[INACTIVE] Doomzone v1.8.1

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-Ghost-
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Re: Doomzone Mod (TNT Patch Added)

Post by -Ghost- »

No problem!

When do you think 1.8 will be ready for release? I recently switched up to the Hardcore/Necro difficulties and they feel a lot better with the stronger weapons of the mod so far; before I was mostly playing on UV, but the new monster abilities and such on the harder difficulties are fun. As a result I'm looking forward to the armor/HP from gibbing enemies, since the game I'm playing is a lot harder now. :P
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silentzora
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Re: Doomzone Mod (TNT Patch Added)

Post by silentzora »

I don't really know when v1.8 will be ready for a release, or even a public beta. Right now I'm actually working two jobs, so development has been slow while I work to get my personal affairs in order.

Right now, as it stands, I've got only one active skill done, with two more to go. I've got two new weapons finished, and one that I still need to work on (this will be replacing the Prox Launcher, whose functionality will be built into the M327 instead). Still need to improve on the Necro bosses, as well as create a few new variants of enemies specifically for that difficulty. This is going to be a pretty big update, honestly, and it's going to take time to get through it all.

I'll get there, though. It's just, y'know. Finances first.

Wish I could give you a more solid answer.
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-Ghost-
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Re: Doomzone Mod (TNT Patch Added)

Post by -Ghost- »

Yeah, take your time, I was more curious on what else would be in 1.8, since I think I've only seen the gibbing and new class ability so far.
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silentzora
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Re: Doomzone Mod (TNT Patch Added)

Post by silentzora »

-Ghost- wrote:Yeah, take your time, I was more curious on what else would be in 1.8, since I think I've only seen the gibbing and new class ability so far.
Namely, a damage amplifier (Quad Damage) for Slipgater, and the demon heart variant from Shadow Warrior '13 for Samurai, as far as active skills go.
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silentzora
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Re: Doomzone Mod (TNT Patch Added)

Post by silentzora »

In response to the overwhelming hordes following the defeat of Shub Niggurath, all Slipgate marines are hereby required to keep a Quantum Ultraviolent Amplification Device on their person at all times. What? Is that too wordy? The eggheads in engineering say you can just call it Quad Damage, if that's too much of a pain.
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silentzora
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Re: Doomzone Mod (v1.8 Imminent)

Post by silentzora »

Hey everyone. Development on the v1.8 update is basically complete at this point. It's now in the testing phase to make sure everything is working as it should. I'm just making some minor tweaks here and there, as needed. Still have to update documentation, but I don't think that'll take too terribly long.

Hoping to release in the next couple weeks. Maybe a month, worst case scenario.
Gideon020
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Re: Doomzone Mod (v1.8 Imminent)

Post by Gideon020 »

And ever we shall fight on.
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Captain J
 
 
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Re: Doomzone Mod (v1.8 Imminent)

Post by Captain J »

This mod still lives on with amazing features, weapons, classes and heart that no mod have.
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Evil Operative
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Re: Doomzone Mod (v1.8 Imminent)

Post by Evil Operative »

Very nice mod, indeed! My only issue with it for now is that it feels a bit icky to use some weapons with the female classes because you can clearly see arm hair on the HUD sprites.
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7HEPOW
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Re: Doomzone Mod (v1.8 Imminent)

Post by 7HEPOW »

Neat! :)
I guess the barrage of script errors will also be fixed? ;)
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silentzora
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Re: Doomzone Mod (v1.8 Imminent)

Post by silentzora »

7HEPOW wrote:Neat! :)
I guess the barrage of script errors will also be fixed? ;)
Probably not. Most of that is just terrain and warped flat support for various wads (Ancient Aliens, BTSX, etc). As long as it doesn't crash the game on startup, it should be just a minor annoyance, IMO. Doesn't really affect game play as far as I know.

Now, if there's a change with GZDoom that causes it to crash to desktop in the future, I can take those out no problem.
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silentzora
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Re: Doomzone (v1.8 Released!)

Post by silentzora »

Doomzone v1.8 is released!



v1.8 Changelog:
Spoiler:
Download Doomzone v1.8

As per usual, please let me know if you encounter any bugs or issues with this release. Can't fix bugs if I don't know they're there! (Buuuut hopefully I got 'em all.)
erni945
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Re: Doomzone (v1.8 Released!)

Post by erni945 »

silentzora wrote:Doomzone v1.8 is released!



v1.8 Changelog:
Spoiler:
Download Doomzone v1.8

As per usual, please let me know if you encounter any bugs or issues with this release. Can't fix bugs if I don't know they're there! (Buuuut hopefully I got 'em all.)

Impressive changelog, do you know if your mod is compatible with winter's fury?
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silentzora
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Re: Doomzone (v1.8 Released!)

Post by silentzora »

erni945 wrote:Impressive changelog, do you know if your mod is compatible with winter's fury?
I don't know if it's compatible with Winter's Fury. I assume it probably isn't. :(
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SiFi270
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Re: Doomzone (v1.8 Released!)

Post by SiFi270 »

If you're making compatibility patches, then I'd really like to see one for Dimension of the Boomed, because it should go without saying how much fun that would be with the Slipgater.
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