Knee-Deep in ZDoom v1.1 (RC1)

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Unknown_Assassin
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by Unknown_Assassin »

In my opinion, the newer version looks a bit better, but the conflict in colors near the switch has to go. It doesn't look right.
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Penguinator
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by Penguinator »

Tormentor667 wrote:Just to make things clear: We are not going to start adding large-scaled changes or change anything that was already meant to be in KDiZD 1.0. This v1.1 is only a bugfix release with very little (!) enhancements.
Soooo... Isle's mouse code isn't getting into the intermap then? I really could swear someone on the KDiZD team mentioned getting that in. :(

EDIT: By mouse code I mean the keypad demo Isle put out, for clarification.
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Tormentor667
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by Tormentor667 »

printz wrote:Hey. I checked the new test version on -fast, and no, the speeds still aren't adapted. Wouldn't it be fitting for -fast games to make the custom missiles and custom melee monsters twice as fast? As it is now, regular Imps become more dangerous than tough dark imps, and Demons definitely become more of a threat than the Blood (not Mauler) ones. Original Doom missiles have the speed upgrade; the new ones don't. Same for monsters.
It's not worth the effort and I don't consider this to be a "bug", and as we already said: 1.1 is a bugfix release (except the little aesthetic changes in Z1M1 that were necessary), so if you have anything to suggest, keep that for TSoZD or let us know about major bugs.
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Risen
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by Risen »

Penguinator wrote:1) Isle's mouse code isn't in the intermap thing. I thought someone on the KDiZD mentioned getting that implemented in 1.1.
It was considered, but there was a lack of available time for implementation. I won't say it will never go in, but I'm not doing it right now.
Penguinator wrote:2) At the position (-1414, 1077, 352) on z1m2, there is a secret that relies on you picking up a green armor to unlock. That should be changed to a sector action so that people with a blue armor bonus can still get the secret.
Didn't that fix get included? I KNOW I fixed it.

M1's gameplay is a different kind of challenge that will stay focused on the lower-powered weapons. I don't see why anyone should just expect there will be ammo lying around. Use it when you need it, and not until then.
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by zdude »

One thing that I am wondering is why the Blood Demon's mechanical feet don't make noise when they impact the ground like on the bestiary? That is just something that puzzles me. I usually don't pay attention to texture errors so that I can't help with. Finally, I looked into the KDiZD pk3 file (I couldn't stop myself :twisted: ) and saw a Rifle Zombie in the file, but I never saw them in any map. Any reason why?

****OFF-TOPIC****
If one of the TSoZD developers were to give a completion percentage on that project, what would it be?
****OFF-TOPIC****
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esselfortium
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by esselfortium »

zdude wrote:If one of the TSoZD developers were to give a completion percentage on that project, what would it be?
Approximately negative 12 and part of a banana chip.
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printz
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by printz »

zdude wrote:One thing that I am wondering is why the Blood Demon's mechanical feet don't make noise when they impact the ground like on the bestiary? That is just something that puzzles me.
Because they'd become too noisy. And they're too weak of a monster to deserve stepping noises. In fact, the existence of Blood Demons in itself puzzles me. They're pointless and even more so under -fast difficulty.
****OFF-TOPIC****
If one of the TSoZD developers were to give a completion percentage on that project, what would it be?
****OFF-TOPIC****
Well I haven't found any TSoZD thread here at ZDoom Forums so I think the percentage is low. If anything, I hope the boss for that one will be tougher than a Cyberdemon.
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by Project Shadowcat »

printz wrote: If anything, I hope the boss for that one will be tougher than a Cyberdemon.
I wouldn't mind one under the spirit of the original Cyberdemon. Just meaner, tougher, smarter, etc. like those two bruiser twins of KDiZD.
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by Unknown_Assassin »

printz wrote:Well I haven't found any TSoZD thread here at ZDoom Forums so I think the percentage is low. If anything, I hope the boss for that one will be tougher than a Cyberdemon.
There are two. One about TSoZD wondering if it's being worked on, and the other one is hidden, which is the official one.
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by zdude »

Does the TSoZD boss look something like the Hell's Battery? Also back to the question about the Rifle Zombies, why haven't I seen any in single player? Are they multiplayer only?
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by unknownna »

Alright, I did one pistol start run at Z1M2 and decided to take screenshots of what I would like you to pay attention to. I put the text in pictures needing explanation and the obvious ones are, well, obvious. :wink:
There's also the idmypos thing at the shots for our convenience.
Spoiler: Screenshots:
For some reason, I couldn't switch to any other weapons other then the shotgun around the time you get the yellow key. But at the start of Z1M3, everything got normal. I didn't play with any other mods, just pure kdizd without the item rotations. BTW, I use Skulltag 92D2 if that says anything about the problem.

You know, ammo was never a problem here like it was in Z1M1.
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by SoulCrow »

Regarding ammo, I believe that was intentionally so.

Also, could you point out in all screenshots what you think is wrong? In some screenshots, I really cannot see what the problem is.

EDIT: @zdude: something tells me I do not think they are going to be giving anybody any hints as to what the new Episode 2 boss will be.
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esselfortium
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by esselfortium »

BoldEnglishman wrote:Also, could you point out in all screenshots what you think is wrong? In some screenshots, I really cannot see what the problem is.
Misalignments and arguably ugly design decisions.
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Vader
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by Vader »

Thanks for the input unknownna!
I'm not sure how much of this is going to be changed for v1.1, since I believe we're focussing more on getting rid of serious gameplay issues and really glaring design flaws. Nonetheless I completely agree with the things you pointed out and would really like to see those parts being improved a bit... unfortunately this propably isn't going to happen, at least not anytime soon.
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Re: Knee-Deep in ZDoom v1.1 (RC1)

Post by Tormentor667 »

As Vader already pointed out and as I said before: v1.1 is only meant to be a bugfix release for serious problems. Sure, some of these things look amateurish and ugly but it doesn't make sense now to start over again and work on all those levels just for the sake of making them look perfect. This will only delay KDiZD 1.1 AND (!) TSoZD any further!
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