Re-Exhumed [Public Test 1.2]

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Re: Re-Exhumed [Public Test 1]

Postby Ral22 » Thu Feb 12, 2015 8:39 pm

Astonishing! It's simply brilliant, and shows huge amounts of potential for an amazing full game. Powerslave deserved a tribute like this.

Also, you might like this add-on I did for Nash's Quake-style tilting, it also takes the turning of the player into consideration, like the PSX Powerslave. Here's the download: https://www.mediafire.com/?1mp06lg338i6xhm
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Re: Re-Exhumed [Public Test 1]

Postby YukiHerz » Thu Feb 12, 2015 8:59 pm

The original game doesn't seem to have autoaim, but there's a key that must be hold in order to freelook.
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Re: Re-Exhumed [Public Test 1]

Postby phantombeta » Fri Feb 13, 2015 12:52 am

Very annoying bug: ExTorchActiveMarker doesn't get removed when the torch powerup runs out.
[edit]The blocks can be destroyed if they get hit too much.[/edit]
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Re: Re-Exhumed [Public Test 1]

Postby MaxED » Fri Feb 13, 2015 2:01 am

Enjay wrote:Not sure why but there seems to be some random fogginess here:
Spoiler:


I have no clue what's going on with these... the whole underground passage uses the same 3d floor setup, but some sectors have this thick fog, while others don't...

Enjay wrote:Also:

Code: Select allExpand view
Warning: ExUnusedMarker1 and PainElemental both have doomednum 71.
Warning: ExUnusedMarker3 and Fatso both have doomednum 67.
Warning: ExUnusedMarker4 and BurningBarrel both have doomednum 70.
Warning: ExGrass2 and DeadLostSoul both have doomednum 23.

Is there a way to tell ZDoom not to load any game specific actors?..
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Re: Re-Exhumed [Public Test 1]

Postby Enjay » Fri Feb 13, 2015 2:50 am

MaxED wrote:Is there a way to tell ZDoom not to load any game specific actors?..

Not that I know of. Well, I suppose you could "replaces" actors with your ones.

Can you not change the edit numbers that your actors are using?
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Re: Re-Exhumed [Public Test 1]

Postby MaxED » Fri Feb 13, 2015 2:53 am

Enjay wrote:While swimming I seem to get an occasional burst of speed - not sure if it's intentional (simulating swiming) or not.

Totally intentional :)

Enjay wrote:I don't use WASD but your message told me that I'd mastered using them. :P

Sadly, using the real keys there kinda ruins the joke...
Screenshot_Doom_20150213_115046.jpg
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Re: Re-Exhumed [Public Test 1]

Postby Enjay » Fri Feb 13, 2015 3:10 am

MaxED wrote:I have no clue what's going on with these... the whole underground passage uses the same 3d floor setup, but some sectors have this thick fog, while others don't...

I've had a look myself. I'm not as familiar with GZDB and UDMF as I am with DeePSea and ZDoomHexen but I don't see anything obvious that would be causing those particular areas to be foggy. :?
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Re: Re-Exhumed [Public Test 1]

Postby SamVision » Fri Feb 13, 2015 3:13 am

I don't think that is fog. It just looks like the screen obtains a filter while the player stands in that particular area.
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Re: Re-Exhumed [Public Test 1.1]

Postby MaxED » Fri Feb 13, 2015 3:47 am

Public Test 1.1 is now available (you can get it from the 1-st post)

Changelog:
DECORATE:
Anubis Zombie: lowered projectile damage (2 -> 1).
Spider: decreased speed (3.5 -> 3)
Spider: increased actor height (18 -> 24)
Pushable Block: added NODAMAGE flag.
Fixed, Torch powerup: ExTorchActiveMarker was not properly removed from the player's inventory.
Added "replaces" properties to ExUnusedMarker1, ExUnusedMarker3, ExUnusedMarker4 and ExGrass2 to reduce GZDoom complaining about them.

ACS:
Changed underwater player status update logic from using inventory items to direct player class checks.
Random view rotation when player takes damage is now twice weaker.

MAPS:
Cosmetic changes in MAP01 (mostly texture alignment)
Training map's movement input hint now displays real keys instead of WASD.
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Re: Re-Exhumed [Public Test 1.1]

Postby YukesVonFaust » Fri Feb 13, 2015 4:08 am

sweet! NEW UPDATE. gotta download it now.
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Re: Re-Exhumed [Public Test 1.1]

Postby Enjay » Fri Feb 13, 2015 4:41 am

I have tried a few things to figure out why that corridor is foggy in certain sectors: I retagged the area, I remade the control sectors, I messed with brightness and fade, I deleted your playpal lump, I looked for something obvious in the scripts... nothing. The corridor is still foggy in some places under the 3D floors.

Oh, and 1.1 still gives me:

Code: Select allExpand view
Warning: ExUnusedMarker1 and PainElemental both have doomednum 71.
Warning: ExUnusedMarker3 and Fatso both have doomednum 67.
Warning: ExUnusedMarker4 and BurningBarrel both have doomednum 70.
Warning: ExGrass2 and DeadLostSoul both have doomednum 23.


I didn't check your code but I *think* if you want to use "replaces" to get rid of the error message, then you'll need to inherit from the actors with that ednum then not include the ednum in your code. Is there a reason that you can't just give them their own unique ednum?

And a request: the status bar is authentic and all, but I much prefer numbers for my health indicators. Any chance of a full screen HUD with numbers?
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Re: Re-Exhumed [Public Test 1.1]

Postby MaxED » Fri Feb 13, 2015 4:51 am

Enjay wrote:Is there a reason that you can't just give them their own unique ednum?

I don't want to mess with ednums atm, because new ones can potentially clash with the rest of the maps (which I haven't converted yet). I'll do that closer to the release.

Enjay wrote:And a request: the status bar is authentic and all, but I much prefer numbers for my health indicators. Any chance of a full screen HUD with numbers?

I will try to add Alternative HUD at some point...
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Re: Re-Exhumed [Public Test 1.1]

Postby MaxED » Fri Feb 13, 2015 4:58 am

Also, before I add another unneeded feature request, is there a way to make the main menu size more consistent across different resoulutions?..

Because right now it looks like this:
Spoiler:
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Re: Re-Exhumed [Public Test 1.1]

Postby Enjay » Fri Feb 13, 2015 5:03 am

To be fair, the altHUD is already usable (just the numbers look odd because the graphics were intended for the Doom palette). There isn't actually an awful lot of customisation that can be done for the altHUD. IIRC, you can specify which icons will be used for particular items and you can prevent items being shown but the basic functionality and element positioning is fairly untouchable. I'm pretty sure that this is deliberate because IIRC one of it's main reasons to exist is to ensure certain things appear on the HUD even if some mods mess with the regular displays.

As for the menu size, how about using hi-res or scaled graphics? Use your own graphics but scale them to a size similar to the original Doom font and it should look OK.


[edit]
Just for info, by making completely new play sectors (and not touching the control sectors) and then moving them on to the patchy foggy tunnel to replace the old sectors, I was able to make the fog effect go away. I'm not really sure why this is, especially as areas under 3D floors are normally controlled by the 3D model sector properties but, whatever the reason, replacing the sectors gets rid of the fog. The only properties from the original sectors that I copied across to my new ones was their height and tags so I haven't narrowed it down much but, well, maybe it helps.
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Re: Re-Exhumed [Public Test 1.1]

Postby Nash » Fri Feb 13, 2015 8:49 am

MaxEd - Randi said somewhere that the menu scaling code uses clean scaling so it will always look inconsistent between resolutions. There's nothing you can do about it...
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