[Project] "Knee-Deep in ZDoom"

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Shadelight
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Post by Shadelight »

Spoiler:
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Jimmy
 
 
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Post by Jimmy »

dethtoll wrote:
Spoiler:
Spoiler:


I couldn't do it. I had to use the "items" cheat several times in Z1M1 alone to find those bloody armor bonuses that I missed. I'm on Z1M9 at the moment, still looking for the remaining secrets. :x
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Nash
 
 
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Post by Nash »

The fact that the armour bonuses have rotations makes it a bitch to find especially in dark places. I've mistaken them for rocks many, many times.

In the end I just removed all of the rotations from the WAD. :/
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Bio Hazard
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Post by Bio Hazard »

Psycho Siggi wrote:
Tormentor667 wrote:Darn... I already expected this to happen :(
I thought this had been coop tested. :?
It was extensively co-op tested. But M8 was done after the co-op testing.
... Actually, co-op testing hadn't been done in months...

I told you guys (KDiZD team) to add the ZDCMP checkpoint system. Was that not done? I gave you the code a couple years ago.


Note: I don't mean to be pointing fingers. Maybe the checkpoint system can be added in 1.1?
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Risen
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Post by Risen »

Zippy wrote:[2. Z1M6 blue key]
We know, and it's not a big deal. Congratulations for finding and figuring that out!
darmuss wrote:[stuck in z1m8]
I remember finding and reporting that to the bugtracker, and somebody marked it fixed... so I assume there is a way around it somehow... we can double check it for 1.1.
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Mannequin
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Post by Mannequin »

There's a lot of bugs that are being found here...

-M.
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Risen
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Post by Risen »

It's a huge project with many authors, plus it's getting a lot more attention than most projects do. So we pretty much expect that.
LogicDeLuxe
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Post by LogicDeLuxe »

The kdizd.txt says
Music : No
Nevertheless, there are heavy metal style MIDI's used in Z1M8. I wonder, what are the composers and titles to them?
skadoomer
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Post by skadoomer »

Just finished playing. Seriously, Bravo!

I have to say the levels are absolutely stunning. Some of them (z1m2, z1m6, z1m7 and z1m9) stood out as just awesome remakes of the originals. In fact, I had to actually replay doom1 just to remember how some of the original maps looked. Needless to say, E1 now looks pretty tame in comparison to some of the stunning effects and details that went into this project. All the areas where cleaver takes on the original which both added to but kept in mind the original maps. My biggest gripe with the project was how often i died because i went into an area expecting something like what i was used to playing for the past decade and a half, but was hit with something much more forceful and unexpected. With no autosaves outside of entering a new map, i wound up replaying a lot of the same areas (namely because of detail admiration). I forgot that most modern FPS do the saving for you, while kdizd remembers the good old days of save it yourself.

So, are you guys going to try and extend this to the rest of the mod community? I saw noting about this outside of doomworld and newdoom, so why not register with moddb and get some extended coverage? You've certainly worked hard enough that I'm sure people who enjoy remakes will be impressed with your efforts.
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HotWax
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Post by HotWax »

More issues found:

In Z1M3, just outside the secret exit is a "window" in a wall that looks into a hellish snake-covered flesh... thing. You can jump into the window and fall into the decoration, however you will then be stuck and unable to get back out. This window should be marked as impassable to prevent this.

Not really KDiZD's fault, but also in Z1M3, when you get the "Terrorsphere", the "secret found" text doesn't appear, I'm assuming because the "You got the Terrorsphere" text overrides it. In any case I would have expected the sound to play at least. :? Maybe make the ledge a secret sector instead of using a secret thing?

Z1M9, there is a missing lower texture under the slime in the long hallway with the slime trench in the center. The texture in question is missing from the furthest end of the trench, and you have to crouch under the ooze to see it. (Sorry for the crappy description, I only played the level once so far and don't remember exactly what's in the corridor)

Speaking of Z1M9, did you use Thing_Hate to make those hell demons (or whatever you call them) attack the barrels? That's just genius is what that is. :D
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Nash
 
 
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Post by Nash »

I can already tell what kind of responses will appear if this goes outside of the Doom community.

"omg teh gfx suck, u guys should use the doom3 engine"

"lol sprites"

"whats the big deal it still looks liek doom only different levels"
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Enjay
 
 
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Post by Enjay »

HotWax wrote:Sorry for the crappy description, I only played the level once so far and don't remember exactly what's in the corridor
If you are back that way, do an idmypos to get coordinates.
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TheDarkArchon
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Post by TheDarkArchon »

I think I know which room he's talking about: Is it the room that lowers the barriers to the lift where the old E1M9 exit is?
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HotWax
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Post by HotWax »

Yes, that's the one. The line with the missing texture is at the end closest to the switch.
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Da Spadger
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Post by Da Spadger »

HotWax wrote:In Z1M3, just outside the secret exit is a "window" in a wall that looks into a hellish snake-covered flesh... thing. You can jump into the window and fall into the decoration, however you will then be stuck and unable to get back out. This window should be marked as impassable to prevent this.
That's odd. When I did it, I died as soon as I hit the floor. :P
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