Immoral Conduct: Decorate Edition [UPDATE: 8-1-2019]

Projects that alter game functions but do not include new maps belong here.
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Snarboo
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Re: [HIATUS] Immoral Conduct

Post by Snarboo »

I'd love to convert Don's Challenge over, but that's even trickier to convert given it has extensive scripting in it, and I was never good with RTS scripts. Plus, like weasel said, it was never truly finished, so it's hard to say what Cory wanted from it.

The more I think about Cory's mods, the more it shocks me realizing one man set the standard for Doom mods for a very long time, and odds are good he doesn't even realize it.

Edit:
Poking around in the DDF code has revealed that the barrels randomly drop flames upon death, so that's something to tackle when I open up the project files again. :p
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Somagu
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Re: [HIATUS] Immoral Conduct

Post by Somagu »

While we're on the topic, I don't suppose anyone has found any dusty old copies of the original versions of Don's Challenge sitting around, before he remade Episode 1 in EDGE and took down 2 and 3 before disappearing?
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Snarboo
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Re: [HIATUS] Immoral Conduct

Post by Snarboo »

I've been wondering about that too! Never was able to play the original version, so I'm curious what was different.

I did stumble upon a strange version of Don's Challenge Ep 1 that EksFaktr gave me. Some of the graphics were modified such as the revolver, which was almost identical to the one in Diaz. The modification date was mid 2006, a few months before he released the final DC demo.
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wildweasel
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Re: [HIATUS] Immoral Conduct

Post by wildweasel »

Well, I do have the very last demo version of what I assume was supposed to be a complete remake. It contains no maps, but seems to work with most Doom 2 stuff. I thought I had DC1FULL from the 1.27 era as well, but it turns out that's a modified version...I'm unsure why it was changed, but I don't know where to find the unaltered version of it.

I've been looking for the original three Don's Challenge episodes for a long, long, long time.
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Snarboo
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Re: [HIATUS] Immoral Conduct

Post by Snarboo »

I do have the unmodified version! Give me a minute and I can upload it.
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Crudux Cruo
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Re: [HIATUS] Immoral Conduct

Post by Crudux Cruo »

Its really a damn shame that he quit, but its been 8 years now. One thing i've always wanted is the smoking and drinking powerups to show up in a similar mod. i loved the gritty feel of it, the ever present sense of danger, and just how damn hard it was. if i ever get good at code, ill probably throw that into uac:specops once im done with the basic weapons.
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Snarboo
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Re: [HIATUS] Immoral Conduct

Post by Snarboo »

Here you go, everything Don's Challenge related I have:
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Crudux Cruo
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Re: [HIATUS] Immoral Conduct

Post by Crudux Cruo »

thanks man
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Marrub
 
 
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Re: [HIATUS] Immoral Conduct

Post by Marrub »

I'm not exactly sure where to put this and making a pull request seems silly.
A bash-compatible (eg linux) version of the zip utility.
http://users.greyserv.net/marrub/_zip.sh

Code: Select all

<marrub> TerminusEst13, I made a linux (bash-compatible) version of your zip utility for ICD-ZD
<TerminusEst13> It's not mine, unfortunately. It was made by Kyle873.
<marrub> oh
<marrub> huh why is it attributed to you then
<TerminusEst13> What? It is?
<marrub> yeah there's a text file named "zip utility courtesy of TerminusEst13.txt"
<Kyle873> MADE BY SGT MK IV COPYRIGHT SGT MK IV
<TerminusEst13> what
<TerminusEst13> brb checking
<TerminusEst13> why would that be credited to me
<TerminusEst13> i did absolutely nothing
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Snarboo
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Re: [HIATUS] Immoral Conduct

Post by Snarboo »

Well I borrowed the zip utility from a Terminus project, so that's an easy thing to fix. :p

Edit:
And done! Also added your Linux compatible version, Marrub. :)
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wildweasel
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Re: [HIATUS] Immoral Conduct

Post by wildweasel »

Reporting in: as of yesterday, the first of the four friendly marines is added and working. The Rifle Corporal replaces the Megasphere as in the original mod. The only behavior I had trouble implementing was jumping; apparently EDGE's monster AI has support for making monsters jump up short ledges, and I'm unsure if I can make that happen without complicated work. That said, she talks, reloads, shoots distant foes and closes in for bayonet attacks. She'll make a good basis for the other three soldiers when I get around to making them.

I do not currently have a way to replicate the co-op replacement behavior, where a friendly marine has a small chance to spawn on Player Start 4, but I did at least remember to flag her to not appear in Deathmatch mode.
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Hellser
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Re: [HIATUS] Immoral Conduct

Post by Hellser »

Don't forget, wildweasel, she turns on you (as does the other AI) if you shoot her enough. Not sure how that can be added in with DECORATE. Probably a small feature worth leaving out.
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-Ghost-
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Re: [UPDATE] Immoral Conduct

Post by -Ghost- »

Man this mod sounds way more complex than I gave it credit for, I always thought it just added new weapons.
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Snarboo
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Re: [UPDATE] Immoral Conduct

Post by Snarboo »

Part of ICD's complexity comes from how EDGE's DDF is far easier to work with than ZDoom's Decorate at the cost of being less flexible as a scripting language. EDGE has a lot of things already built into DDF, such as reloading, weapon sequences (think a double barreled shotgun that fires the left barrel first, then its right without custom inventory to keep track of the weapons's state), dynamic lighting, screen shake on weapons, etc.
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Crudux Cruo
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Re: [UPDATE] Immoral Conduct

Post by Crudux Cruo »

Amen to that, back in the hayday i came up with some pretty nifty stuff in edge. oh btw, wildweasel, do you still have that shitty rework of that edge mod i sent to you when i was doomer1? you know, the one with all the bullets shooting slowly and such?
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