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Postby SiFi270 » Mon Oct 12, 2020 5:28 am

Thanks for looking into it. I should have known you'd come up with a more efficient way of doing what I thought would be so daunting.
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Postby NightFright » Mon Oct 12, 2020 6:06 am

Yeah, and I am glad it was so easy after all. Wouldn't have wanted to play through all those maps properly again just for this.

Fun fact:
It seems that this separate wad with sprites the original H!Zone shipped with contained the stalagmite/stalagtite replacements as well as the Iron Lich/Undead Warrior substitutes. That means in theory you would have only been able to play through ep.1 with the new enemies while not having these fake stools popping up here or there. That could have hardly been intended. Anyway, it's now entirely possible to use the enemy sprites in any episode without having to worry about this unwanted side effect.
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H!Zone v1.21

Postby NightFright » Tue Oct 13, 2020 2:44 am

Hotfix time! Mostly I did this to replace most map fixes with a ZScript solution, allowing usage of the original versions of the maps (only did not work in case of E1M4, but there I found a different solution which at least does not involve adding new lines, only editing existing ones). I also used the wrong sector ID for the E1M2 lift fix, so it did not work before (but should now).
The most important change is the one for E3M9 - now you don't end the map any longer by triggering an invisible line in the final area, but instead you have to kill all four Undead Warriors (called "Masked Knights" now) on top of their towers. This is a far better approach since it gives you control over what's happening and you don't accidentally leave without killing everything. That and the map didn't have to be edited for this any more (ZScript ftw).

H!Zone for ZDoom v1.21 (PK3, 4.2 MB)

Changelog v1.21 (Oct 13, 2020)
> Reverted most changed maps (E1M2, E3M9, E4M6, E4M8, E6M3, E6M7) to their original (non-edited) state and re-applied fixes via ZScript
> E1M2: Corrected sector ID for green key lift fix (sector #247 instead of #230)
> E1M4: Inverted metal bar lines #1268-1271 (instead of creating new ones)
> E3M9: Changed map ending (now all four Undead Warriors in the final area need to be killed)
> MAPINFO: Removed dummy episode as separator between SP and MP episodes (MP content is now marked with [MULTIPLAYER] tag instead)
> LANGUAGE: Changed obituary for Undead Warrior from "Skull Knight" to "Masked Knight"
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Postby Devalaous » Fri Apr 23, 2021 6:46 pm

Hi NightFright, just bumping this to say thanks for assembling this, and to report a few bugs ive encountered so far. First off, E1M1 has a Disciple behind a wall that never teleports in, down in the waterfall area down the river, it seems a wall was supposed to lower to let him have line of sight; clipping into the room causes him to wake up then move forward and teleport into the room, similar to the green key trap. In that same room, there is a missing texture to the right of the waterfall, and its highly visible. Not sure if the above two things are change-worthy, but im only a few maps in and it seems like 100%able levels would be on the list, especially given the change to e3M9 to allow max killing.

Secondly, the two reskinned monsters, when they kill me, the obituary lacks any spaces at all (corvuswaskilledbyamaskedknight, for example) for both of them.

Is it possible to use normal graphics for the episode titles, or is the sheer amount of episodes making that unlikely? Also, is it possible to vary up the soundtrack for later episodes? Seems like it repeats Episode 1's soundtrack over and over after a point, and with the release of the Raven Midi Pack, a good lot of variety could be added.

I'm running H!Zone with your custom brightmaps, the heretic spritefix and widescreen project, the raven midipack, and your fullscreen huds, if any of these is causing conflicts anywhere.
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Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support


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