Hodgepodge v0.3 Test #2 has been released. Thank you to those who've been patient for the past 3 months.
Test #2 features a whole list of improvements. Check the OP for more details.
Here's a changelog I definitely did not copy/paste from the OP.
Spoiler:
-Map 1 is now completely overhauled!
-Optional Custom DOOM 1 textures have been implemented. (Map 1 only, Addon required)
-A new "shuffle" feature has been added to the music menu. The shuffle feature randomly picks one of the songs you have the option to play for a specific map. (Works on all current maps)
-A new custom decoration has been added (Map 1 only, addon required)
-Those fancy new-fangled ACS scripts are now used to their fullest extent! (Map 1 only)
-Zandronum compatibility was fixed.
-Zandronum compatibility was broken again.
-Deathmatch levels were removed. (They were dumb and bad)
-Cleaned up some texture work on Map 1.
-Rebalanced some monsters again on Map 1.
-Implemented custom items from a side project that are currently unused, but will be used at a later point.
Re: Hodgepodge v0.3 [Test #2] (Update: Pg. 3)
Posted: Tue May 22, 2018 8:12 pm
by catoidi
Hey there, it's been a while (again) since I posted an update. Back in my last post, I had the assumption that I would be able to devote more time into working on these maps, however, some IRL stuff happened, and that was not the case.
Either way, I've been working on and off on the mod for the past two weeks and I've got some things done that I can share to let you know that this mod is still not dead.
1. I've been working on improving compatibility with the more complicated gameplay mods. One thing I noticed is that how I had done attaching scripts to keycards would cause certain mod added keycards to break the map. To remedy this, I added an optional script as a workaround for this issue. This script is one that will run constantly until you pick up a keycard, so for the sake of ACS, do yourself a favor and only turn this on if you actually encounter the issue. Another thing I had noticed is the performance hit my maps had caused due to my use of line portals. With each portal I added, my frames dropped by ~25%. So, instead of relying on Zandronum's lack of features, you can now disable line portals from the menu. Also, line portals are now only available when running the Addon mod, since if you can't run the addon, you can't use line portals either. This was actually something I wanted to add before, but I had known a lot less about ACS than I do now, so I could never figure it out.
2. I have revamped the Addon mod. Many of the new things I want to add are already in it, but there are a few things I still need to add. Some of the new things include: More clear descriptions on what options do, the ability to change the level music WITHOUT restarting the level, the same goes for the skybox script, and just better organizing of the items in the actual menu itself. Also, regarding the menu, for any first-time user (well, anyone playing this specific version, that is), there will now be a pop-up appear the moment you load up my map for the first time, warning you to go to the hodgepodge menu before you start playing, so that people don't run into problems like running zandronum compatibility mode on GZDoom for instance. The first-time warning is disabled via an option on the main page for the mod menu.
I will release a new version of the mod once I fix some new jarring bugs and implement some important changes to all 3 maps. Once this is done, I can finally do what I promised long ago and finish the third map.
Re: Hodgepodge v0.3 [Test #2] (Update: Pg. 3)
Posted: Wed May 23, 2018 7:50 pm
by catoidi
Bonus update: Next version I release will be considered the release candidate for v0.3 and the finished level 3 will be pushed to v0.4. There's been a crazy amount of changes between v0.2 and now, regardless of the progress on map 3, it would be a bit silly not to.
Also here's this thing:
Re: Hodgepodge v0.3 [RC #1] (Update: 5/28/18)
Posted: Mon May 28, 2018 8:25 pm
by catoidi
That update I talked about in my previous post(s) is out. Grab it while it's hot.
Here's a changelog I copy/pasted from the OP.
Spoiler:
-Map 2 is now ~50% ACSified. Basically the same thing I did to Map 1 in the previous update.
-Some compatibility scripts have been added for those using mods that like to break my scripts.
-Zandronum compatibility has been broken again. (It really is a PITA to NOT break, tbh.)
