[V2.2] Project D.E.S.

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Ryan Cordell
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Post by Ryan Cordell »

none wrote:well,thats the message I get in those exact words.I don't know why it would say this but it does.Also I just (re)downloaded it and got the same message so it isnt an old version.
Are you sure you are using ZD 2.1.1 or the latest GZDoom for this?
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Unknown_Assassin
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Post by Unknown_Assassin »

Pretty cool. There are some very good and realistic effects.

There is one problem I see so far (though I haven't played through every level). On level 6, The Crusher, it lags like a bitch when you activate the switch to crush the Mastermind. Oh yes, on level 15, The Industrial Zone, it also lags like hell, probably due to a lot of monsters (not really sure).

Most of the problems that have been said earlier that I also had observed.
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Alterworldruler
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Post by Alterworldruler »

This lags even on zdoom 2.1.1?
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Ryan Cordell
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Post by Ryan Cordell »

Unknown_Assassin wrote:Pretty cool. There are some very good and realistic effects.

There is one problem I see so far (though I haven't played through every level). On level 6, The Crusher, it lags like a bitch when you activate the switch to crush the Mastermind. Oh yes, on level 15, The Industrial Zone, it also lags like hell, probably due to a lot of monsters (not really sure).

Most of the problems that have been said earlier that I also had observed.
Happens when they bleed because of their pain state.

That's one of the major problems I've listed on the first page, unless ZDoom is advanced enough to edit bulletpuff's (along with a 'HitFleshActor' kinda state), I'll have to resort to using hacks (Such as spawning droplets of blood whenever they're hurt) such as that..
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Unknown_Assassin
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Post by Unknown_Assassin »

Yea, you should really fix that. It wouldn't let me go to the menu button and quit when it became really laggy.
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Ryan Cordell
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Post by Ryan Cordell »

Only way would be to remove the additional pain code for the Cyberdemon Lord and the Spider Mastermind.

As of yet, you can't edit the hardcoded bulletpuff. Nor is there even a 'HitFleshActor' style of a state. :P
TomD666
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Post by TomD666 »

Well by improve I meant add the special FX and shell ejections... (possibly reloading too)

But whatever.
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Ryan Cordell
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Post by Ryan Cordell »

TomD666 wrote:Well by improve I meant add the special FX and shell ejections... (possibly reloading too)
As I said before, weapon mod compatibility. Sorry.

If people are gonna be that desperate, there might be something I could do to include a few more weapons and upgrade them for DES. But for now, just to improve the other things.
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Enjay
 
 
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Post by Enjay »

You could make an optional weapon mod intended for use with D.E.S. put all the weapon specific stuff in it and keep all the non-weapon stuff in the main WAD. That way people could play the main D.E.S. with any weapon mod they wanted or one tailored specifically to it.
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Ryan Cordell
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Post by Ryan Cordell »

Enjay wrote:You could make an optional weapon mod intended for use with D.E.S. put all the weapon specific stuff in it and keep all the non-weapon stuff in the main WAD. That way people could play the main D.E.S. with any weapon mod they wanted or one tailored specifically to it.
That's where irony steps out, m'boy. A friend made a weapons mod just intended for DES named.. Ironically, DEE (Though it'll probably start sounding kinda silly if it keeps being used, the first two letters.) sounds just like DES, I guess anyone from Skulltag forums might know a friend of mine, or a user there named 'Hellraiser'
Yes Chrono, the one with the glossed M16. :lol:
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Post by Hellser »

You had to bring me up, did ya Blade? Yes I'm making DEE-SE (Destiny's Extent - Special Edition) and DEE (Destiny's Extent), a weapons addon for DES, kind of hard when I'm trying to find 'original' weapons and learning Weapon Decorate at the same time AND fixing up weapons AND copyin' and pastin'.. whoo alotta work. I should stop lollygagin' and start makin'. I'd put up DEE right now on my FileFront but ya'll probably end up laughing at it *sniffle*. But I musn't run away! I have a job to do! *goes to the ZDooM wiki and XWE*

Edit:
Do to the nature of Blade's work, he has to make it harder for me :(.
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Ryan Cordell
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Post by Ryan Cordell »

Updated to v2.0. Read the first page for some slight details. :P
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Phobus
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Post by Phobus »

Whilst all these effects and stuff are cool, have you actually played any wads with it yourself?

I tried it out in warpzone, and couldn't get out of the first building of the brick area, even in skill 3 (as opposed to my usual 4) the main issue is the zombies, which suddenly kick ass like they never have before, and result in quick, mean deaths.

So I figured, maybe Warpzone is a bit harder, but what about Scourge? That's very easy...

Well, it most certainly isn't now! The lost soul at the beggining of MAP01, combined with the wildly overpowered zombies made it impossible. Decrease difficulty to remove lost soul, I *just* got through after several attempts. Then I started notiing other issues. The stimpacks and medikits random health replenishment might be clever, but it's not helpful. The soulsphere only top out to 100 now, making it pretty useless compared to what it used to do. Then the berserk gave me no health, taking away what I used it for in MAP04 completely (make health 100 at the beginning of the level). Plus, the torches hurting strikes me as silly. The number of levels where torches have to be walked near (like lining a staircase or something) makes that feature irritating. Also, the monsters can just walk into them and kill themselves. I heard about 4 monsters die at the start of a level, just because they start near torches.

Also, the random monstering looks a bit risky. Those zombie variants can make or break a level quite easily, especially because they all shoot like chaingunners now. Oh, and one more thing, the hell knight/baron of hell slime balls totally dissappear in the dark. Fighting one of them over a blinking light is a real challenge of guesswork.

Sorry, but as is, the monster item dropping bug in 2.1.2 was more playable than this. (I could still play and win difficult levels. With this, I can't even win stupidly easy maps without having to make numerous attempts.)
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Ryan Cordell
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Post by Ryan Cordell »

The main problem out of all the Zombies can be the Pistol toting one. I'll set it to Strifedamage or such.

The torches, being hurt by it was somewhat visible in ICD-SE too, but I can remove it if it annoys even many people, but I'll be thinking about it.

There are two Lost Souls now, yeah. Forgotten and the original-ish one. Forgotten might be the younger version, but he attacks more wildly.

I'll see how much I can tone down the zombies attack power.

HellKnight and Baron projectiles, I prefer to call them 'Hellfire' projectiles. :P
I'll see if I can make them bright enough again.

EDIT: Although my intention for the Shotgunner WAS to be pretty deadly.
EDIT2: Alright, seems as most of the problems are kind of fixed now. Any others you willing to report besides the ones already stated on page 1?
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Kappes Buur
 
 
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Post by Kappes Buur »

Why are there three SCRPTS lumps present?

I am getting this message: Could not find autoloaded ACS library DLO_OBJ
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