[TCoTD : Apocalypse] Tchernoborg Replacement for Thamuz?
The uber nightmares are clearly bugged and massively overpowered, it takes about 10 tries just to run and hide in a shelter from them when the siren goes off. Just replacing them with regular nightmares are all that's needed. Also, I was only aware that I needed to get into a moon shelter from reading this thread. Would it be possible to add some hints in the form of onscreen messages, or possible other notes, to the gameplay?
- Serious Cacodemon
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GZDoom always crashes on me without an error message a while after the siren has been sounded, so the farthest I'm able to get without resorting to cheating is after the fight with the three larger spiders.
EDIT: Okay, I think the problem's only occurring when
EDIT: Okay, I think the problem's only occurring when
Spoiler: Solution for hiding from the 'uber' NightmaresEDIT 2: And I can also confirm that saving anytime after the first siren also crashes GZDoom as well.
- Tormentor667
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I seemed to be able to find the bug that's responsible for the crash and fixed it. I will upload a new version right now, also with some secrets and gameplay changes like a stronger pistol and a weaker Uber-Nightmare. Also the time between the start of the siren and the uber nightmares has been enlarged to make sure that you can get back into a shelter even if you are in the church. Other changes as well, just try it then.
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Instead of having the Uber Nightmares killing you instantly with one hit even with god mode, what if they take like 50% of your health (heavy damage) and they'll kill you with more than two hits if without god mode and can you try to make it possible to either make the Uber Nightmares killable or slow them down with your weapons?
- Tormentor667
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New File Online
http://rapidshare.com/files/65881001/tc ... a.zip.html
http://rapidshare.com/files/65881001/tc ... a.zip.html
Mkay, played through a chunk of the newest build. Glad you decided to put in dual pistols, though I gotta say I didn't get a chance to pick up another pistol before the game crashed.
Oh yea the crash, heh. I was actually playing in Skulltag at the time, so this may not apply to GZDoom (and I think a couple of folks have already mentioned this). Anyways, when the first siren started to blare, Skulltag crashed. I didn't get a crash report or anything, it was sorta weird.
As for the dual pistol, where are you able to actually pick one up?
And lastly, I have some animated candle sprites that you may want. They're actually from D64, but they would fit perfectly with this (the Doom candles just don't cut it IMO). I've got the DECORATE and the dynamic lighting definitions all done, just let me know if you want them
*EDIT*
Oh, almost forgot to mention something else. The ammo icons for the Shotgun are a little off (again, this was in Skulltag, it may be different for GZDoom). Anyways, your using the shotgun pickup sprite for the main ammo and the regular shotgun ammo pickup sprites for the clip (or is it the other way around? Can't remember...). Anyways, the shotgun cuts off the ammo numbers and the shells are offset to far down. I would recommend using the box of shells for the ammo counter and the 4 shells sprite for the clip.
Oh yea the crash, heh. I was actually playing in Skulltag at the time, so this may not apply to GZDoom (and I think a couple of folks have already mentioned this). Anyways, when the first siren started to blare, Skulltag crashed. I didn't get a crash report or anything, it was sorta weird.
As for the dual pistol, where are you able to actually pick one up?
And lastly, I have some animated candle sprites that you may want. They're actually from D64, but they would fit perfectly with this (the Doom candles just don't cut it IMO). I've got the DECORATE and the dynamic lighting definitions all done, just let me know if you want them

*EDIT*
Oh, almost forgot to mention something else. The ammo icons for the Shotgun are a little off (again, this was in Skulltag, it may be different for GZDoom). Anyways, your using the shotgun pickup sprite for the main ammo and the regular shotgun ammo pickup sprites for the clip (or is it the other way around? Can't remember...). Anyways, the shotgun cuts off the ammo numbers and the shells are offset to far down. I would recommend using the box of shells for the ammo counter and the 4 shells sprite for the clip.
Last edited by Mechadon on Sun Oct 28, 2007 6:07 pm, edited 1 time in total.
- DBThanatos
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Mechadon wrote:Mkay, played through a chunk of the newest build. Glad you decided to put in dual pistols, though I gotta say I didn't get a chance to pick up another pistol before the game crashed.
Oh yea the crash, heh. I was actually playing in Skulltag at the time, so this may not apply to GZDoom (and I think a couple of folks have already mentioned this). Anyways, when the first siren started to blare, Skulltag crashed. I didn't get a crash report or anything, it was sorta weird.
As for the dual pistol, where are you able to actually pick on up?
And lastly, I have some animated candle sprites that you may want. They're actually from D64, but they would fit perfectly with this (the Doom candles just don't cut it IMO). I've got the DECORATE and the dynamic lighting definitions all done, just let me know if you want them
*EDIT*
Oh, almost forgot to mention something else. The ammo icons for the Shotgun are a little off (again, this was in Skulltag, it may be different for GZDoom). Anyways, your using the shotgun pickup sprite for the main ammo and the regular shotgun ammo pickup sprites for the clip (or is it the other way around? Can't remember...). Anyways, the shotgun cuts off the ammo numbers and the shells are offset to far down. I would recommend using the box of shells for the ammo counter and the 4 shells sprite for the clip.

