Update time! I'm having some trouble getting into ImageShack right now, so I'll have to wait to post some more screenshots, but I've included one at the bottom of this post you might find interesting.
Anyhow, things are going quite well. The GZDoom revision of the levels is getting very close to being finished, with only map08 (the power generator complex) requiring major work as it is easily the biggest level in the mod. I've added my own weatherFX mod to the levels which greatly improves the performance of the snow, and I'm in the process of adding in some enhanced fire and explosion effects that I'm working on as well (creatively, I've decided to call it fireFX).
Gameplay enhancements are pretty much finished. I moved a lot of the enemy and object definitions out of the old legacy DEHACKED lump and into their own place in the DECORATE code, which makes things easier for me to maintain and modify. The health system is revised and seems much more fair now, and I've made some tweaks to the weapon code. They're actually pretty representative of the real-world weapons' firing rates, although some recoil effects have been added to prevent, say, the BAR from turning into an unstoppable killing machine.
As I mentioned in the updated initial post, I'm going to package both a "Special Edition" of the levels along with a "Classic Edition" that will run just fine on regular ZDoom. Both level sets will use the same resources, although the CE version will disable or otherwise not use some of the GL-specific effects like the improved fire. Both level sets are 99% the same as in the original CAH in terms of layout and geometry. The only major differences are the inclusion of various enhancements to the weather stuff, along with a number of GZDoom-specific additions to the SE levels. The changes are all cosmetic, so the basic gameplay is more-or-less identical between the two versions.
Now, for fun, the new flamethrower from the SE version:
- CAHFlame1.png (244.07 KiB) Viewed 1120 times