce it, the fact that your music turned off is a bug.
Spoiler:
The lake not killing you while it is blood is intentional, so I don't want sector things to activate the script.
In the current stage of the mod, is there pretty much no chance of getting out of the sewers? It looks like even when visiting the seven special spots before getting there, there's nothing in them -- no PDAs to collect or such.
Major Cooke wrote:In the current stage of the mod, is there pretty much no chance of getting out of the sewers? It looks like even when visiting the seven special spots before getting there, there's nothing in them -- no PDAs to collect or such.
Pyroscourge wrote:
Spoiler:
On that note, there is a way out of the sewer during the demo, but only if you get help from someone just as lost as you.
I mean come on, you're even looking at the code, you should be able to figure this out.
This is one of the few mods that managed to get my interest and the experience was as good as I hoped it would be.
The atmosphere is fantastic, the story is good enough, and I like the whole open-world-exploration thing. That said, the lake really wrecked my brain as I was trying to memorize the whole place and try not to get lost. I'm glad to see you're bringing the automap back so hopefully navigation won't be such a pain in the ass. The sewers were a complete nightmare in terms of navigation.
Also there's something curious about one of the creatures:
Spoiler:
I've noticed that in addition to moaning, the Avoid also makes a couple of ambient sounds, one when it's idle and wandering, and a different one when it's chasing you. However I've noticed that it won't make any ambient noise (just moans) until it spots you. When it does, the "idle" noise starts playing. Is this intentional or a bug?
And now the criticism. My system isn't exactly the slowest, but there are times where the framerate just becomes unbearable.
I see Major Cooke is trying to help you optimize the scripts so I won't bother with that.
I hope you don't mind If I make a small suggestion of my own.
If an actor spawns something every few ticks (such as torches, smoke spawners, particle spawners, etc, etc), pretty please make use of A_CheckSightOrRange. Especially if there are several such actors on a map. The difference is small, yes, but it just makes it bearable for me.
You see, the first time I entered the Lake I gave up because the framerate was so horrible. So I took a look at the decorate and made a small patch of sorts which simply makes several "Special Effects" actors use A_CheckSightOrRange. (Some of these I'm not too sure with, since they don't spawn anything but otherwise bothered me with their use of A_Look and A_Chase. So you may ignore those.)
In case you want to see what I've done, here: [EDIT]Attachment removed[/EDIT] (It's a bit sloppy, I admit.) I've probably missed a few actors; I didn't want to dig too deep, didn't want to spoil myself too much.
Sadly, this does nothing to improve the framerate of the...
Spoiler:
Power Plant Electro Boss fight
...which is horrible. I pretty much had to cheat my way past that one (god mode).
I know this mod isn't for slow machines but I believe it can be optimized without sacrificing the detail and it would be such a shame if people couldn't play it because of poor framerate. Also, I'm not rich enough to buy better hardware. Don't exactly live in a wealthy first-world country either.
At any case I'm excited for the full version, whenever that's finished.
Last edited by FishyClockwork on Fri Jun 22, 2018 5:39 am, edited 1 time in total.
One other thing, the radio at the end of the demo says something obscure... "I'll go to He-*laughter*"
Also, how did you achieve the ghostly effect where the voice growing to them speaking?
What made you close up the Hell room in the sewer? or the flesh room, or whatever you want to call it. From the looks of the place it's like the source of demonic activity... if not, Smile's core.
Not really, there's screenshots of it on the front page. That's not new.
...Oh for the love of god, Lake Script, stop teleporting me randomly throughout the map whenever I'm just about to touch the exit, damn you! That's the third time in one playthrough I've had it happened, and the third time I wound up walking into an ambush, and becoming the newest fashion for tentacle clothing apparel! Ewww... (the first I was lucky enough to be able to run across a blood lake but I stood on it for a tiny bit too long -- DED)
This project is incredible. I can say that my sister and I once brainstormed what Action Doom 3 would be like; we wanted to make a Lucasarts styled adventure/horror game in Doom. This mod is almost perfectly encapsulates what I wanted to see.
I love the trek back with the gas and change of environment... tension was great the whole walk back. Still need to finish it but loving what I see so far, can't wait to play the complete project.
Scuba Steve wrote:This project is incredible. I can say that my sister and I once brainstormed what Action Doom 3 would be like; we wanted to make a Lucasarts styled adventure/horror game in Doom. This mod is almost perfectly encapsulates what I wanted to see.
Thank you for the kind words. I hope you enjoy the rest of the mod, and that your experience isn't soured by the lack of a map.
Speaking of the map, I've nearly fixed up the implementation of the world map, and after that I'll make an update which I'll go release at Doomworld as well to see if I can get more feedback. To everyone who provided ideas and played through the demo to the very end, thank you. I'll make a more detailed post about the things I intend to do next when I update.