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*WARNING* Framerate may drop on older rigs! So, what is this?
Legend of Zeldoom: Hell in Hyrule is a more modern look on a NES classic. I wanted to mix it with features of later games in the series, turning it into an open world RPG.
Features(of the pre-alpha): *Nearly entire (but pretty empty) map of Hyrule (Lost woods and Death Mountain are not complete)!
*4 first dungeons are (nearly) fully playable!
*Each dungeon has it's own theme!
and many more...
Q: What version of GZDoom is required?
A:GZDoom 2.2.0 and higher
Q:Is this compatible with Brutal Doom?
A: For now, yes. Later versions will require a patch
Q: Why even release it if it's not complete?
A: As a proof of concept
Changelog:
Spoiler:
Pre-Alpha v1.1
*Removed:
-Some useless linedefs that only were a pain in the ass
-Goriya sounds
-Bat placeholder
-An unused texture that made the file 1.2Mb larger...
*Added:
-Keese now have sound
-Some missing things from the main map
*Balance:
-Keese got a massive nerf:
--Damage went from ~4-40 to ~1-8
--Attack speed slightly lowered
*Misc.:
-You can now walk under the blue flames in Eagle
-Goriya now has a new """"funny"""" kill message
Pre-Alpha v1
-first uploaded
Things to change:
Spoiler:
EVERYTHING
Credits:
Spoiler:
*Nintendo - The creators of LoZ series(pls don't sue)
*Placeholder enemies are from Realm667, and belong to their authors0
THis is looking amazing so far! I will have to test it out and I will edit my post when I do so. Though seeing the image on the thread got me excited for 3D LoZ:LttP dungeons, I have to be honest. Still looks good though! Let's hope Nintendo doesn't take this down next.
I have voxel versions of the fish/dragon statues inside the dungeons. I made them in MagicaVoxel. I suppose they could be used as voxel objects or converted to a proper mesh and inserted into your mod. I also have some other LoZ voxel objects I created myself, such as various monsters. Some are divided itno parts to make animation easier.
SoulCircle wrote:THis is looking amazing so far! I will have to test it out and I will edit my post when I do so. Though seeing the image on the thread got me excited for 3D LoZ:LttP dungeons, I have to be honest. Still looks good though! Let's hope Nintendo doesn't take this down next.
'
Was hoping to see LttP as well, but I'm just as stoked for this! I wish I could offer some help but I'm not proficent with Doom modding really. Good Luck!
Cherno wrote:I have voxel versions of the fish/dragon statues inside the dungeons. I made them in MagicaVoxel. I suppose they could be used as voxel objects or converted to a proper mesh and inserted into your mod. I also have some other LoZ voxel objects I created myself, such as various monsters. Some are divided itno parts to make animation easier.
Nah, there's just something about mixing voxels with 2D sprites that throws me off. Plus, if I ever choose to add in some voxel objects, I would rather make them myself, so that they are closer to my vision, but I appreciate your will to help. Thanks!
How will weapons and combat work? Bigger emphasis on guns like DOOM, or are you going to change over to shorter range projectiles and lenghtier melees like from LoZ? Some mixture between maybe?
Tokoshoran wrote:How will weapons and combat work? Bigger emphasis on guns like DOOM, or are you going to change over to shorter range projectiles and lenghtier melees like from LoZ? Some mixture between maybe?
The combat will basically be like in regular LoZ, swords will fire a projectile along melee damage. However, I also wnat to make it so that you can take weapons from enemies like in Wind Waker. There won't be any guns for now, unless I later state otherwise.
The map of Hyrule is quite inconsistent with it's framerate, what's the best way to optimize it without deleting anything?
I'm also experimenting with (optional) water reflection, which also cause quite a drop. They also kinda show how the fps are falling on older PCs.
Batandy wrote:I'd also try splitting the map with linedefs and see if you get better fps, usually this does the opposite effect, but in some cases it could help
You mean like this? Because it's been like that for quite a while, so it may be the problem.
Hm, i'd check the node viewer for more info and possibly try to remove the extra linedefs and see if the performance is any different, it's worth a shot.