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Nash wrote:I just installed a new graphics card (the GeForce 6800GS AGP, yeah crap by todays' standards but a huge leap from my GeForce 4 MX 440 o_O) and Sapphire runs full FPS from start to finish for me.
Conclusion: Hardware matters.
Indeed it does, but my own 5600 XT runs it fine. It's not like it's Doom 3 or anything.
Nash wrote:I just installed a new graphics card (the GeForce 6800GS AGP, yeah crap by todays' standards but a huge leap from my GeForce 4 MX 440 o_O) and Sapphire runs full FPS from start to finish for me.
Conclusion: Hardware matters.
Indeed it does, but my own 5600 XT runs it fine. It's not like it's Doom 3 or anything.
I dunno, I have more problems with some of these old games than Doom3 sometimes. Probably some driver issue.
@Belial. I'm going to move the ammo around the map and add more spawn scripts. Or Maybe a doomsphere will even i more. At anyrate. I've already removed the original map07 from the mod. It was the first map I made using Zdoom's hexen format and it was mostly a test. I'm going to rebuild it when i get enough ideas. I have a general design out, but not sure how big i want to make it.
Last edited by Amuscaria on Tue Oct 03, 2006 2:17 pm, edited 1 time in total.
@Others: Might I advise not reacting to him, and getting all offended? You may act like he's really immature and an arse, but all you're doing is giving him mor to work with, and usually you look bad whislt you're at it too.
@Eriance: This wad is an impressive feat. I've enjoyed it quite a bit. However, the gameplay does start to breakdown in episode two. I'm finding it less and less interesting. Maybe a little tweak here and there might be better? A little more variety?
Phobus wrote:@Eriance: This wad is an impressive feat. I've enjoyed it quite a bit. However, the gameplay does start to breakdown in episode two. I'm finding it less and less interesting. Maybe a little tweak here and there might be better? A little more variety?
Yeah, I do indeed need to teak the maps. Especially my first two (Maps 07 and 10). THey seems to be quite cramped....and just stuffed with mosnters. I'm mostly likely going to remove the starting parts of Map 10 and make it over. Or atleast make it roomier.
I've sort of lost track as to what level I'm on. It's all moulded into one and just seems to be a non-stop run through the same environment. Good/bad? I'm not sure to be honest. Might explain why it's seeming to go too slowly though.
And a little less aggressive monsters? Especially the Guardians are an utter nightmare. As much as I disagree with Hobbs's review style he is correct about one thing: The gameplay in the second episode is not particularly good. It's no fun having to fight continuously against overpowered monsters.
Take for example the opening of MAP10: You are immediately assaulted by 2 Hell Knights, 2 Arch Viles and 8/12/16 (easy/medium/hard) Guardians! And that doesn't even take the Imps in the corners into account. Personally I found what I have seen so far way to excessive. As much as I like the architecture I doubt this WAD is something to keep. The first (old) episode is definitely more fun.
Phobus wrote:I've sort of lost track as to what level I'm on. It's all moulded into one and just seems to be a non-stop run through the same environment. Good/bad? I'm not sure to be honest. Might explain why it's seeming to go too slowly though.
It was meant to be a fortress type episode. But I think i'm gonna add some more outside areas to some of these maps. mostly likely 7 and 10 to make it a big less boring. Episode 3 should be much better as each map has it's own theme.
Graf Zahl wrote:Take for example the opening of MAP10: You are immediately assaulted by 2 Hell Knights, 2 Arch Viles and 8/12/16 (easy/medium/hard) Guardians! And that doesn't even take the Imps in the corners into account. Personally I found what I have seen so far way to excessive. As much as I like the architecture I doubt this WAD is something to keep. The first (old) episode is definitely more fun.
Will be fixed when i remake the start of map 10. I am having some trouble understanding how the weapons are somehow "underpowered" though. All teh weapons in the Second episode is more powerful than the doom equivilent, especially with the doom sphere (which i need to make better use of, i think).
Last edited by Amuscaria on Tue Oct 03, 2006 2:38 pm, edited 1 time in total.
Cutmanmike wrote:Guardians.... are those the things with sheilds? I hated those so much.
No, it's those flying cubes that shoots fireballs from mtheir eyes. I've dropped their firing sequence from 5(x2) to 3(x2). Should be a bit easier now. Or i might just give it a much higher painchance (currently 32).
