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Threshold Of Pain: Special Edition

PostPosted: Sat May 17, 2014 6:42 pm
by scalliano
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Don't get too excited (as if! :P), this isn't Threshold II.

What it is, however, is a cosmetic upgrade of the first installment. In light of a number of advancements in the (G)ZDoom engine which ToPII makes use of, for the purposes of consistency it seemed only right to backport them into the original, all with the sole intention of making the mod a bit more Playstation-y. So that'll be the subtractive blending, then.

What is also included is a host of bugfixes that never made the first cut, so it's not a complete waste of your time.

The reason I'm doing this is because Threshold II's development is into the business end with only a few maps left to finish, Also, this has been something I've wanted to do for a while, so it seems fitting that I post this as a warm-up to the main event due in (hopefully) a few months' time.

A few screenies:
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And, of course, the download link:
https://www.mediafire.com/?ex8fpgt95x1kvxf

Have fun retreading old ground!

Re: Threshold Of Pain: Special Edition

PostPosted: Sat May 17, 2014 6:48 pm
by Cardboard Marty
YES! I'm definitely going to give this a run-through later tonight!

Re: Threshold Of Pain: Special Edition

PostPosted: Sat May 17, 2014 7:17 pm
by Ed the Bat
Could I request that we PLEASE get out from under the grossly-deprecated KEYCONF, so this will be more friendly to external mods/patches? I'd be happy to do the work for you (in fact, I did it before with the original version, on my own).

EDIT: I went ahead and did it.

Re: Threshold Of Pain: Special Edition

PostPosted: Sat May 17, 2014 8:16 pm
by scalliano
Thanks, Ed. Updated the main download link with this file and added your contribution to the credits. This will also be used in ToPII.

Also updated the MAPINFO to the new format.

Re: Threshold Of Pain: Special Edition

PostPosted: Sat May 17, 2014 8:18 pm
by Ed the Bat
Fantastic! I'm very happy to hear that. :D
If there's any other tweaking or cleanup work that you need, I'm always happy to pitch in. :)

Good luck on the sequel; I'm looking forward to it!

Re: Threshold Of Pain: Special Edition

PostPosted: Sat May 17, 2014 11:16 pm
by -Ghost-
Nice, is this the one posted way back in an older thread? It feels familiar to me. I really enjoyed playing what I did before, so I'm looking forward to this.

Re: Threshold Of Pain: Special Edition

PostPosted: Sat May 17, 2014 11:32 pm
by darkhaven3
Ed the Bat wrote:Could I request that we PLEASE get out from under the grossly-deprecated KEYCONF, so this will be more friendly to external mods/patches? I'd be happy to do the work for you (in fact, I did it before with the original version, on my own).

EDIT: I went ahead and did it.


What's deprecated about KEYCONF and what replaces it that's more robust?

Re: Threshold Of Pain: Special Edition

PostPosted: Sat May 17, 2014 11:38 pm
by Ed the Bat
Using KEYCONF to declare weapon slots or player classes is deprecated, as it's actually a shortcut for a console command. Because of that, any other methods will be overridden, hands-down, regardless of load order. This means the player roster, or the weapons on a given slot number, can never be changed by adding other mods/patches. The proper method to declare player classes is in the MAPINFO lump's Gameinfo block, and weapon slots can be defined either there, or in the weapon's definition in DECORATE, or in a playerclass' definition (perhaps a less ideal solution for this specific project, since no custom player class exists).

Re: Threshold Of Pain: Special Edition

PostPosted: Sun May 18, 2014 2:14 am
by zrrion the insect
I may have accidentally played through this while looking at the changes you made. Good changes, good wad.

Re: Threshold Of Pain: Special Edition

PostPosted: Sun May 18, 2014 5:44 am
by scalliano
-Ghost- wrote:Nice, is this the one posted way back in an older thread? It feels familiar to me. I really enjoyed playing what I did before, so I'm looking forward to this.


It is, yes. This was mainly to make it consistent with the changes made in the forthcoming sequel, although it has been updated a little overall.

Re: Threshold Of Pain: Special Edition

PostPosted: Sun May 18, 2014 7:05 am
by Tormentor667
Good job, really good work and improvements :)

Re: Threshold Of Pain: Special Edition

PostPosted: Sun May 18, 2014 10:45 pm
by Machine-Reaper
can this be played with Brutal Doom?

Re: Threshold Of Pain: Special Edition

PostPosted: Mon May 19, 2014 10:51 am
by Toberone
So this is my first time actually playing this and I'm having a lot of fun with it

But after the MAP06 blue key card thing happened I immediately had to quick save to tell you how cool that was ...so uh yea, that was really cool! Anyway this has a great doom psx/64 replicated feel to it, fantastically balanced difficulty and well made custom enemies. Glad I could actually play the renovated version first though I'm sure the old version was probably just as good, will await the sequel.

Re: Threshold Of Pain: Special Edition

PostPosted: Mon May 19, 2014 3:19 pm
by Ed the Bat
I was telling a friend about this project, because he loves PSX-type atmospheres. However, I then noticed that this project doesn't support co-op play, save for a small handful of maps featuring a Player 2 start point! I decided that something should be done about that, so the fun can be shared with friends.

By the way. this is just the maps; it will require the main package to run.

Speaking of maps, I saw that some of them use scripts that check for monsters by both species and TID. This means that custom monster replacement packs will break how many of these maps work. It can be fixed in most cases, but I've left it alone, so far. Just mentioning it for anyone who would be potentially impacted.

Re: Threshold Of Pain: Special Edition

PostPosted: Mon May 19, 2014 4:31 pm
by scalliano
Hold your horses there, Ed - the reason ToP doesn't support co-op is because it runs the risk of breaking a number of scripts, at best leaving the player lagging behind waiting things out, and at worst, making the maps unbeatable. A good example is the aforementioned MAP06 blue key trick.

Also, this mod was never really designed with compatibility with gameplay mods in mind. Making it so would involve total redesigns in places, and that's far too much work. Most gameplay mods are designed to run with vanilla/Boom maps, but this is a specific ZDoom episode. If authors want to create custom patches to make ToP function correctly with their mods, that's fine, but it's not for me to do.

Machine-Reaper wrote:can this be played with Brutal Doom?


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