Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)
Posted: Mon Feb 04, 2013 10:40 pm
by Biosyn
Thanks Blue Shadow. That did the trick.
The mod is really nice. I like the music, the pdas are funny to read, graphics are really nice and the background is very well done and fighting cacos underwater is really hilarious. Some minor issues include not having different kinds of sprites and mechanics for some of the weapons like the shotgun and maybe the way the current rifle works. I was hoping it would be a rapid fire one. But I guess this one is good too seeing as we do have the nail gun to do the job.
Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)
Posted: Fri Feb 15, 2013 4:57 am
by PFL
Holy Atom Heart Mother of hallelūyāhs ! This is it. Everything, even Indiana ... anyway, just finished this. Took me all of my night time sleep. I will be the zombie today.
If Carmack finds out about this one ... Doom4 will not be the same
Enough flowers ... here are some situations I found using GZDoom 1.7 [the order of the screenshots in relation with the game was lost in the process]:
Spoiler:
the room is reachable from here (the secret area) if that is meant to be.
Here, the walls are non solid
Here we have 5/8 of these that will not be filled with water
Got stuck here
Got here after a jump from one side. The result is a lowered platform that will not get up anymore.
There is some weird "flickerings" on the top ceiling/roof layer of blocks textures
That's it for now. I will take the tougher challenge and see if I can find some other little things.
Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)
Posted: Fri Feb 15, 2013 8:06 am
by Ghastly
PFL wrote:That's it for now. I will take the tougher challenge and see if I can find some other little things.
Already impressive that you found those! Hunting for secrets is one thing, but hunting for geometry problems and places you can get stuck is another.
Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)
Posted: Fri Feb 15, 2013 11:14 pm
by PFL
Ghastly_dragon wrote:Hunting for secrets is one thing, but hunting for geometry problems and places you can get stuck is another.
The best the wad is, the easiest it is (for me) to find those. I mean, you want to take time to explore and see all of it. I feel suggestive suddenly.
Is there a way to eliminate the lag from the events following the death of Abaddon (did I just remembered his name right?)
The tougher challenge is very good. I like it. It is of course easier since there is no surprises left and the inventory is pretty much complete from the start. But still ...
Overall, this was too strong. The team was too strong. You should all retire and let Doom seek back to it's roots
Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)
Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)
Posted: Wed Mar 20, 2013 7:18 pm
by DarkQuill
The first music track that plays in-game is fricken sweet.
I need to hear more like this, does anyone have a link to the artists page or something?
Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)
Posted: Wed Mar 20, 2013 9:29 pm
by Project Shadowcat
You should hit up our own Jimmy about that. He wrote the music. The first track is called "2012".
Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)
Posted: Thu Mar 21, 2013 3:28 am
by TTK_86
Hello!
This seems really cool project to check out, but i have a problem when trying to load it, i have upgraded to the GZDOOM 1.7.1 (r1541), but i still get this error when loading:
Script error, "ZDoomWarsIv2.5v2.pk3:actors/global/items.txt" line 231:
Unexpected '5' in definition of 'ZUpgradeStamina'
I have also tried (r1542), but that didn´t work either.
What should be done to correct this?
Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)
Posted: Thu Mar 21, 2013 4:51 am
by Blue Shadow
Something seems to be wrong with the mod you are trying to use.
Also, compatibility with gameplay mods is not guaranteed with this project.
Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)
Posted: Thu Mar 21, 2013 5:17 am
by Gez
I'm not sure why you are trying to play this with ZDoom Wars, but ZDoom Wars requires Zandronum (yep, it has "ZDoom" in the title and it doesn't work with ZDoom) while ZDCMP2 require a recent version of ZDoom and is therefore incompatible with Zandronum. (Because they're still lagging behind like crazy over in Zandoland.)
Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)
Posted: Thu Mar 21, 2013 11:00 am
by TTK_86
Whoops, i had that wad on auto-load, no wonder it didn´t work, thanks for pointing that out, next time i´ll be sure to check what else is loading automatically =)
Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)
Posted: Sun Mar 24, 2013 10:46 am
by Viscra Maelstrom
i have a question regarding a (or two?) secrets in this mod.
Spoiler:
where is the code supposed to be entered? i got a code from going through the guard towers, but never found any usage of it. is it related to the giant cannon-thingy located in the labs?