[Project] "Knee-Deep in ZDoom"

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chronoteeth
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Post by chronoteeth »

Nmn wrote:What about the grenade launcher itself? Good? Fugly? makes it's way to the rezurz?

No progress on the titlemap as I dunno how to continue it. I aksed for help and some suggestions. Skunk's crash on Phobos was good, but I need something more Aliens-styled, so I'm helping sort out that Corrupted Project stuff to my friends.
Any ideas on the titlemap to help Your mate?
I love the GL!
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TheDarkArchon
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Post by TheDarkArchon »

Sign me up for E1M8's final Betatesting
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Skunk
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Post by Skunk »

TheDarkArchon wrote:The GL sound I had for the current version at Krill's FTP is nice and deep (It's a mix of the sound from Scuba's M40 WAD and the M79 from Operation: Mjolnir. The M79 was supposed to play over the M40 sound as it wa used as a bounce sound but they played together and it sounds good so I'm not gonna bitch about it).
Okay. It sounds good then... but I have yet to hear it and if isn't right it'll drive me up a wall.
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Nmn
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Post by Nmn »

Tormentor667 wrote:I am a bit pissed...
Seconded.
Tell me something I don't know :x
Ninja_of_DooM
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Post by Ninja_of_DooM »

Hmm, What did I miss? I'm still here. And I'm waiting for week. The wad was up-loaded. I haven't put the Intermap thinge in yet, but I will do it in week 3. Can someone run it by me on how to do it again?

But BS is a concern. He should have shown up long ago.
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Nmn
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Post by Nmn »

Grenade Launcher-I hope there will be some tweaks in the future, coding-wise. Rite now, the grenades are so fast and hard to control it's much easier to kill myself than hurt anything else. Also, a smoking tracer (a'la Skulltag, or a sprite left behind, can we edit Doom actors via decorate? Edit the grenade projectile then and add a tracer of smoke) would be useful to see where the damn thing is heading. It bumps off barrels, hurting them but don't explode. Those are my current issues. Other than that, it's nice :biggrin: , not mr green.
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Krillancello
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Post by Krillancello »

I'm currently working on something, initially for my own benefit, that might be useful for KDiZD; though I onno if there would be time/effort left to put it into the project, what with all the other work that has to be done.
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Nmn
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Post by Nmn »

What is it then?
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Risen
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Post by Risen »

Since when was I M7 in Week 1 as well? Oh well, no problem with it (as it is over now), but just wondering.

Let's see here...

- I haven't forgotten about the description, I am working on it.
- It is wednesday, anyone going to post screenshots? I will be doing so later tonight.
- NiGHTMARE, M2: Have you tried and cleaning tools? Other error checkers? deleting things until you find the offending area?
- would like to see revised launcher, still.
- Ideas for titlemap: I don't think it needs to be too complex. Even if it is just a nice visual thing, I would be happy with that. I've seen some screenshots, you call that little done? Best thing I can do for you is chat real-time. Find me on ICQ, 18:00-23:00 GMT -5. I haven't seen you on yet.
- Updating TERRAIN into resource wad now.

Krillancello: What is this thing you are talking about? Also, SFTP is not working again.
Last edited by Risen on Wed Feb 02, 2005 5:06 pm, edited 1 time in total.
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Krillancello
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Post by Krillancello »

Well, it seems I've done all I can do with it... ftp://66.27.139.97/zdoom/scope.zip (Just /scope.zip for ZDoom account.) The map's only purpose is testing. Open the console and puke scripts 253 and 254 to see what I've made... puke 255 to reset it.
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Enjay
 
 
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Post by Enjay »

Dunno if it's a Zdoom problem or something with the WAD, but when you have the view mask up and you run with the status bar, the Doomguy face flickers on screen briefly every time it animates.

Cool though.
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Your Name Is
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Post by Your Name Is »

Can I be in on the final beta testing?
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Krillancello
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Post by Krillancello »

I fixed it so it doesn't draw on the statusbar... I need to figure out how/if I can disable it when the automap is up (I doubt Doomguy would use binoculars or a scope to view his automap.) :oops:
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Risen
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Post by Risen »

NiGHTMARE wrote:In E1M2 I fixed all (I think) the issues that have been raised, other than the floor waggling reactor. There's still a bunch of misalignments in the computer maze, though ;).
Well, I just ran through it, and I am going to raise a bunch more! :)

- The start point isn't where it should be.
- There's still 30 secrets. That can't be right. Also, you removed the 'ammo boxes' secret out by the soulsphere.
- The door inside the sludge tunnel secret is not passable. My intent was that it should be.
- The blue key secret doesn't count unless you jump on the top of the rock. This means you might not get credit for the secret, even if you grabbed the key.
- Is it really necessary for the blue room to be a secret? It's already a secret to find the key.
- The lift which is barred at the beginning is still very easy to break. Anything unexpected will make it impassable from then on.
- using bludoor textures to surround force fields is, in my opinion, poor taste. Surely something better can be found for that.
- the changes to the green pillars by the soulsphere look great outside, but they look poor inside. Can you make that look a bit nicer?

Heh, those textures were all aligned when I passed it along in round 1!

Resource is also updated to include TERRAIN now.
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Nmn
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Post by Nmn »

What Risen said, plus
-Reactor Cores still operate badly. They suppose to waggle, not move down.
-Forcefields are too simplistic. They shoud bounce the player back a bit (thrust)
-the exit room lacks something a bit
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