[Justamod] Shut up and Bleed. (Now in V0.4 flavor)

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Re: [Project port] Shut up and Bleed.

Postby iSpook » Sat Dec 20, 2014 3:04 pm

Ed the Bat wrote:and edited the Doom 1/Ultimate Doom intermissions directly so we no longer need to have MAPINFO definitions for every level.


Is this a newer Zdoom featuer? Or am I able to take advantage of this?
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Re: [Project port] Shut up and Bleed.

Postby Ed the Bat » Sat Dec 20, 2014 3:08 pm

It definitely works in Zandronum 2.0, so it's at least THAT old in terms of engine features. I can't really say beyond that. Zandronum is so outdated it's basically foreign territory to me.
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Re: [Project port] Shut up and Bleed.

Postby Mav3rick » Sat Dec 20, 2014 5:22 pm

There will be new, more type or random monsters? so far got into e1m4 and got hell bore of see the same enemies like 99% of the levels, i do like the weird enemies that appear from the blood pool and the zombie marine.

About the ammo, can you make it more random?? so far i notice that they drop ammo for weapons i dont have and probably will no have since is the first episode, now maybe make them drop more ammo for the weapons the player is carring like 80% and the 20% for the other weapons, and so on and on, dunno if this can be implemented or im just sugesting crap :P
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Re: [Project port] Shut up and Bleed.

Postby Ribo Zurai » Sat Dec 20, 2014 6:43 pm

I love this mod. For some reason it feels a little like playing The Last of Us. I don't know why, maybe the color/character gives that post-apocalypse feel.
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Re: [Project port] Shut up and Bleed.

Postby -Ghost- » Sat Dec 20, 2014 7:27 pm

Some more randomizing as far as enemies goes would be nice. I like the basic zombie replacement, but you typically don't see it for very long before it's just gone altogether. The Imp/Zombie replacements could probably all be interchangeable considering they fulfill similar roles (barring the melee only one).
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Re: [Project port] Shut up and Bleed.

Postby Ed the Bat » Sat Dec 20, 2014 8:08 pm

Small bug: when reloading the crossbow,if there's only room for three more bolts, the player still loses six bolts from his ammo pool.
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Re: [Project port] Shut up and Bleed.

Postby iSpook » Sat Dec 20, 2014 10:07 pm

Noted, unfortunately I'm not vested in advanced reload coding, care to post a fix, if you have it fixed already? :P
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Re: [Project port] Shut up and Bleed.

Postby Ed the Bat » Sat Dec 20, 2014 10:09 pm

I'll handle it, but first I wanted to be sure what you'd like. Should I change it so that Rocco only puts in three bolts per handful (slower reloading), or still six bolts, and add a check so it's not more than will fit in the weapon?

EDIT: I decided to keep it mostly the way it is. Rocco will collect up to six bolts in his hand to reload, but he'll only put in as many as will fit. No wastage. I've applied this update to the Plus version, so you (and anyone else) can grab another copy and see the updated crossbow in action.
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Re: [Project port] Shut up and Bleed.

Postby Zhs2 » Sat Dec 20, 2014 11:22 pm

iSpook wrote:
Ed the Bat wrote:and edited the Doom 1/Ultimate Doom intermissions directly so we no longer need to have MAPINFO definitions for every level.

Is this a newer Zdoom featuer? Or am I able to take advantage of this?

It is a native feature of the LANGUAGE lump. You can check zdoom.pk3 for comprehensive examples, in language.enu.

Code: Select allExpand view
E1TEXT =
    "Once you beat the big badasses and\n"
    "clean out the moon base you're supposed\n"
    "to win, aren't you? Aren't you? Where's\n"
    "your fat reward and ticket home? What\n"
    "the hell is this? It's not supposed to\n"
    "end this way!\n"
    "\n"
    "It stinks like rotten meat, but looks\n"
    "like the lost Deimos base.  Looks like\n"
    "you're stuck on The Shores of Hell.\n"
    "The only way out is through.\n"
    "\n"
    "To continue the DOOM experience, play\n"
    "The Shores of Hell and its amazing\n"
    "sequel, Inferno!\n";
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Re: [Project port] Shut up and Bleed.

Postby Ed the Bat » Sat Dec 20, 2014 11:22 pm

Those are the cluster messages, not the intermission screens.
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Re: [Project port] Shut up and Bleed.

Postby Zhs2 » Sat Dec 20, 2014 11:49 pm

This is an oops post. Oops, my bad.
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Re: [Project port] Shut up and Bleed.

Postby iSpook » Sun Dec 21, 2014 2:14 am

new version is up and linked on the first page. Along with a list of changes/fixes.
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Re: [Project port] Shut up and Bleed.

Postby Shadez12 » Sun Dec 21, 2014 1:17 pm

So I typed this little thing in Notepad based off the main menu options of this mod. Hope you guys like it.
Spoiler:
Last edited by Shadez12 on Sun Dec 21, 2014 11:11 pm, edited 2 times in total.
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Re: [Project port] Shut up and Bleed.

Postby Ed the Bat » Sun Dec 21, 2014 8:44 pm

I've applied relevant updates to the Plus Edition, which will now be most accessible from here. I will make efforts to keep it up-to-date with the main (iSpook's) version, but you can always check this page to see what time I last updated. I will also keep a running list of differences to expect, which will change accordingly, should the main version demand it.
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Re: [Project port] Shut up and Bleed.

Postby Slax » Mon Dec 22, 2014 7:26 am

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