So Zandronum 2.0 came out, right? And I thought updating DS to it would be easy, just adjust for the inclusion of cvarinfo and bam everything's good.
NOPE turns out there was a whole ton of shit to re-do under the hood in order to make sure everything stayed streamlined and didn't break in the face of the new ZDoom features.
Thankfully, (mostly) everything's good now! So, slight update, 0.8 has been turned into 0.82, and there's been a whole slew of netplay-related changes.
Now, if you're not into netplay, then most of these features are probably going to be completely irrelevant to you. And that's fine! It's only been, like, a week since 0.8's release and asking to re-download 50 megs for a source port you don't play is kind of dumb.
But if you DO play on Zandronum and DO play on netplay, then you're definitely going to want to upgrade to this build.
FROM 0.8 TO 0.82 (Zandronum 2.0 maintenance update)
=======================================
- The cvars have been entirely rewritten with the advent of cvarinfo. Keep in mind all cvar prefixes have been changed from ds_ to dst_!
- Less Effects setting now has entirely different cvars in ZDoom and Zandronum. This is a useless feature to note. Nobody will care. But I suffered to get Zandro/ZDoom compatibility in a single build and you better fucking appreciate it.
- For those who've been around since the beginning, original flavor waifu is now available as a secret skin. It has the original placeholder sprites AND the original placeholder player sounds!
- The Frosthammer special puffs now actually expire and can no longer be stacked to crash servers.
- The gun casings now move with sectors up and down along elevators. This isn't a vital fix but it really tickled my OCD.
- The dst_nochaingun cvar now displays properly in ZDoom.
- Picking up a fortune cookie no longer has a 1/150 chance to cause an overflow error.
- Interacting with the secret room in MAPTEST no longer spams strings to the server.
- A new cvar, dst_debug, has been included to acquire information on whether some functions are working or not.
- Until Iron Maiden has its own player sprites, players in it now have a white halo floating over them to indicate their status to co-op allies.
- Online, when the players exit levels while in Iron Maiden, they will no longer have a desynched client version of the Kharon and Kharon + Acacia A-22.
- The Testament's and Omen's jumping ability is now applicable even on void floors or water.
- The player now goes into Buddha mode when still having life tokens, and goes out of it when with no life tokens.
- Snuck in a scary demon skeleton that OH NO HE FOUND US OH NOOOOO
I want to enjoy this but I'm beyond terrible at it and struggle even on Episode 1 wads. Is there like some training course map to learn how to play this properly?
Don't feel bad about lowering the difficulty, if you need a little more health.
Likewise, MAPTEST is available for you to practice as you wish the basics explained in the how to play image.
Dodge often, conserve souls and don't spam special attacks, recognize enemy cues, and in short time you'll be tearing enemies limb from limb.
Woolie Wool wrote:I want to enjoy this but I'm beyond terrible at it and struggle even on Episode 1 wads. Is there like some training course map to learn how to play this properly?
This may not be obvious, but every difficulty is UV spawns. The only difference between difficulties is how much health you have. And score multipliers, but the bit about health is more important.
So yeah, if you're having difficulty, go ahead and choose the easiest difficulty so you have the most health. It'll still be Ultra Violence regardless.
Don't know if anyone's mentioned it yet, but I saw Demonsteele mentioned in PC Gamer. I was browsing magazines at a bookstore when I saw a screenshot and blurb about it. I thought it was pretty neat.
I gave this a go, thinking I would like it. I didn't.
I didn't like the sounds, since they all existed within the same general range they all sounded very similar and so fights would just become a wall of mushy noise. Not to mention, now all Doom monsters sound relatively the same because every one has the same gurgley hissy sounds. Except Archvile, he's hilarious,
I also didn't like the feel of the weapons, they just didn't feel... right. There's basically zero thought to combat, and fights consist of just kind of running up to monsters and mashing the mouse. It's also weird to slam monsters with a giant hammer, only for them to slide maybe a foot. Guns are worthless when everything blends.
Jaxxoon R wrote:I didn't like the sounds, since they all existed within the same general range they all sounded very similar and so fights would just become a wall of mushy noise. Not to mention, now all Doom monsters sound relatively the same because every one has the same gurgley hissy sounds. Except Archvile, he's hilarious,
To be fair, the majority of vanilla Doom monsters have the same exact idle and pain noises.
Jaxxoon R wrote:I also didn't like the feel of the weapons, they just didn't feel... right. There's basically zero thought to combat, and fights consist of just kind of running up to monsters and mashing the mouse. It's also weird to slam monsters with a giant hammer, only for them to slide maybe a foot. Guns are worthless when everything blends.
well, guns are DOES useful when some enemies are at the far. far away or cannot reach to smash 'n slash or too much stronger or many to handle them with the only sword.
and about melee combat, that's what every kind of games does. and i'm still have no problems that against me.
otherwise, least we have our own different tastes. i can understand you.
Ethril wrote:To be fair, the majority of vanilla Doom monsters have the same exact idle and pain noises.
Except those sounds are the least important, well, at least pain sounds are.
As it stands, all monsters added in Doom 2 had unique sounds for idling (sans the recolor that is hell knight and chaingunner). But really, that's not what I mean. What I mean is, most monsters sound similar all around. In the original game you could walk into a room and hear "UWAAAH" "AAAAA" and "MMMH-WRAGH" and know you're dealing with a baron, a revenant, and a mancubus without even looking at them. Now you walk into a room and it's just "HSSSGRMBRGRLGMR" from almost everything, and it's kind of an unnecessary change anyways. They still look exactly the same as they always did, why change how they sound--- and to make them so generic, no less?