Re-Exhumed [Public Test 1.2]

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Enjay
 
 
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Re: Re-Exhumed [Public Test 1.1]

Post by Enjay »

That's true, but scaling the characters down (and probably trimming off some of the space above and below the actual character) would make things behave much like they do with the normal Doom font. The characters in the mod are 23 units tall making them quite a bit taller than the Doom small font (they are like, what, 7 pixels tall?). There is a lot of space above and below each character too.

Green lines added by me: Image
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MaxED
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Re: Re-Exhumed [Public Test 1.1]

Post by MaxED »

Image Image
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Enjay
 
 
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Re: Re-Exhumed [Public Test 1.1]

Post by Enjay »

I thought there would be a reason and I guessed that might be it. The Doom font is set up not to have particularly tall/long letters. I suspect that scaling your font down so that it is effectively the same height as the Doom one will make the letters very small.

The other obvious option is to edit the problematic letters so that they don't require all the other characters to have lots of empty padding, or make it so that everything has a caps-like appearance. I can understand if you don't want to do that though because it would change the look of the font. :?
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The Zombie Killer
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Re: Re-Exhumed [Public Test 1.1]

Post by The Zombie Killer »

Spoiler: Missing texture
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armymen12002003
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Re: Re-Exhumed [Public Test 1.1]

Post by armymen12002003 »

Oh this is nice it's been so long since i've exhumed i forgot you gotta shoot the fire pots to go to the next area lol
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Captain J
 
 
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Re: Re-Exhumed [Public Test 1.1]

Post by Captain J »

do'h, do'h and do'h. i really forgot about this game also it's about to be resurrected with freshy zdoom format. i'm really appreciated.
DominicWhite
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Re: Re-Exhumed [Public Test 1.1]

Post by DominicWhite »

I really hope this remake gets completed. I'm very impressed by what I've seen in this little test build, and it'll be a great counterpart to the upcoming port of the Sega Saturn version (a completely different game with shared art assets) that Night Dive/Kaiser are working on right now.

2015: The year we got not one, but TWO completely different Exhumed remakes.
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Medicris
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Re: Re-Exhumed [Public Test 1.1]

Post by Medicris »

I just feel like dropping in to say how impressed I was by this. Seriously, the whole experience just left me awestruck, especially how much it felt like a real Build game. This is definitely a shining example of GZDoom's capabilities.
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Nash
 
 
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Re: Re-Exhumed [Public Test 1.1]

Post by Nash »

Issues so far after a quick runthrough:

1) No HUD for screenblocks = 10
2) Trees and torches can be moved when shot at or hit with the knife. Add Mass 0x7FFFFFFF to them to prevent movement
3) When player stands on a moving platform (like the one above the lava pit in the training area), his player sprite is stuck in "jumping" mode (can be seen with the chasecam
4) Font doesn't scale well on my screen (1920x1200), it appears WAY too huge

Everything else is bloody impressive. This mod has by far THE best usage of fog in any GZDoom map, ever, hands down. It's subtle but it adds so much depth. FogDensity is amazing. Everything else also just feels very polished, like a AAA game in the mid 90's. Can't pinpoint exactly what; it's just the tiny little details that all add up into a very professional product. Awesome job!
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Peter Bark
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Re: Re-Exhumed [Public Test 1.1]

Post by Peter Bark »

Really cool mod! this has been attempted many times over the years, nobody has ever stuck with it though, hope you do!
you should contact www.youtube.com/EvilWeavaloid he started a mod like this and made some PS maps, but his project went on hiatus.
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StrikerMan780
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Re: Re-Exhumed [Public Test 1.1]

Post by StrikerMan780 »

Pretty awesome TC you have here. Very accurate to the original game too. I only have a few minor gripes:
  • Fall Damage is still a bit too high, I had to cheat to not die near the end when you jump into the money pit. Even with full health.
  • M-60 fires a little slow in comparison to the original PC PowerSlave.
  • PC Powerslave allowed you to carry 300 M-60 rounds max, not 200.
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SamVision
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Re: Re-Exhumed [Public Test 1.1]

Post by SamVision »

We need this to hit proper beta before comparing it with the original version, right now the focus should be only on bugs.
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Crudux Cruo
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Re: Re-Exhumed [Public Test 1.1]

Post by Crudux Cruo »

AWESOME!
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Ozymandias81
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Re: Re-Exhumed [Public Test 1.1]

Post by Ozymandias81 »

While I don't know if you've actually added this monster from Powerslave/Exhumed inside next release, I suggest you to take a look to this boss version of mine for Gore... hope this will not bump too much with your amazing thread!
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MaxED
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Re: Re-Exhumed [Public Test 1.2]

Post by MaxED »

Thanks for the feedback, everybody! I hoped that the next update will have a new map, but it's still far from completion, so:

Public Test 1.2:
DECORATE:
Added: mummies can now resurrect fallen mummies (just like in the original version).
Added FORCEXYBILLBOARD flag to all projectiles.
Added: player now has "usefail" sound.
Anubis Zombie: changed projectile damage (1 -> (random(12, 16))).
Anubis Zombie: changed PainChance (100 -> 80).
Mummy: changed projectile damage (5 -> (random(15, 20))).
Mummy: changed projectile speed (4 -> 8).
Mummy: increased projectile acceleration (1.03 -> 1.08).
Spider: slightly increased movement speed (3 -> 3.2).
Magnum: changed the maximum ammo ammount to match the original version (99 -> 300).
M-60: changed the maximum ammo ammount to match the original version (200 -> 300).
Grenades can now be thrown underwater (hotkey only).
Fixed: Blocking Decorations could be moved by projectiles and explosions.
Fixed: When player stood on a thing, his sprite was stuck in "jumping" mode.
Fixed: lowered falling damage recieved by player (1.0 -> 0.6), so it works more like in the original version.
Cosmetic decorate changes here and there to make stuff look a bit more random.
...And more small tweaks I've forgot about.

ACS:
Added Serious Sam-style underwater camera swaying (see qtilt.acs).

MAPS:
Fixed NODES error in MAP01.
Cosmetic changes in MAP01.

MISC:
Changed status bar type from Fullscreen to Normal.
Replaced some sounds which had cracking noises with better recoded ones.

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