The City of the Damned | Remaster | v2.0 released

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Gothic
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Re: The City of the Damned | Remaster | v2.0, RC4

Post by Gothic »

The bullet chip decals are misaligned:


This is because the decal sprites are not centered:


Also I noticed that some blood stains aren't centered either:

And therefore they don't show up properly in game. Is that intentional?
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Tormentor667
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Re: The City of the Damned | Remaster | v2.0, RC4

Post by Tormentor667 »

Thanks man, very good spot, just fixed this in the repo.

*EDIT* With RC5, we should be finished hopefully :)
https://www.mediafire.com/file/6dkm3z6z ... 5.zip/file
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Tormentor667
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Re: The City of the Damned | Remaster | v2.0 released

Post by Tormentor667 »

Remaster v2.0 finally released, have fun playing it :)
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GreenDoomguy1999
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Re: The City of the Damned | Remaster | v2.0 released

Post by GreenDoomguy1999 »

I think mugshot from Bloodpack would fit better than static BJ face from TNO(especially with players skin)
Just a random frame for example
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leodoom85
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Re: The City of the Damned | Remaster | v2.0 released

Post by leodoom85 »

Enjoy.
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Ozymandias81
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Re: The City of the Damned | Remaster | v2.0 released

Post by Ozymandias81 »

That's a cool one leodoom85, well played
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m8f
 
 
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Re: The City of the Damned | Remaster | v2.0 released

Post by m8f »

Great map! Love the atmosphere, details and scripting.

Maybe it's too late, but there is a small bug I found:
Spoiler:
Another minor gripe is that this map incorporates NightFright's fullscreen statusbar, but doesn't allow splitting it to the sides. Statusbar options menu is removed, and some options don't take effect even if changed via console. And the original fullscreen statusbar mod cannot be loaded on top of this map due to cvar conflict.
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Tormentor667
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Re: The City of the Damned | Remaster | v2.0 released

Post by Tormentor667 »

Thanks for the hint, I totally missed that but just updated the download on the Realm667. I guess it's not too late to continue turning it into a v2.1 - so I will stick to v2.0 :) Regarding the statusbar: It's a design choice in that special case, why I will keep it as is. If you want to have NightFright's fullscreen statusbar at all costs, simply delete the responsible content in tcotd1.pk3 and use it then.
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Tormentor667
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Re: The City of the Damned | Remaster | v2.0 released

Post by Tormentor667 »

leodoom85 wrote:Enjoy.
Very cool btw, it's interesting to see how other people play my mods :)
Scuba Steve
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Re: The City of the Damned | Remaster | v2.0 released

Post by Scuba Steve »

Why does the Spidermastermind have green blood?
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Tormentor667
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Re: The City of the Damned | Remaster | v2.0 released

Post by Tormentor667 »

That’s a bug indeed - it should not.
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Ozymandias81
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Re: The City of the Damned | Remaster | v2.0 released

Post by Ozymandias81 »

Scuba Steve wrote:Why does the Spidermastermind have green blood?
That happened because I added some different bloodcolors and willingly to make enemies have different color schemes for colors and entrails that I ported from my old Gore: Horde of Titans mod... So we got rid of the translation but not bloodcolor, and this got been unnoticed until now.
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Gothic
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Re: The City of the Damned | Remaster | v2.0 released

Post by Gothic »

Speaking of bugs, Sector 296 damages you, but it shouldn't, and the lava on the last area before the final boss doesn't hurt you, because the dummy sector used to make the 3D liquid should have the damaging effect.
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Ozymandias81
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Re: The City of the Damned | Remaster | v2.0 released

Post by Ozymandias81 »

Can you be more specific? I have fixed some issues already but on sector 296 there is only a pillar and doesn't have any effect set nor tags (checked also sectors tagged 296 but doesn't exist). Also where is located exactly that dummy sector? The map uses transfer heights/brightness mainly and I didn't had any behavior issues.
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Tormentor667
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Re: The City of the Damned | Remaster | v2.0 released

Post by Tormentor667 »

Ozymandias81 wrote:Can you be more specific? I have fixed some issues already but on sector 296 there is only a pillar and doesn't have any effect set nor tags (checked also sectors tagged 296 but doesn't exist). Also where is located exactly that dummy sector? The map uses transfer heights/brightness mainly and I didn't had any behavior issues.
I fixed the dummy sector for the lava but sector 296 indeed has no relevant issues.
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