[WIP] Batman Doom Patch for ZDoom/Skulltag (0.4)

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[WIP] Batman Doom Patch for ZDoom/Skulltag (0.4)

Postby Evil Space Tomato » Wed May 02, 2012 8:51 pm

This is a patch for Batman Doom by ACE Team that replaces the DEH file entirely and converts it to use DECORATE.

I have tried to remain faithful to how the features worked in the original Batman Doom, but some things have been very difficult to replicate.
Most of the game is playable and skulltag compatible for multiplayer.

Current known issues:
Teleport freezes player for 1/2 second

Resolved issues:
Spoiler:


Screenshots:
Spoiler:


Download:
Patch 0.4 Standard http://www.humenet.net/BatDoom/BatDoomPatch04.pk3
Patch 0.4 Plus http://www.humenet.net/BatDoom/BatDoomPatchPlus04.pk3
Old versions
Patch 0.3 http://www.humenet.net/BatDoom/BatDoomPatch03.wad
Patch 0.2 http://www.humenet.net/BatDoom/BatDoomPatch02.wad
Patch 0.1 http://www.humenet.net/BatDoom/BatDoomPatch01.wad
Last edited by Evil Space Tomato on Sat May 12, 2012 9:16 pm, edited 6 times in total.
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Re: [WIP] Batman Doom Patch for ZDoom/Skulltag

Postby Tormentor667 » Thu May 03, 2012 12:32 am

Whats the improvement instead of using the original DEH anyay?
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Re: [WIP] Batman Doom Patch for ZDoom/Skulltag

Postby The Zombie Killer » Thu May 03, 2012 12:36 am

@Tormentor667
The original deh was very buggy in modern sourceports, and didn't work well with ZDoom, GZDoom and Skulltag. Half of the things in it wouldn't work with a modern engine.

-MBF
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Re: [WIP] Batman Doom Patch for ZDoom/Skulltag

Postby Tormentor667 » Thu May 03, 2012 4:49 am

Are you sure? I never had trouble playing Batman Doom with GZDoom/ZDoom
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Re: [WIP] Batman Doom Patch for ZDoom/Skulltag

Postby Tapwave » Thu May 03, 2012 5:30 am

Last time i tried, batman doom was completely unplayable with 2.5.0 and onwards.
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Re: [WIP] Batman Doom Patch for ZDoom/Skulltag

Postby Evil Space Tomato » Thu May 03, 2012 5:48 am

Tormentor667 wrote:Whats the improvement instead of using the original DEH anyay?


I may do some improvements if I have time, I start school again in a few days

Tormentor667 wrote:Are you sure? I never had trouble playing Batman Doom with GZDoom/ZDoom


The Molotov guy sometimes telefrags you
The ammo count for the smoke bombs and the final weapon are wrong
Some of the sounds are missing or incorrect
The explosion wall on Map22 does not work
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Re: [WIP] Batman Doom Patch for ZDoom/Skulltag

Postby TerminusEst13 » Thu May 03, 2012 5:50 am

This for one helps me personally--I never got Batman Doom able to work with later Skulltag/ZDoom editions.
Thanks very much.
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Re: [WIP] Batman Doom Patch for ZDoom/Skulltag

Postby Gez » Thu May 03, 2012 5:56 am

MAP30 was impossible in ZDoom before r3522.
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Re: [WIP] Batman Doom Patch for ZDoom/Skulltag (0.2)

Postby Evil Space Tomato » Sat May 05, 2012 8:14 pm

New version

Resolved issues:
Map03 Killer Croc gets stuck about 50% of the time
Map07 End door never opens
Map15 fire sounds get a bit much
Problems occur due not actors not being infinity tall for collision
Map31 secret access inaccessible
(Resolved 0.2)Chairs had the wrong death sound

Patch 0.2 http://www.humenet.net/BatDoom/BatDoomPatch02.wad
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Re: [WIP] Batman Doom Patch for ZDoom/Skulltag (0.2)

Postby Tormentor667 » Sun May 06, 2012 3:41 am

Then this is quite awesome :)
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Re: [WIP] Batman Doom Patch for ZDoom/Skulltag (0.3)

Postby Evil Space Tomato » Mon May 07, 2012 3:21 am

New version

Resolved issues:
Blue key dropped in multi-player now stays
Fixed Penguin robots not have explosion sounds
Fixed flame projectiles where not bright
Fixed Two Face did not triggering tag 666 on death
Floor Fire radius set to 1 to reduce stuttering in Skulltag

Patch 0.3 http://www.humenet.net/BatDoom/BatDoomPatch03.wad


Here is something I am planning to add to the next version

Health bars for the bosses
Different color schemes for regular enemies
Tell me what you think

Spoiler:
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Re: [WIP] Batman Doom Patch for ZDoom/Skulltag (0.3)

Postby Enjay » Mon May 07, 2012 4:00 am

This might be outwith the scope of what you want to do but I always found that the viewheight in Batman Doom was too low. With most of the enemies being quite tall but the player using the standard Doom viewheight I always felt that Batman must either be a midget or crawling on his knees in Batman Doom.
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Re: [WIP] Batman Doom Patch for ZDoom/Skulltag (0.3)

Postby Gez » Mon May 07, 2012 4:15 am

His armored batmask protects his eyes. To see, he has batscreens in front of the eyes, linked to the batcam on his utility belt.

The batmore you batknow!
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Re: [WIP] Batman Doom Patch for ZDoom/Skulltag (0.3)

Postby Kinsie » Mon May 07, 2012 4:45 am

Enjay wrote:This might be outwith the scope of what you want to do but I always found that the viewheight in Batman Doom was too low. With most of the enemies being quite tall but the player using the standard Doom viewheight I always felt that Batman must either be a midget or crawling on his knees in Batman Doom.
From ACE Team's blog:
Edmundo Bordeu wrote:We tried to create more detailed textures for the enemies and the world and we intended to make Batman bigger tweaking the engine, but this proved to be very difficult and at the end the player is very small compared to the enemies!
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Re: [WIP] Batman Doom Patch for ZDoom/Skulltag (0.3)

Postby Snarboo » Mon May 07, 2012 6:07 am

I definitely like the idea of increasing Batman's view height, and new enemy variations are always a good thing. That said, I think that you should try and release two versions of this if possible: a "vanilla" one for people who want the original experience, and an "enhanced" one with all of the improvements.

Keep up the good work! :) I've always wanted to play this in a modern source port, so I'm glad to see someone tackling this.
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