Lasting Light V4.1 - A Chance for More Horror? (See Pg.10)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
thonglover
Posts: 67
Joined: Thu Jun 13, 2013 5:08 pm
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: Hm

Re: Lasting Light V2 - Widescreen Support!

Post by thonglover »

Im scared as piss!
User avatar
Enjay
 
 
Posts: 26564
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Lasting Light V2 - Widescreen Support!

Post by Enjay »

thonglover wrote:Im scared as piss!
Wikipedia wrote:Urine is an aqueous solution of greater than 95% water, with the remaining constituents, in order of decreasing concentration urea 9.3 g/L, chloride 1.87 g/L, sodium 1.17 g/L, potassium 0.750 g/L, creatinine 0.670 g/L and other dissolved ions, inorganic and organic compounds.
I wonder how scared such an aqueous solution can be? :P
User avatar
Ral22
Posts: 531
Joined: Sun Sep 05, 2010 12:09 pm
Preferred Pronouns: He/Him
Location: The Fortress of Dr. Radiaki

Re: Lasting Light V2 - Widescreen Support!

Post by Ral22 »

I'm kicking off Halloween with a massive update! (And only one day after the initial release!) Say hello to your newest monstrous nemesis: The Creeper!

From the original post:
INTRODUCING THE CREEPER:
You may have felt safe in knowing how to win out against the Screecher, but his closest friend has come to aid in taking you down. The Creeper is an initially passive creature, wandering through the area minding his own business. His signature hum can be heard well before he can and the closer you get the more his presence affects your reality, assaulting your mind with images. And if you grow ever closer and shine your lantern on him, his dislike of the harsh light source pours forth and he warns you to put it away. Fail to do so quick enough and he ends your life, with little care about your remains. Unlike the Screecher, he's seen less often and makes little effort to directly chase you, but his temper is extremely short, killing you instantly if you hold the light too close. It may be best to put that lantern away when you see him wandering, but don't forget your vulnerable to the Screecher with your light away!

Quick Tips:
- The Creeper hates light. If you hear him hiss, put your lantern away as soon as you can. Unlike the Screecher, the Creeper can be seen wandering through the darkness.
Get the latest version in the main post, and HAPPY HALLOWEEN!
User avatar
Mav3rick
Posts: 966
Joined: Sun Jan 13, 2013 6:48 pm
Location: Hell

Re: Lasting Light V3 - Fear the Creeper!

Post by Mav3rick »

a little suggestion about the creeper...

will be better if it was unable to walk throug walls? got killed several times because of this, why no give him the ability to do ramdoms telepotations in the map?
so the player can have little change to be alive and no end suddendly dead

so far great mod and is a great job ;)
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: Lasting Light V2 - Widescreen Support!

Post by wildweasel »

Enjay wrote:I wonder how scared such an aqueous solution can be? :P
Spoken like a true biology teacher. =P

I should try this mod out sometime; I always like seeing creative changes to Doom's gameplay that don't necessarily entail just a new set of guns.
User avatar
Nash
 
 
Posts: 17465
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Lasting Light V3 - Fear the Creeper!

Post by Nash »

Back with more quality-control nitpicking. :P

- Fullscreen graphics aren't 5:4 friendly. You can use the "force aspect ratio" option in the video menu to investigate this.
- Footstep toggling function should be built into the Options menu via MENUDEF and utilizing a custom CVAR with CVARINFO.
- There should be an option for the user to disable the automap graphics. Or if you don't want it to be gone completely, at least add an opacity slider so the user can control its opacity.

Bug: If you wait long enough at the title screen, you'll get an unknown texture error.
Last edited by Nash on Thu Oct 31, 2013 10:49 pm, edited 1 time in total.
User avatar
MONKET
Posts: 70
Joined: Mon Oct 20, 2008 2:16 pm

Re: Lasting Light V3 - Fear the Creeper!

Post by MONKET »

Oh jesus, this is probably the scariest doom mod that I've played yet. Just the fact that you don't get to see the other monsters clearly leaves a lot to the imagination and my god does it make the experience all the more terrifying. Excellent work and atmosphere. The tension is just right.

If I have some time and if you don't mind I might try to make a little woodsy-suburban map for this gamemode. :P
User avatar
armymen12002003
Posts: 1420
Joined: Wed Jun 01, 2011 10:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Castle Wolfenstein

Re: Lasting Light V3 - Fear the Creeper!

Post by armymen12002003 »

just tried this with the zblood wad i tip my hat to you sir this gives a feeling like your playing amnesia
User avatar
TiberiumSoul
Posts: 1066
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: Lasting Light V3 - Fear the Creeper!