-The Addon file is now at Version 4, featuring new options to mess around with. (Some options are unimplemented. This will be fixed in the next update.)
-A new "first time warning" appears whenever using the newest version. This is to make sure the map isn't unplayable on any newcomer's first playthrough. The warning is disabled by toggling an option in the menu.
-A placeholder episode 2 map 2 has been added, but is inaccessible by conventional means. The only way to access the map is to either use console commands or uncomment the episode in the .pk3 file.
-A finished Map 3! (Not really.)
This update has pretty much everything I want to have in v0.3, except for a few core things still needed to be added. When everything for v0.3 is finished, I can work solely on getting what I need for v0.4, aka the third map, without any form of distraction. So hopefully I'll actually do it this time.
EDIT: I've also been thinking about doing video updates so I can better show off all of the new stuff I've worked on. I'd love to hear your feedback and thoughts on this.
Re: Hodgepodge v0.3 [RC #1] (Update: 5/28/18)
Posted: Thu May 31, 2018 6:16 pm
by Voltcom9
Video updates could be cool to see progress of the project,
Re: Hodgepodge v0.3 [RC #1] (Update: 5/28/18)
Posted: Fri Jun 01, 2018 5:05 am
by isaacpop23
Ooh updates, all the fancy keys.
I typically don't care to watch many videos, but as long as there's a change-log and stuffs outside it, there's not much reason to not do it.
Re: Hodgepodge v0.3 [RC #2] (Update: 6/16/18)
Posted: Sat Jun 16, 2018 4:17 pm
by catoidi
New update time, this time making use of some old placeholder scripts I told myself I would do later. Also, I've found the sprites I've wanted for my replacer scripts in the Addon, only thing left to do is code them into the maps.
Here's a screenshot with some of the new stuff, including a revamped outdoor area for Map 2:
My exams are finished, so I will have a lot more time to work on these maps (maybe).
As usual, more info about the update and download links are already included in the updated OP, go there if you want that for some reason.
Also:
Voltcom9 wrote:Video updates could be cool to see progress of the project,
isaacpop23 wrote:Ooh updates, all the fancy keys.
I typically don't care to watch many videos, but as long as there's a change-log and stuffs outside it, there's not much reason to not do it.
I didn't really elaborate as to why I wanted to do video updates in the first place, so here's a little breakdown as to how I would handle them.
-The videos would not replace the posts and changelogs I already make now.
-I wanted to do this because I felt like I can't really explain what's in an update from a simple wall of text. Things like scripted events are much better shown than told.
-These videos would only be done whenever there is a major update, so that I don't spend more time making update videos than actually updating the mod.
-It could potentially introduce the mod to a new audience. (That audience being youtube.)
But, this isn't really something that is absolutely needed, so there's no purpose in doing it if everyone else feels that there's no purpose to watching them.
Anyways, be sure to let me know of any bugs or such in this version of the mod, and also tell me if you find anything that very obviously breaks in Zandronum, so I can make myself a list of what I need to fix.
EDIT: Also, as a side note, I don't really like the fact the fact I've got to include the doom 1 texture pack for my custom texture script. I want to tinker around with making using Wadsmoosh a requirement to use the custom textures. This way, I won't have to worry about having stuff in my map I don't have the rights for, since the textures will already be in Wadsmoosh. I'm not saying I'm making Wadsmoosh a prerequisite to using Hodgepodge, or even the addon. Not everyone who owns DOOM 2 own all of the official doom titles. It would only be a requirement if you are using that specific script. Oh, and also this would mean that Zandronum users would get to use the texture script as well, since the addon wouldn't need to host the textures anymore, as soon as I fix the compatibility.
