Re-Exhumed [Public Test 1.2]

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Re: Re-Exhumed [Public Test 1.1]

Postby Enjay » Fri Feb 13, 2015 9:05 am

That's true, but scaling the characters down (and probably trimming off some of the space above and below the actual character) would make things behave much like they do with the normal Doom font. The characters in the mod are 23 units tall making them quite a bit taller than the Doom small font (they are like, what, 7 pixels tall?). There is a lot of space above and below each character too.

Green lines added by me: Image
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Re: Re-Exhumed [Public Test 1.1]

Postby MaxED » Fri Feb 13, 2015 1:52 pm

Image Image
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Re: Re-Exhumed [Public Test 1.1]

Postby Enjay » Fri Feb 13, 2015 2:23 pm

I thought there would be a reason and I guessed that might be it. The Doom font is set up not to have particularly tall/long letters. I suspect that scaling your font down so that it is effectively the same height as the Doom one will make the letters very small.

The other obvious option is to edit the problematic letters so that they don't require all the other characters to have lots of empty padding, or make it so that everything has a caps-like appearance. I can understand if you don't want to do that though because it would change the look of the font. :?
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Re: Re-Exhumed [Public Test 1.1]

Postby The Zombie Killer » Sat Feb 14, 2015 2:22 am

Spoiler: Missing texture
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Re: Re-Exhumed [Public Test 1.1]

Postby armymen12002003 » Mon Feb 16, 2015 2:10 am

Oh this is nice it's been so long since i've exhumed i forgot you gotta shoot the fire pots to go to the next area lol
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Re: Re-Exhumed [Public Test 1.1]

Postby Captain J » Mon Feb 16, 2015 2:51 am

do'h, do'h and do'h. i really forgot about this game also it's about to be resurrected with freshy zdoom format. i'm really appreciated.
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Re: Re-Exhumed [Public Test 1.1]

Postby DominicWhite » Mon Feb 16, 2015 2:53 am

I really hope this remake gets completed. I'm very impressed by what I've seen in this little test build, and it'll be a great counterpart to the upcoming port of the Sega Saturn version (a completely different game with shared art assets) that Night Dive/Kaiser are working on right now.

2015: The year we got not one, but TWO completely different Exhumed remakes.
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Re: Re-Exhumed [Public Test 1.1]

Postby Medicris » Mon Feb 16, 2015 6:36 am

I just feel like dropping in to say how impressed I was by this. Seriously, the whole experience just left me awestruck, especially how much it felt like a real Build game. This is definitely a shining example of GZDoom's capabilities.
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Re: Re-Exhumed [Public Test 1.1]

Postby Nash » Mon Feb 16, 2015 7:54 am

Issues so far after a quick runthrough:

1) No HUD for screenblocks = 10
2) Trees and torches can be moved when shot at or hit with the knife. Add Mass 0x7FFFFFFF to them to prevent movement
3) When player stands on a moving platform (like the one above the lava pit in the training area), his player sprite is stuck in "jumping" mode (can be seen with the chasecam
4) Font doesn't scale well on my screen (1920x1200), it appears WAY too huge

Everything else is bloody impressive. This mod has by far THE best usage of fog in any GZDoom map, ever, hands down. It's subtle but it adds so much depth. FogDensity is amazing. Everything else also just feels very polished, like a AAA game in the mid 90's. Can't pinpoint exactly what; it's just the tiny little details that all add up into a very professional product. Awesome job!
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Re: Re-Exhumed [Public Test 1.1]

Postby Peter Bark » Mon Feb 16, 2015 12:07 pm

Really cool mod! this has been attempted many times over the years, nobody has ever stuck with it though, hope you do!
you should contact www.youtube.com/EvilWeavaloid he started a mod like this and made some PS maps, but his project went on hiatus.
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Re: Re-Exhumed [Public Test 1.1]

Postby StrikerMan780 » Wed Feb 18, 2015 8:14 pm

Pretty awesome TC you have here. Very accurate to the original game too. I only have a few minor gripes:

  • Fall Damage is still a bit too high, I had to cheat to not die near the end when you jump into the money pit. Even with full health.
  • M-60 fires a little slow in comparison to the original PC PowerSlave.
  • PC Powerslave allowed you to carry 300 M-60 rounds max, not 200.
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Re: Re-Exhumed [Public Test 1.1]

Postby SamVision » Thu Feb 19, 2015 12:41 am

We need this to hit proper beta before comparing it with the original version, right now the focus should be only on bugs.
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Re: Re-Exhumed [Public Test 1.1]

Postby Crudux Cruo » Thu Feb 19, 2015 1:08 am

AWESOME!
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Re: Re-Exhumed [Public Test 1.1]

Postby Ozymandias81 » Thu Feb 19, 2015 8:31 am

While I don't know if you've actually added this monster from Powerslave/Exhumed inside next release, I suggest you to take a look to this boss version of mine for Gore... hope this will not bump too much with your amazing thread!
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Re: Re-Exhumed [Public Test 1.2]

Postby MaxED » Fri Feb 20, 2015 6:37 am

Thanks for the feedback, everybody! I hoped that the next update will have a new map, but it's still far from completion, so:

Public Test 1.2:
DECORATE:
Added: mummies can now resurrect fallen mummies (just like in the original version).
Added FORCEXYBILLBOARD flag to all projectiles.
Added: player now has "usefail" sound.
Anubis Zombie: changed projectile damage (1 -> (random(12, 16))).
Anubis Zombie: changed PainChance (100 -> 80).
Mummy: changed projectile damage (5 -> (random(15, 20))).
Mummy: changed projectile speed (4 -> 8).
Mummy: increased projectile acceleration (1.03 -> 1.08).
Spider: slightly increased movement speed (3 -> 3.2).
Magnum: changed the maximum ammo ammount to match the original version (99 -> 300).
M-60: changed the maximum ammo ammount to match the original version (200 -> 300).
Grenades can now be thrown underwater (hotkey only).
Fixed: Blocking Decorations could be moved by projectiles and explosions.
Fixed: When player stood on a thing, his sprite was stuck in "jumping" mode.
Fixed: lowered falling damage recieved by player (1.0 -> 0.6), so it works more like in the original version.
Cosmetic decorate changes here and there to make stuff look a bit more random.
...And more small tweaks I've forgot about.

ACS:
Added Serious Sam-style underwater camera swaying (see qtilt.acs).

MAPS:
Fixed NODES error in MAP01.
Cosmetic changes in MAP01.

MISC:
Changed status bar type from Fullscreen to Normal.
Replaced some sounds which had cracking noises with better recoded ones.
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