Are there any visual improvements for KDiZD?

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Are there any visual improvements for KDiZD?

Postby Dynamite Dan » Tue Aug 22, 2017 10:04 am

I'm a bit confused and some tests that did not give me good results.

Is it possible to play this megawad with some gameplay mod? (BD or PB).
With which?
Thank you!
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Re: [Project] "Knee-Deep in ZDoom"

Postby wildweasel » Tue Aug 22, 2017 10:09 am

Dynamite Dan wrote:I'm a bit confused and some tests that did not give me good results.

Is it possible to play this megawad with some gameplay mod? (BD or PB).
With which?
Thank you!

KDIZD changes the weapons, so most gameplay mods will break things.
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Re: [Project] "Knee-Deep in ZDoom"

Postby Dynamite Dan » Tue Aug 22, 2017 12:00 pm

OKAY. It's good to know that.
Could you recommend some that at least visually improve it? (Lighting, shadows, explosions)

Thanks!
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Re: [Project] "Knee-Deep in ZDoom"

Postby Shadelight » Tue Aug 22, 2017 1:26 pm

No, but I could recommend that you stop bumping old threads.
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Re: [Project] "Knee-Deep in ZDoom"

Postby Dynamite Dan » Tue Aug 22, 2017 1:39 pm

Shadelight wrote:No, but I could recommend that you stop bumping old threads.


Would you prefer? Create a new one to ask a single question or send me to ask in Doomworld?


2016...
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Re: [Project] "Knee-Deep in ZDoom"

Postby Shadelight » Tue Aug 22, 2017 2:01 pm

Create a new one would be best. When you bump old project threads, people tend to assume the it may have been updated when in fact it was just a post that was: Barely related, asked a question that's already been answered and could be found via searching, a post asking "When will this mod come out?"(See: The useless bumps thread in Hall of Unpleasantness.)
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Re: [Project] "Knee-Deep in ZDoom"

Postby Rachael » Tue Aug 22, 2017 7:14 pm

Dynamite Dan wrote:Create a new one to ask a single question or send me to ask in Doomworld?

When you join a new community the onus is on you to conform at least somewhat to their rules and standards - not the other way around. The latter simply results in said community removing you for not being a good fit - after all, the needs of the many outweigh the needs of the few.

I don't know exactly how Doomworld feels about issues like this (bumping threads) but it's something that's actually usually universally frowned upon across the entire internet. However, if you feel like Doomworld is a better fit for you, let me make the invitation myself for you to go there. I don't want you to feel like you have any obligation to stay here, and I certainly am not going to take any ultimatum that you would leave us for them - I will call your bluff in half a minute, and might even help you go.

That being said - we have a rules forum and I encourage you to take a look when you get a chance. At any rate, welcome to the ZDoom forums!
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Re: [Project] "Knee-Deep in ZDoom"

Postby Princess Viscra Maelstrom » Sat Aug 26, 2017 8:01 am

wildweasel wrote:KDIZD changes the weapons, so most gameplay mods will break things.

actually, KDiZD just replaces the plasma rifle and BFG with different weapons, which will get replaced over by whatever gameplay mod you're using that replaces those particular weapons; same goes for the new rifle type of ammo as well. the only thing i found that broke were the new keys that DRLA replaces the existing keys with, which doesn't work on any of the doors or switches except in Z1M9. that, and the CREDITS map crashed the latest stable GZDoom for me since it said it couldn't open it.
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Re: Are there any visual improvements for KDiZD?

Postby youda008 » Tue May 28, 2019 8:14 am

Can someone possible strip the KDiZD from all weapon modifications so that the maps are playable with other mods?
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Re: Are there any visual improvements for KDiZD?

Postby StroggVorbis » Tue May 28, 2019 11:18 am

youda008 wrote:Can someone possible strip the KDiZD from all weapon modifications so that the maps are playable with other mods?


https://www.moddb.com/addons/knee-deep-in-zdoom-lite

Do note that the creator forgot to include Doom 2's SSG sprites and sounds. So if you try to play it without a gameplay mod that provides its own, there won't be any super shotguns.

Also, iirc the final boss is broken, because the projectiles it's supposed to fire are also removed. Grab their decorate and sprites from the original KDiZD and put them into this version.
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Re: Are there any visual improvements for KDiZD?

Postby youda008 » Tue May 28, 2019 11:54 am

Wow, i should have googled more. Thank you very much. Can't wait to play it.
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