scalliano's 667 Shuffle! - IT'S BACK!!

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scalliano
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Re: scalliano's 667 Shuffle! - Newz0rs!!

Post by scalliano »

BoldEnglishman wrote:If scalliano doesn't want the above post in this topic (because it doesn't actually deal with his mod) I can move it to the "What did you last do" thread, but otherwise I'll just leave it here.
It's fine here, BE :). IMO it raises an interesting point which a number of randomizer authors tend to overlook.

@BC: That's pretty much how this mod began life, too - the more recent versions have a separate text file which basically credits every single data lump included in the .pk3's which took me hours to type up. I've consciously held back on updates recently as I prefer to have something substantial to offer each time. The general theme of this mod is to bring together as many custom Doom-themed monsters, items and weapons that I can find (although anything that has already featured in a Doom-themed wad qualifies as fair game too, hence a couple of DN3D-based monsters from UTnT and Stronghold). There are a few things I specifically had to get permission for (the LoS and UAC Ultra stuff, for example) and there are also some things I made myself, too. Think of it less as AEons Of Death and more as "AEons Of Doom" :P
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scalliano
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Re: scalliano's 667 Shuffle! - The Last Hurrah!

Post by scalliano »

Right, major bump. This will probably be the final version of this as I feel like I've taken the mod as far as I can without it either getting daft or breaking the rules regarding the Doom theme, so I've decided to go out with a bang. It features a lot of new content (some of which you won't have seen before) and a revised Doom 1 patch.

I just want to thank everyone whose work has appeared in this mod, you all get a mention in the readme. Also to everyone else for the encouragement and help in squashing bugs to create a mash-up mod that is slightly more refined than most out there. I hope you enjoy screwing around with this. It's not necessarily the end, but if there is an update in the future it won't be for quite a while as I want to move on to other stuff.

Link in first post, as always. Cheers, and HAVE FUN!
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scalliano
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Re: scalliano's 667 Shuffle! - The Last Hurrah!

Post by scalliano »

Bugfix release which fixes a crash issue with the Hell's Fury, caused by the modified death states.
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NovaDragon
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Re: scalliano's 667 Shuffle! - The Last Hurrah!

Post by NovaDragon »

Hey there,

Been playing the heck outta this recently and have had a blast. I only noticed one real bug and ill report back if i see any more of them.
When you kill a Mancubus and an archvile revives it, it goes through the frames but
during one of the frames it disappears then re-appears. This is only during the reviving process
and it was a mancubus that dropped its arm (not sure if that makes a difference). Thats the only thing
i noticed so far.
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Vader
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Re: scalliano's 667 Shuffle! - The Last Hurrah!

Post by Vader »

I took a quick look through the latest version yesterday and noticed a few bugs:
-Maybe it's only me, but something seems to be wrong with the plasma decal. It looks really odd, almost as if the graphic got its colors inverted
-If you want to drop the Superpump shotgun, you actually have to drop it 4 times... don't know what's up with that
-The shadow uses the wrong frames for the trail it is leaving. It displays the Xdeath frames instead of the walking frames
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scalliano
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Re: scalliano's 667 Shuffle! - The Last Hurrah!

Post by scalliano »

Cheers, I'll look into those.

EDIT: All but the Plasma decals confirmed as bugs. Those seem to show up fine this end. You do mean the regular Plasma Gun shots, right?

- No idea why, but the Shadow's - er "shadows" were pointing to the XDeath frames and one nonexistant frame - fixed.
- The SuperPump has an Inventory.Amount set as 4 - why it's there in the first place is anyone's guess - also fixed.
- ArmDropFatso's Raise state has been corrected.

I'm checking out a couple of issues posted over on Doomworld, too. Once those are resolved, I'll update the link.
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Vader
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Re: scalliano's 667 Shuffle! - The Last Hurrah!

Post by Vader »

Strange, this is how it looks for me:
Image

I'm using the latest official version of Zdoom btw (2.5.0)!
Gez
 
 
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Re: scalliano's 667 Shuffle! - The Last Hurrah!

Post by Gez »

Looks like this.
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scalliano
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Re: scalliano's 667 Shuffle! - The Last Hurrah!

Post by scalliano »

It appears that software ZDoom is having a few issues with rendering certain actors/sprites included in this mod, over on Doomworld it's been reported that the Spirit Imp is a jumbled mess, which I've confirmed with the stock R667 download. Apparently the Catharsi's projectile sprites have the same issue as those decals, although I haven't tested them yet. GZDoom renders them properly, although after testing GZDoom in software mode the results are the same as above. Out of my hands methinks :(
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scalliano
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Re: scalliano's 667 Shuffle! - The Last Hurrah!

Post by scalliano »

Double-post, but after a bit of tinkering and checking out Gez's link above, it turns out that the LoS assets are the culprits, as they all use black backgrounds and are full-colour PNGs. I can fix those, although it will take a while as there are quite a few frames involved. No idea what I'm going to do about the Spirit Imp, though.
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Baby Bonnie Hood
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Re: scalliano's 667 Shuffle! - The Last Hurrah!

Post by Baby Bonnie Hood »

I think the only way to fix the spirit imp is to wait for the next version of ZDoom :P
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scalliano
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Re: scalliano's 667 Shuffle! - The Last Hurrah!

Post by scalliano »

I've fixed the offending decals now, and after tinkering with the Spirit Imp I've narrowed the problem down to the ANIMDEFS lump. It would appear that the software renderer is having issues with the warp2 function which is applied to all of its frames to give the wobbly ethereal look. Removing the ANIMDEFS lump fixes the problem, but you lose that effect. I've removed the lump for now, but it may still be something that Randy or Graf may want to look into at some point.
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Re: scalliano's 667 Shuffle! - The Last Hurrah!

Post by Gez »

IIRC, the software renderer cannot warp NPo2 images. I think they also have to be square (i.e., 32x64 wouldn't work despite being Po2) but I'm less sure about that.
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scalliano
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Re: scalliano's 667 Shuffle! - The Last Hurrah!

Post by scalliano »

Link has been updated with the aforementioned fixes. Hopefully the mod should now run in software mode without conflict, but keep me posted!
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scalliano
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Re: scalliano's 667 Shuffle! - The Last Hurrah!

Post by scalliano »

OOPS!

Forgot to include the fixed Spirit Imp in the upload - fixed.

Apologies to anyone who grabbed it already.
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