Re: Hodgepodge v0.3 [RC #2] (Update: 6/16/18)
Posted: Sun Jun 17, 2018 6:10 am
by isaacpop23
Ran through all the available maps, and they're still fun to play through! The only problem I have is the obtuseness of some of the secrets. While I'm not going to make a comprehensive list right now, things like how to get into the teleporter room in the dark maze of map 02 (and by extension the Yellow key as well), took pulling up the map in Doom Builder to figure out (Given that this is a common issue for me, I'm starting to wonder if this is an issue on my end or if people just in general make painful secrets).
Meanwhile, I love all the stuff done to Map 01, the humor and such are great, I hope some of it makes its way into other maps.
Re: Hodgepodge v0.3 [RC #2] (Update: 6/16/18)
Posted: Sun Jun 17, 2018 10:27 am
by catoidi
isaacpop23 wrote:Ran through all the available maps, and they're still fun to play through! The only problem I have is the obtuseness of some of the secrets. While I'm not going to make a comprehensive list right now, things like how to get into the teleporter room in the dark maze of map 02 (and by extension the Yellow key as well), took pulling up the map in Doom Builder to figure out (Given that this is a common issue for me, I'm starting to wonder if this is an issue on my end or if people just in general make painful secrets).
Meanwhile, I love all the stuff done to Map 01, the humor and such are great, I hope some of it makes its way into other maps.
Thanks for the feedback. For me, the sweet spot for a good secret involves balancing the difficulty of finding it based on how much the secret item is worth. For example, finding the Super Shotgun in Map 2 should be a bit harder to find than finding some bonus medikits. When I originally made the secrets, I thought that these secrets would be easier to understand for people who have played through doom 1 and 2, since most of the secrets are directly based off their original counterparts, though looking back at it now, I thought maybe I should make finding the secrets a little less evil. I went back and did this in Map 1 in a previous update, and am currently in the process of doing the same to Map 2.
BONUS EDIT: I was looking around at the ZDoom wiki to look up about activating secrets via ACS, when I stumbled upon this page. I did not know this thing existed until now.
So, starting from now, if you are having trouble reaching a certain secret on one of my maps, you can use the 'secret' command in the console and it will pull up a detailed guide on how to reach every secret. Now, if you are the type of person who likes discovering things on their own, do NOT use this. This might spoil the fun of a secret being a secret.
Re: Hodgepodge v0.3 [RC #2] (Update: 6/16/18)
Posted: Fri Jun 29, 2018 11:10 pm
by catoidi
Alright, I've surprisingly still been working on this mod since my last post 2 weeks ago. With this, I've got quite a few things to tell:
1. I will not release another iteration Hodgepodge until I have finished EVERYTHING i want in v0.3. This does not include Level 3, since that has now been pushed to v0.4.
2. There is now a brand new test level you can access via the options menu, called the "Hodgepodge Script Test Level". This level is there for me to test all of my important scripts and whatnot. If you are interested in getting a taste of some future content, here's your chance to do so.
3. The Wadsmoosh integration is now around 85% complete. All custom Doom 1 textures that were used by the addon now require Wadsmoosh to use. Custom skies also require Wadsmoosh. I've yet to replace the extra music. This does not mean Wadsmoosh is required to play this mod. It is only used for bonus custom stuff that is just mostly quality of life stuff.
4. The addon menu has been completely revamped. There is a seperate menu for skyboxes whenever you are using either Wadsmoosh or Doom 2.
5. In the addon menu there is now a copy of the changelog in this post's OP. In this menu, there is also a roadmap of what I plan to do in future versions of Hodgepodge, so that you can get a better picture of what to expect next from this mod.
I also want to talk about some stuff that I want to do with this in the near future.
1. I want to reintegrate the Addon file back into the Main file. Why would I do this? The reason I made it a separate addon file in the first place is so that I can keep all of the non-Zandronum compatible stuff out. But at this point, Zandronum compatibility is broken beyond repair. If people don't have a problem with this, this means that loading the mod will become simpler, and more new and exciting features added in recent versions of GZDoom can be implemented. This also means that the mod will perform better due to it not having to run a new set of scripts just to compensate for Zandronum's lack of features.
