Doomzone (v1.8.1 Out, DotB Patch Added)

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Re: Doomzone Mod (TNT Patch Added)

Postby -Ghost- » Mon Jan 29, 2018 11:58 pm

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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Re: Doomzone Mod (TNT Patch Added)

Postby silentzora » Tue Jan 30, 2018 2:59 pm

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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Re: Doomzone Mod (TNT Patch Added)

Postby -Ghost- » Tue Jan 30, 2018 10:07 pm

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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Re: Doomzone Mod (TNT Patch Added)

Postby silentzora » Tue Jan 30, 2018 10:09 pm

-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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Re: Doomzone Mod (TNT Patch Added)

Postby silentzora » Sun Feb 04, 2018 4:08 pm

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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Re: Doomzone Mod (v1.8 Imminent)

Postby silentzora » Mon Mar 19, 2018 12:14 pm

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.
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Re: Doomzone Mod (v1.8 Imminent)

Postby Gideon020 » Tue Mar 20, 2018 11:55 pm

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

Postby Captain J » Wed Mar 21, 2018 12:13 am

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

Postby Evil Operative » Thu Mar 22, 2018 9:27 am

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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Re: Doomzone Mod (v1.8 Imminent)

Postby 7HEPOW » Thu Mar 22, 2018 2:36 pm

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

Postby silentzora » Thu Mar 22, 2018 2:54 pm

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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Re: Doomzone (v1.8 Released!)

Postby silentzora » Wed Apr 11, 2018 1:09 pm

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.)
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Re: Doomzone (v1.8 Released!)

Postby erni945 » Wed Apr 11, 2018 1:30 pm

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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Re: Doomzone (v1.8 Released!)

Postby silentzora » Wed Apr 11, 2018 1:32 pm

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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Re: Doomzone (v1.8 Released!)

Postby SiFi270 » Wed Apr 11, 2018 3:04 pm

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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