ZDCMP2: Happy Doomsday Edition (RC2)

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ZDCMP2: Happy Doomsday Edition (RC2)

Postby Gez » Mon Dec 09, 2013 7:23 am

Image
So here we go. I thought it was high time ZDCMP2 got a new public beta. After all, the download link for the last public beta is dead. :P Also for people who like symbolic dates and stuff, we now have the twentieth year of Doom so we had to do something, right? So here is release candidate 2.

What's New Since Last Beta?
  • New menu with ZDCMP2-specific options, powered by MENUDEF and CVARINFO!
  • By request: scripted autosave points! You can turn them off in the above menu.
  • Want to make sure you've found all secrets before you start the final boss fight? ZDCMP2 now supports the "secret" console command.
  • A couple voxel models have been cleverly hidden. Will you find them?
  • Several areas have been tweaked, redesigned, or even added! Even less linear than before!
  • An overall more generous distribution of ammo.
  • If you just want to look at the scenery, it is now completable in nomonsters mode. Though you'll still get the bossfight...
  • More secrets and Easter eggs.

Are there still bugs?
Yep, though not that many. A few known issues:
  • Coop still might desync, especially when using the keypad. Of course, you don't need to go there in the first place.
  • You need a development build of ZDoom or GZDoom. Otherwise, some things will not work.
  • Some rendering glitches are unavoidable in areas with heavy use of 3D floors. Those are engine-side issues.
If you find any other, feel free to post them on our bugtracker!

Features
  • A happy potpourri with some of the communities' finest modders
  • Non-linear gameplay with an objective-/log-system
  • One huge map that keeps you busy for some hours
  • New monsters (no repository-mayhem!)
  • New weapons (perfectly blending with the original armory)
  • New textures
  • New items/powerups
  • New music
  • New fonts
  • New graphics
  • New sounds (yes, I just say this to make the list longer)
  • New erm... did I miss something?
  • Countless surprises that I am not going to spoil :P
  • Playing it twice is nice!

Screenshots
To not spoil anything, you will only get a few screenshots of the early passages of the map. We just want to make sure some surprises are still left for you to discover ;)
Spoiler:


Credits
The Core Team
  • Apothem - Scripting
  • Blue Shadow - Testing, Support
  • CaptainToenail - Mapping, Coding
  • Chronoseth - Mapping
  • Deathknight - Testing, Quality Control
  • dj-jo - Music
  • DTDSphere - Mapping
  • Dusk- Mapping, Coding, Textures
  • Gez - Mapping, Quality Control, Textures
  • Ghastly - Coding, Quality Control
  • gothic - Mapping
  • Grymmoire - Mapping
  • Icytux - Music
  • Infirnex - Mapping
  • Jimmy - Mapping, Music
  • Lupinx-Kassman - Mapping
  • Malinku - Mapping
  • Phobus - Mapping, Quality Control
  • Pyroscourge - Mapping
  • Shadesmaster - Mapping
  • TheDarkArchon - Mapping, Coding
  • Tormentor667 - Project Lead, Mapping, Graphics, Textures
  • Vader - Mapping, Graphics
  • Xaser - Mapping, Coding, Quality Control, Music
  • Zrrion the Insect - Mapping
Additional Credits
  • Textures - NiGHTMARE, DrDoctor, Cage, Enjay, Blox
  • Monsters - Scalliano, NMN, Eriance, Melvinflynt
  • Sourceport - Randy Heit, Graf Zahl, et al.
  • id Software - for the greatest game of all time

Less talking, more linking! Where's the download?
[2013/12/09] ZDCMP2 Release Candidate 2
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby TheRailgunner » Mon Dec 09, 2013 7:48 am

The download link's broken, Gez.
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Gez » Mon Dec 09, 2013 9:29 am

Try again.
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Gothic » Mon Dec 09, 2013 9:35 am

Now it works :D Thanks
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Arch » Mon Dec 09, 2013 9:37 am

What a team! Downloading :P

edit: Played a little bit on HMP. I found it too hard, I'm out of ammo at the very beginning. I have shells, but no shotgun. Shotgun and rifle have the same weapon sprites. Maybe I'm doing something wrong, I get an error message right out of the gate. Looks impressive, though.

edit2: just found the rifle's alt fire :D
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Gez » Mon Dec 09, 2013 9:58 am

Shotgun and rifle look kinda similar (I mean, there's a metal tube, a vaguely angular stock, etc.) but they're definitely different sprites. You can use the rifle's alt-fire to fire shotgun shells.
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby iSpook » Mon Dec 09, 2013 12:25 pm

I'm liking what I'm playing so far, buuuut...

Spoiler: Spoilers, yo.
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Endless123 » Mon Dec 09, 2013 1:18 pm

One word ... AWESOME, GREAT, MARVELOUS, WONDERFUL ...

Ok ok i admit it i used more than one word lol
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby scalliano » Mon Dec 09, 2013 7:24 pm

Nice to see this getting another public crack! Will get on it tomorrow!
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Average » Mon Dec 09, 2013 10:39 pm

Loving it so far but I've a quick question. Is it just me or is the movement a little jerky for some reason? I have vsync on and the WAD is running at 60 fps but it doesn't seem as smooth as every other WAD. I actually thought it was dropping a few frames that's why I switched on vid_fps.

Regardless, this is good stuff. :)
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Infirnex » Wed Dec 11, 2013 11:14 am

Average wrote:Loving it so far but I've a quick question. Is it just me or is the movement a little jerky for some reason? I have vsync on and the WAD is running at 60 fps but it doesn't seem as smooth as every other WAD. I actually thought it was dropping a few frames that's why I switched on vid_fps.

Regardless, this is good stuff. :)


I have seen people experience frame drops, mostly likely due to the sheer size of the map. I experience it as well but my PC is on the lower end.
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Robomorons » Wed Dec 11, 2013 10:51 pm

So, about those bugs.....
Spoiler:
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Average » Wed Dec 11, 2013 11:17 pm

Infirnex wrote:
Average wrote:Loving it so far but I've a quick question. Is it just me or is the movement a little jerky for some reason? I have vsync on and the WAD is running at 60 fps but it doesn't seem as smooth as every other WAD. I actually thought it was dropping a few frames that's why I switched on vid_fps.

Regardless, this is good stuff. :)


I have seen people experience frame drops, mostly likely due to the sheer size of the map. I experience it as well but my PC is on the lower end.



Yeah, it doesn't seem to be frame drops. That was my first thought but when I switched on vid_fps it reported a constant 60 fps. Maybe it's inaccurate? It seems strange though that there's no slowdown to speak of (It does happen very occasionally). It's a very consistent jerkiness.

BTW: I have an i7 CPU, a 2 gig invidia 540M and 8 gig of DDR running Win 7 Pro 64 bit if that makes any difference...
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Ed the Bat » Thu Dec 12, 2013 12:20 am

Robomorons wrote:So, about those bugs.....
Spoiler:

Really wasn't hoping I'd need to make a third post about that...

viewtopic.php?f=19&t=35269&start=90#p672783
viewtopic.php?f=19&t=35269&hilit=mordeth%27d&start=105#p687828
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Re: ZDCMP2: Happy Doomsday Edition (RC2)

Postby Max Dickings » Fri Dec 13, 2013 1:55 am

Boy, this wad hates Brutal Doom SE.

And bloom/opengl effects.

... and Doom2/BrutalDoom hi-res sprites. :p





Seriously though it just crawls to a halt and gzdoom crashes. Especially when I turn the corner at the first hallway :/
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