2. After I have finished replacing all of the placeholder stuff with actual stuff and finish the scripts for level 2, I will declare v0.3 finished. After this, I can focus completely on making level 3 for v0.4. The currently unfinished version of v0.3 will probably have it's currently completed segments revamped in the process.
3. My current plans for reaching v1 of Hodgepodge involve implementing every script and actor I want to add, completing the 8 main levels and 3 secret levels for episode 1, and adding an optional custom boss fight. This will probably not happen for a few more years, though. If I somehow manage to complete v1, I can also work on making the other 2 episodes as well.
And that's all I got for now. I'm surprised that some of you have stuck around this mod for so long. It's only a couple months away from the 2 year anniversary of this mod's creation, and I haven't even gotten 3 complete maps out yet. Hopefully that will change in the future.
Re: Hodgepodge [final update]
Posted: Fri Dec 07, 2018 9:10 pm
by catoidi
hello. it's been a while, hasn't it? as you may have assumed from the title bar, i have decided to cease development of hodgepodge. i've posted more details in the original post, but here's a copy/pasted version of it so you don't have to click back to the first page.
Spoiler:
it saddens me to say that i am no longer developing Hodgepodge, nor will it be developed anymore in its current state. truth is, the mod has been dead for quite a while now, i have just been telling myself that i would eventually pick it back up again, however that day never came. the latest change to the mod was made around 5 months ago. ive barely touched the mod since then.
there are three main reasons why i have stopped working on this:
-my attempt to keep this Zandronum compatible.
-i kept trying to implement or streamline certain features of the maps while at the same time ignoring the ever-growing pile of unimplemented features that needed to be worked on. this just kept growing and growing until it eventually overwhelmed me.
-ive almost completely lost the enthusiasm i originally had over 2 years ago for making maps. there is still a part of me that wants to continue working on this, despite its glaring flaws, but i always lack the motivation to go through with it.
the vision for what i wanted these maps to be has changed a lot since i originally made it. when i created the first map, i was very new to the concept of mapping, even newer to UDMF, which this was only the 2nd map i've made in that format. my first map being for a long forgotten """""project""""" of mine way back which does not really deserve mentioning. upon working on map 2, i began running into issues with working with the limitations of using a UDMF map and not using any ACS because i didnt know how it worked back in 2016. i gave up once i had reached the 3rd map and went back and started working on adding in proper scripts to do the things i wanted. another issue i ran into was my attempt to keep it compatible with Zandronum whilst still using features exclusive to GZDoom. had i not even attempted to make it compatible with Zandronum in the first place oh so long ago, i would probably still be working on this. there are so many different scripts and line actions in the maps meant to be used by one of two different engines it has made trying to change something in the maps a chore.
i know that there were a couple people who had played and enjoyed my maps, even a few who went out and made Youtube videos about it that i didnt discover til a year after they made it. To you, i'd like to say thank you for expressing your interest in these maps, because i probably would've stopped working on this long before had it not been for it.
now, i wouldnt be making this update on the original post itself if i didn't have anything to offer. ive uploaded the final update to this mod and the download link will be below. i dont remember what i changed. it has been a long time since i have tinkered in the code. what i do know however is that this version is most likely a lot more buggy than the previous version. there were things i was attempting to work on but later abandoned. i highly recommend using the addon file alongside the main file, as i cant guarantee the mod will work 100% without it. you are completely free to tinker around with and make your own versions of these maps, since i dont see myself doing so. all i ask is that you credit the people who made the resources ive used in the mod. download the main file here. download the addon file here.
and lastly, if i ever work on this in the future, what i would do is take all of the parts of the mod that i liked and start from scratch. give it a new name, too. maybe even figure out how zscript works while im at it.
however, don't expect anything like that to come to fruition soon.