Perhaps would be a little more helpful if you have tested the mod with the engine it was created for (i know both are similar, but well...).
ohh and about the candles, those doom64 actually could look good here

Anyway, Im downloading right now...
DBT
Yea I know, that's why I mentioned it was Skulltag and not GZDoom. They are very similar, so I thought mentioning that crash wouldn't hurtDBThanatos wrote:
Perhaps would be a little more helpful if you have tested the mod with the engine it was created for (i know both are similar, but well...).
ohh and about the candles, those doom64 actually could look good here
Anyway, Im downloading right now...
DBT

- DBThanatos
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Great job with the railings, it just feels so much better. A couple of things:
- why don't you just call [wiki]Thing_Stop[/wiki] in the 'read notice' scripts, instead of having to provide a separate 'kill messages' key?
- Have you considered using the [wiki]HudMessage[/wiki] type HUDMSG_LOG to write the contents of a note to the console so the player can review the text at a later time? It might be by design that the player has to memorise or take notes, however. (By the way, I'll have a first draft of the revised notes by tomorrow night.)
- On a similar note, how about a fullbright marker to indicate where the pitchfork has fallen once thrown, as finding it can be extremely tricky at times? I understand this might also be by design. If it is, you might want to place several more pitchforks in the game, in case the player loses theirs. (It happens...)
Keep up the good work.
Spoiler:Also a few suggestions:
- why don't you just call [wiki]Thing_Stop[/wiki] in the 'read notice' scripts, instead of having to provide a separate 'kill messages' key?
- Have you considered using the [wiki]HudMessage[/wiki] type HUDMSG_LOG to write the contents of a note to the console so the player can review the text at a later time? It might be by design that the player has to memorise or take notes, however. (By the way, I'll have a first draft of the revised notes by tomorrow night.)
- On a similar note, how about a fullbright marker to indicate where the pitchfork has fallen once thrown, as finding it can be extremely tricky at times? I understand this might also be by design. If it is, you might want to place several more pitchforks in the game, in case the player loses theirs. (It happens...)
Keep up the good work.
- Serious Cacodemon
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- DBThanatos
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About what skippy mentioned of bright pitchfork, I think would be nice to be able to get a few of those, because as is right now, the pitchfork can be crushed by a closing door if accidentally ended there... I dont need to mention how bad is that.
The spiders are actually too healthy, i think those should be weakened a little.
Also, the life essence heals you too little ( believe it heals you 5%), I think would be better if at least it healed you 10 or maybe 15%. And the armor Skulls may need be scaled down, those look too big to me.
About the church puzzle, I was disoriented too. I saw the red arrow of "where to start the path" but once there, I couldnt see other clue of what was the path to follow
DBT
The spiders are actually too healthy, i think those should be weakened a little.
Also, the life essence heals you too little ( believe it heals you 5%), I think would be better if at least it healed you 10 or maybe 15%. And the armor Skulls may need be scaled down, those look too big to me.
About the church puzzle, I was disoriented too. I saw the red arrow of "where to start the path" but once there, I couldnt see other clue of what was the path to follow

DBT
don't rush this. i know it would be very cool to release it on halloween, but there are some pretty major gameplay issues that should be fixed before release (as has been mentioned: the bugs, the difficulty, and the design) since this has the potential to be a very nice mod.
i also wanted to second the range of the pitchfork...it's not about the strength of the weapon, but about the fact that when you attack something with the pitchfork (primary fire) it looks like you are attacking something actually behind the target.
the sprite extends too far while the damage occurs at too close a range.
not only does it not look right, but it could make gameplay a bit frustrating (i was using it to kill the small spiders, since, by design, ammo is scarce. it was difficult to actually hit a spider because it feels like the range is off.)
also the ceiling above the "claire/steven" book sector at the cabin is bright and looks out of place.
i also wanted to second the range of the pitchfork...it's not about the strength of the weapon, but about the fact that when you attack something with the pitchfork (primary fire) it looks like you are attacking something actually behind the target.
the sprite extends too far while the damage occurs at too close a range.
not only does it not look right, but it could make gameplay a bit frustrating (i was using it to kill the small spiders, since, by design, ammo is scarce. it was difficult to actually hit a spider because it feels like the range is off.)
also the ceiling above the "claire/steven" book sector at the cabin is bright and looks out of place.
- Shadelight
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