Re: Winter's Fury: 1.2 Polish Update
Posted: Thu Nov 14, 2013 7:55 am
Now that's dedication to your craft! Thanks for putting the effort into further polishing the WAD, Pyro! I'll be sure to give it another go soon!
The Ice Archvile didn't get reduced damage, but instead lost a lot of health. Instead of taking 7-8 rockets to kill, it now only takes 5-6. I still wanted to maintain a high damage output so it is still a large priority, much like the original Archvile.idGamer wrote:If I might make a suggestion, maybe you should weaken the Ice Arch-Vile a little bit. I always thought his ice dart attack was a little too powerful.
Unfortunately, I haven't done very much to change the lag in the mod. I believe there was a discussion about this in an Off-Topic thread a while ago which has probably been removed, where I came to the conclusion that the mod is designed to work on modern computers, and modern computers only. That shouldn't stop anyone from trying though, considering I made and tested the mod on a 2gb ram toaster.Captain J wrote:ooh i didn't know it was still not dead yet! glad to see it's not lagging anymore...well, least litte bit.
I'll upload a one to MediaFire in a moment.Ribo Zurai wrote:Is it possible for the file be reuploaded somewhere else? My computer seems to hate Google Drive and won't finish the download, ever.
It seems to work fine for me? I played through the whole of MAP01 without problems, so I don't know what is going on there. I used the Polaris version from idgames archive.chronoteeth wrote:Is there a version without the custom weapons? The polaris winter themed weapon pack fits really well with this, and I wouldn't mind using that.
Hah, my bad. Does this actually cause any problems, or is it just a preference thing?Ed the Bat wrote:Ahh, was kinda hopin' the playerclass declaration would finally get moved to MAPINFO where it belongs, and away from the demon that is KEYCONF... =P
On its own, it doesn't cause any real problems. It's just that, if someone wanted to, say, load a custom playerclass mod on top of this (using the proper MAPINFO method), it won't work because KEYCONF is tyrannical that way.Pyroscourge wrote:Hah, my bad. Does this actually cause any problems, or is it just a preference thing?Ed the Bat wrote:Ahh, was kinda hopin' the playerclass declaration would finally get moved to MAPINFO where it belongs, and away from the demon that is KEYCONF... =P
That sounds good.Pyroscourge wrote:The Ice Archvile didn't get reduced damage, but instead lost a lot of health. Instead of taking 7-8 rockets to kill, it now only takes 5-6. I still wanted to maintain a high damage output so it is still a large priority, much like the original Archvile.
Spoiler:
hmm, that's too bad these's no ways to make it less-lag. but i'll give a try if i get a much better video card then.Pyroscourge wrote:Unfortunately, I haven't done very much to change the lag in the mod. I believe there was a discussion about this in an Off-Topic thread a while ago which has probably been removed, where I came to the conclusion that the mod is designed to work on modern computers, and modern computers only. That shouldn't stop anyone from trying though, considering I made and tested the mod on a 2gb ram toaster.Captain J wrote:ooh i didn't know it was still not dead yet! glad to see it's not lagging anymore...well, least litte bit.
Spoiler:
So, uh, hey! Glad to see this got worked over again. I might give it another spin to see what's been tweaked; at the very least, I can rework whatever I wrote about the agony that was grinding down boss health bars.Pyroscourge wrote:After a long year of procrastinating and engineering, I have finally reached that point where everything starts to slow down again, so I can put out more work. Something which I have wanted to do for a while is update Winter's Fury, because there were still a few bugs here and there along with weirdly designed areas and hard gameplay in random places. So this patch is designed to 'polish the hell out of it'. I intended to release it on the anniversary of its original release, but I finished early.
I will admit that 'tweaked' would be the correct word to describe the boss changes. Note that the previous health amounts remain the same if playing on hard, and are noticeably less on each difficulty drop from there.kmxexii wrote:So, uh, hey! Glad to see this got worked over again. I might give it another spin to see what's been tweaked; at the very least, I can rework whatever I wrote about the agony that was grinding down boss health bars.
Code: Select all
Log started: Thu Nov 21 09:55:39 2013
I_Init: Setting up machine state.
CPU Speed: 2612 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Phenom(tm) II X6 1035T Processor
Family 16 (16), Model 10, Stepping 0
Features: MMX MMX+ SSE SSE2 SSE3 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.36
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Tried to register class 'ShotgunCasing' more than once.
R_Init: Init Doom refresh subsystem.
Script error, "Winter's Fury.wad:DOOMDEFS" line 616:
Warning: dynamic lights attached to non-existent actor NashGore_ZombieMan
Script error, "Winter's Fury.wad:DOOMDEFS" line 621:
Warning: dynamic lights attached to non-existent actor NashGore_ShotgunGuy
Script error, "Winter's Fury.wad:DOOMDEFS" line 626:
Warning: dynamic lights attached to non-existent actor NashGore_ChaingunGuy
Script error, "Winter's Fury.wad:DOOMDEFS" line 820:
Warning: dynamic lights attached to non-existent actor NashGore_LostSoul
Script error, "Winter's Fury.wad:DOOMDEFS" line 1097:
Warning: dynamic lights attached to non-existent actor NashGore_Archvile
DecalLibrary: Load decals.
Execution could not continue.
Script error, "Winter's Fury.wad:DECALDEF" line 582:
NashGore_ZombieMan is not an actor.
'The flower that can take a Harsh Weather is much beatutiful than the other ones.'idGamer wrote:Also, do those white flowers have some hidden meaning? I've played up to halfway through MAP02, and I've already seen one on each level.