The Adventures of Square - PROGRESS! New shots on pg.19!

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Jimmy
 
 
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Re: The Adventures of Square - COMING SOON

Post by Jimmy »

Pavera on the Doomworld forums wrote: http://www.twitch.tv/krispavera/b/441199464

Here is a full playthrough of Jimmy's exclusive three map demo of Square! He's given me permission to post this, so please check it out! It's a super fun little wad, and the full product is going to be just awesome.
Super thanks to Pavera for doing that. Awesome stream. :D

The demo will be released publicly very soon! Pavs picked out a couple of bugs I need to iron out and I'm just waiting on some feedback from Mechadon. Then it'll be done. :D
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Re: The Adventures of Square - COMING SOON

Post by Captain J »

i think he'll find some useful nitpicks and recommandations. he was taken few days now.
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Jimmy
 
 
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Re: The Adventures of Square - DEMO RELEASED!

Post by Jimmy »

Are you squared away for adventure?

DOWNLOAD DEMO (3 maps plus training level) (still technically a beta)

Here it is. Check first post for further details. :)
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Re: The Adventures of Square - DEMO RELEASED!

Post by IMX »

YES. Here we go!

(Post left for further edits after playing it)
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Ed the Bat
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Re: The Adventures of Square - DEMO RELEASED!

Post by Ed the Bat »

Is this going to require a specialized version of the engine? I always find that unnecessarily tedious...

Actually, I just cracked it open, and I'm seeing things in the engine that could very well (and should) have been put in the IWAD* itself, like the MAPINFO lump. Locking it in to a specialized engine is one thing, but when it's not necessary, that just seems like a harsh thing for the user to deal with.

*I know it's technically not a .wad, but a .pk3, but it's acting in place of one.
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Jimmy
 
 
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Re: The Adventures of Square - DEMO RELEASED!

Post by Jimmy »

Well, not a specialized version of the engine per se, but I wanted this to be able to run as an IWAD. I edited zdoom.pk3 to do this. Extract the files to their own folder and run the BAT file, it should work. Though admittedly I should've checked it more thoroughly, or perhaps just found another way entirely to go about it. :?
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Ed the Bat
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Re: The Adventures of Square - DEMO RELEASED!

Post by Ed the Bat »

Jimmy wrote:Well, not a specialized version of the engine per se, but I wanted this to be able to run as an IWAD. I edited zdoom.pk3 to do this. Extract the files to their own folder and run the BAT file, it should work. Though admittedly I should've checked it more thoroughly, or perhaps just found another way entirely to go about it. :?
Problem with running it batch is that I can't really alter many of the settings, ranging from using the GL renderer (which I need because freelook in software gives me severe motion sickness), to throwing in an add-on if I so chose. You should be able to run it as an IWAD in the official version just fine; plenty of other mods have done it.

If you want, I can spend some time tinkering with it and see if I can repackage it for you. Shouldn't be too hard.

EDIT: Ok, moving mapinfo/square.txt into square_demo_beta.pk3 and renaming it MAPINFO makes the project load perfectly fine as an IWAD from the official version of G/ZDoom. There's one small catch, however...

The colored titlebar on the loading screen won't work this way, because the only method of adding this externally is via GAMEINFO, which will be ignored if it's inside the IWAD. It could be added to a small patch file and loaded as a PWAD to fix that (which is a bit of a clumsy band-aid), or Square can be loaded as a PWAD on top of any Doom-type IWAD (Doom II, Freedoom, etc.) and it should safely paint over anything from those games, meaning the end product would be as intended.
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Re: The Adventures of Square - DEMO RELEASED!

Post by cq75 »

Just downloaded it and started playing it, I definitely like it so far. I'll post more about it after i finish it, but there were a few things I want to mention right now:

About halway through the second level I jumped down from one of the chemical containers and died at around 20 health; is this mod meant to have falling damage? It seems to be set to something quite intense, and I was quite surprised by it.

Also, I noticed that your IWAD doesn't have a genmidi lump, I like to listen to the music in OPL sometimes, so I manually imported Doom 2's GENMIDI to hear it.
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Jimmy
 
 
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Re: The Adventures of Square - DEMO RELEASED!

Post by Jimmy »

Ed the Bat wrote:If you want, I can spend some time tinkering with it and see if I can repackage it for you. Shouldn't be too hard.
I must confess that I don't really know half of what I'm doing in this area of modding, so if you could help out with that in any way, that'd be immensely appreciated. Thank you. :)

cq75: Falling damage is pretty ruthless in this, it's Strife's, and I kinda like it. Jumping will play quite a big part in this game, but there will still be limitations as to what you can do. You've just got to be careful with falls. The silos in MAP03 you can fall off without taking damage, you just have to not jump first.

Sorry about the GENMIDI issue, I think there might be several issues like that in that the mod might not contain the crucial core lumps that doom2.wad did. The music worked fine for me, though, bizarrely.
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Re: The Adventures of Square - DEMO RELEASED!

Post by Matt »

::open zip::

::see zdoom.exe::

::can't be bothered to reinstall wine::

...I think I'll wait for the repackage.
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Re: The Adventures of Square - DEMO RELEASED!

Post by X-DOOM »

I had a major problem with vents, i feel i am kinda way too fat to enter them. Had to cheat to get throug
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Re: The Adventures of Square - DEMO RELEASED!

Post by Ed the Bat »

Well, now that I know people are depending on me, I'll hurry up and post what I've got. :)

http://edthebat.com/doom/square_demo_alt.pk3
http://edthebat.com/doom/squarepatch.wad

The first file is the "IWAD". All I had to do to make it was move the MAPINFO out of the _beta's Zdoom repack (as explained above). This will work as its own IWAD, or as a PWAD on top of Doom II (or similar).

The second file is a small cosmetic item. It will let the correct title bar appear on the loading screen, if you choose to launch the game as an IWAD (since GAMEINFO can't run from an IWAD).
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Re: The Adventures of Square - DEMO RELEASED!

Post by justin_see »

Can't wait to try it out.
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Jimmy
 
 
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Re: The Adventures of Square - DEMO RELEASED!

Post by Jimmy »

Thanks so much, Ed! :D

Everyone who'd rather just play this as something to load with the port and settings of their choice (just checked and it does work in both ZDoom and GZDoom - awesome :)) should use Ed's repackage. Hope you all enjoy. :P
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Re: The Adventures of Square - DEMO RELEASED!

Post by The Zombie Killer »

I tried this out. I love it.
Indeed it does work in GZDoom, and it looks a lot nicer without the "distance-darken" that the software renderer has.
Protip: You can just package GZDoom with the mod and use a batch file that has something like this to choose renderers:

Software:
gzdoom.exe -config square.ini +set vid_renderer 0

GL:
gzdoom.exe -config square.ini +set vid_renderer 1 +set gl_spriteclip 2

Some of the sprites look really good when smoothed out with the HQ4X filter too, of course, it doesn't look as good as it would if it were to be smoothed out by hand:
Screenshot_Square_20130810_155100.png
I don't generally use filters, but it works really well with this mod's art style.

EDIT: I made a titlemap based on the training map because I was bored. Load it alongside the mod and it'll replace the regular "squareface" titlescreen.
titlemap.wad
Titlemap based on MAP01 (training map)
(161.78 KiB) Downloaded 39 times
-TZK
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