Post by TiberiumSoul »

I also tried this with zblood maps have to say it is like amnesia I was wondering though could I give some input ideas for future versions?

One of these ideas would be something kinda like radio static that gets louder the closer the screecher is to you also it would only play when the lantern is off on skills 0 and 1 (I'm too young to die and Hey, not too rough)

As always this is just a small idea.
User avatar
Ravick
Posts: 2029
Joined: Sun Aug 22, 2010 10:59 pm
Location: Tubarão, Brasil

Re: Lasting Light V3 - Fear the Creeper!

Post by Ravick »

I've just played this. What a great horror mod! :o

Congratulations! :D
User avatar
dljosef
Posts: 765
Joined: Fri Aug 12, 2005 2:59 pm
Location: Deep underground

Re: Lasting Light V3 - Fear the Creeper!

Post by dljosef »

Having played around with the mod for a bit, it was usually the Creeper that killed me far more often than the Screecher could, and I played in Hard Mode. (then again, I only played through a little bit.)

Anyways, I'm experimenting with mapsets and trying to find the order in which the fastest routes to the exit for each map is.
Spoiler:
User avatar
Ral22
Posts: 531
Joined: Sun Sep 05, 2010 12:09 pm
Preferred Pronouns: He/Him
Location: The Fortress of Dr. Radiaki

Re: Lasting Light V3.1 - 5:4 and CVAR Support!

Post by Ral22 »

Version 3.1 is live. Be sure to update your copy today! Get it at the main post!

Changelog, from the original post:
Version 3.1:
- Added 5:4 support.
- Added "Lasting Light Settings" in Options menu.
- Added "Footstep Toggle" in Settings. (Effect applies instantly)
- (Reluctantly) Added "Automap Overlay Toggle" in Settings. (Requires map to be reloaded)
- Added "Screecher Toggle" in Settings, giving you the option of whether you want to face him. (Requires map to be reloaded)
- Added "Creeper Toggle" in Settings, giving you the option of whether you want to face him. (Requires map to be reloaded)
- Fixed a glitch with the title screen.
@ Hellser: Oh, thank you. I appreciate your comment.

@Mav3rick: Due to the nature of the Creeper and his functionality, he HAS to be able to walk through walls. I made him visible in the darkness, as well as giving him a warning hiss, to compensate.

@Nash: All suggestions added. I actually really like that auto map feature, but that's my opinion. Either way, it can now be turned off in the settings. Thanks for finding all of these things to fix for me and being a great aid!

@MONKET: I don't mind at all. I say go for it. I would be honored to have additional content by others.

@TiberiumSoul: The nature of the Screecher is rooted mainly in visual cues, not audio. Giving him a static would not aid in his stalking nature and might cause too much competition with the Creeper's ambience.
User avatar
TiberiumSoul
Posts: 1066
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: Lasting Light V3.1 - 5:4 and CVAR Support!

Post by TiberiumSoul »

Ah, I see I should read a little slower cause I missed that detail about the screecher
User avatar
Ctrl+Alt+Destroy
Posts: 511
Joined: Tue Feb 05, 2013 9:31 pm
Location: In the unknown void of all-surpassing emptiness

Re: Lasting Light V3.1 - 5:4 and CVAR Support!

Post by Ctrl+Alt+Destroy »

I can't seem to get passed the second level of Doom 2 without being killed. Difficulty doesn't matter; it happens on both easy and normal. Is this supposed to happen? I swear I must've only looked at him twice before my life was abducted.

"ALLRIIIGHHHT. Second level. AWESO-" "SCHHREEEEEEEE" *dies horribly*.
Last edited by Ctrl+Alt+Destroy on Sun Nov 17, 2013 8:32 pm, edited 1 time in total.
User avatar
Ral22
Posts: 531
Joined: Sun Sep 05, 2010 12:09 pm
Preferred Pronouns: He/Him
Location: The Fortress of Dr. Radiaki

Re: Lasting Light V3.1 - 5:4 and CVAR Support!

Post by Ral22 »

@Ctrl+Alt+Destroy: This is obviously a glitch you are experiencing. I can't seem to reproduce it, the levels should play out normally. Be sure to check and make sure you are using the latest version of Lasting Light (v3.1) and also check to be sure your ZDoom is not loading any exterior wad, possibly something you set to autoload in the configuration file. (Some people have a skin set, bright map set, alternate HUD, etc. configured to always load.) Any exterior wad could cause conflict with Lasting Light.

Return to “Gameplay Mods”