But now that you mention the Deathknights, I've been unable to fix a certain bug. Here's the decorate for it:
Spoiler:
//Deathknight
ACTOR Deathknight 30114
{
Health 1250
Radius 24
Height 72
Mass 700
Speed 10
PainChance 20
MeleeDamage 10
MONSTER
+FLOORCLIP
+NOTARGET
+NORADIUSDMG
+MISSILEMORE
+BOSS
+DEFLECT
Obituary "%o got thought he could kill a deathknight."
HitObituary "A Deathknight hacked %o into pieces."
MeleeSound "monster/dknhit"
SeeSound "monster/dknsit"
PainSound "monster/dknpai"
DeathSound "monster/dkndth"
ActiveSound "monster/dknact"
States
{
Spawn:
DKNT AB 10 A_Look
Loop
See:
DKNT A 0 A_Jump(32,10)
DKNT A 0 A_UnSetReflectiveInvulnerable
DKNT AABBCCDD 3 A_Chase
Goto See
DKNT P 0 A_SetReflectiveInvulnerable
DKNT PPQQRRSS 3 A_Chase
goto see+12
Melee:
DKNT E 0 A_UnSetReflectiveInvulnerable
DKNT E 6 A_FaceTarget
DKNT F 1 A_Playsound ("monster/dknswg")
DKNT F 6 A_FaceTarget
DKNT G 6 A_MeleeAttack
Goto See
Missile:
DKNT A 0 A_Jump(88,10)
DKNT A 0 A_Jump(88,17)
DKNT E 0 Bright A_UnSetReflectiveInvulnerable
DKNT E 6 Bright A_FaceTarget
DKNT F 6 Bright A_Playsound ("monster/kntswg")
DKNT G 0 Bright A_CustomMissile ("DKDart",32,0,-3,0)
DKNT G 0 Bright A_CustomMissile ("DKDart",32,0,-1,0)
DKNT G 0 Bright A_CustomMissile ("DKDart",32,0,1,0)
DKNT G 5 Bright A_CustomMissile ("DKDart",32,0,3,0)
DKNT A 0 A_Jump(64,9)
Goto See
DKNT T 0 Bright A_SetReflectiveInvulnerable
DKNT T 6 Bright A_FaceTarget
DKNT U 1 Bright A_FaceTarget
DKNT U 0 Bright A_CustomMissile("FHeadShot",44,-4,-12,0)
DKNT U 5 Bright A_CustomMissile("FHeadShot",44,-4,12,0)
DKNT U 0 Bright A_UnSetReflectiveInvulnerable
DKNT U 0 A_Jump(64,1)
Goto See
DKNT T 0 Bright A_SetReflectiveInvulnerable
DKNT T 3 Bright A_FaceTarget
DKNT U 3 Bright A_CustomMissile("DKbolt",44,-4,0,0)
DKNT T 3 Bright A_FaceTarget
DKNT U 3 Bright A_CustomMissile("DKbolt",44,-4,0,0)
DKNT T 3 Bright A_FaceTarget
DKNT U 3 Bright A_CustomMissile("DKbolt",44,-4,0,0)
DKNT T 3 Bright A_FaceTarget
DKNT U 3 Bright A_CustomMissile("DKbolt",44,-4,0,0)
DKNT T 3 Bright A_FaceTarget
DKNT U 3 Bright A_CustomMissile("DKbolt",44,-4,0,0)
DKNT T 3 Bright A_FaceTarget
DKNT U 2 Bright A_CustomMissile("DKbolt",44,-4,0,0)
DKNT U 0 Bright A_UnSetReflectiveInvulnerable
Goto See
Pain:
DKNT H 2
DKNT H 2 A_Pain
DKNT T 105 A_SetReflectiveInvulnerable
DKNT T 0 A_UnSetReflectiveInvulnerable
DKNT P 0 A_Jump (16,1)
Goto See+12
DKNT H 1
Goto See
Death:
DKNT I 0 Bright A_CustomMissile("DKSword",44,32,-90,0)
DKNT I 8 Bright A_CustomMissile("DKShield",44,-32,90,0)
DKNT J 8 Bright A_Scream
DKNT K 8 Bright
DKNT L 8 Bright A_NoBlocking
DKNT MN 8 Bright
DKNT O -1
Stop
Raise:
DKNT ONMLKJI 8 Bright
Goto See
}
}
It's supposed to go into it's Shield-walking chase state whenever it goes into the pain state (most of the time). However, The shield walk doesn't actually block anything and it can still be hurt sometimes. I'm not sure what I'm doing wrong here.
Last edited by Amuscaria on Tue Oct 03, 2006 2:46 pm, edited 1 time in total.