Knee-Deep in KDiZD: Z1M3 screenshot-whoring brigade (12/14)

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Matt
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Re: [WIP] Knee-Deep in KDiZD - Coming Sept. 1987! - News on pg 7

Post by Matt »

There were 100mhzs around back in 95? Damn, I am a perpetual upgrade laggard...
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leileilol
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Re: [WIP] Knee-Deep in KDiZD - Coming Sept. 1987! - News on pg 7

Post by leileilol »

there were 100mhzes in 1994.
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Re: [WIP] Knee-Deep in KDiZD - Coming Sept. 1987! - News on pg 7

Post by NiGHTMARE »

IIRC, there were 100mhz processors as far back as 1992; I'm pretty sure the 486DX2-100 was released in the first quarter of '92. The 100mhz Pentium wasn't released until early '94, though.
Last edited by NiGHTMARE on Mon Jan 28, 2008 6:36 am, edited 1 time in total.
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Re: [WIP] Knee-Deep in KDiZD - Coming Sept. 1987! - News on pg 7

Post by Nash »

leileilol wrote:i'll be tester. i can test it on my 100mhz

if i can complete it on this thing, with doom2.exe, at playable framerates on 1994/1995 class machines then it is approvedly approved
your dumb
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Re: [WIP] Knee-Deep in KDiZD - Coming Sept. 1987! - News on pg 7

Post by Unknown_Assassin »

Nash wrote:your dumb
You mean "you're dumb". :wink: :P
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esselfortium
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Re: [WIP] Knee-Deep in KDiZD - Coming Sept. 1987! - News on pg 7

Post by esselfortium »

No, he was actually referring to leilei's dumb. "Your dumb", as in "Your dumb is plentiful". Duh. :roll:
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Re: [WIP] Knee-Deep in KDiZD - Coming Sept. 1987! - News on pg 7

Post by esselfortium »

Latest update:

z1m1 has been tweaked a bit, had its gameplay improved, and had additional detail added in a bunch of places. The main difference you'll notice when playing KDiKDiZD z1m1 is that, after you get the shotgun, you'll find quite a bit more shells for it, so that you don't have to use the pistol for most of the map due to lack of ammo.

I started on z1m4 last night. Only the start area and first hallway are done, but it's looking good so far!

Progress continues on z1m7 and z1m9 but I haven't actually seen the latest updates yet. :p

The player's hitscan weapons now eject bullet casings. They're all the same type, unfortunately, but hey. Bullet casings. As such, firing the chaingun in random directions is now significantly more fun.
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Kate
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Re: [WIP] Knee-Deep in KDiZD - Coming Sept. 1987! - News on pg 7

Post by Kate »

Nash wrote:your dumb
If you read this then your dumb.

Sorry, I just had to. Anyway back to your regularly-scheduled programming.
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Re: [WIP] Knee-Deep in KDiZD - Coming Sept. 1987! - News on pg 7

Post by Project Shadowcat »

esselfortium wrote:The player's hitscan weapons now eject bullet casings. They're all the same type, unfortunately, but hey. Bullet casings. As such, firing the chaingun in random directions is now significantly more fun.
How'd you manage to do that in Vanilla?
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esselfortium
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Re: [WIP] Knee-Deep in KDiZD - Coming Sept. 1987! - News on pg 8

Post by esselfortium »

Each weapon calls A_FireBFG to eject bullet casings, with the BFG projectile replaced with a non-damaging bullet casing that's affected by gravity and disappears after a couple seconds. :)

edit: I was originally planning to have the shotgun and SSG eject modified lost souls to have them use shell casings instead of the pistol/chaingun bullet casings, using A_PainAttack, the Pain Elemental's attack codepointer, but a player weapon using that apparently crashes the game. :P
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Re: [WIP] Knee-Deep in KDiZD - Coming Sept. 1987! - News on pg 8

Post by Matt »

casings
:shock:

Does it still work in ZDoom though?
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esselfortium
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Re: [WIP] Knee-Deep in KDiZD - Coming Sept. 1987! - News on pg 8

Post by esselfortium »

Yes. Even though this wad is aimed at doom2.exe, and you're sort of defeating the point if you play it in ZDoom, I'm hoping to have everything working properly in there, using a bit of DECORATE and whatnot to prevent ZDoom from applying its fancy effects (translucency, decals, etc.) to things that have been replaced or switched around with other things.

The casings are translucent in ZDoom, currently. I was able to hack the BFG decals out of it (I need to fix this up to ensure future compatiblity, though. It currently just contains a hacked-up version of the full DECALDEF lump from zdoom.pk3, heh), but when I tried altering them in DECORATE to be solid, it started ignoring my dehacked settings for them and using the rotating yellow key frames that I had replaced the BFG ball's animation with. Maybe somebody can help me with that eventually :p

edit: I think I might also be able to get the Hell Warrior to drop his shield when he dies, since I haven't used the Pain Elemental attack codepointer for anything yet :3
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esselfortium
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Re: [WIP] Knee-Deep in KDiZD - Coming Sept. 1987! - News on pg 8

Post by esselfortium »

Finally, the moment you've all been waiting for!

I recorded a somewhat casual, slow-paced showoff demo of Knee-Deep in KDiZD z1m1.

It's in mp4 format. I've tested it in Quicktime, MPlayer, and VLC. It seems to work best in Quicktime. There are some audio desyncing issues that I couldn't fix. On my computer, at least, the audio stays in sync better in Quicktime. Your mileage may vary.

http://sl4.startan3.com/kdikdizd-preview.zip (29mb)

Note that I don't normally play that poorly. I was out of practice, plus I was trying to take it kind of slow and show off the map. Cut me some slack :p

Enjoy!
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Re: [WIP] Knee-Deep in KDiZD - Video on page 8!

Post by Project Shadowcat »

That was actually quite impressive. Some of those tricks I kind of wondered how the hell you did them, if they were just in vanilla.
Then again, all of the thing information from Doom II is in the same executable as Doom I, so you're left with a lot of things to play with in DeHackEd.

Wow. And I won't lie, I thought this was going to be a joke. Very impressive, sir.
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esselfortium
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Re: [WIP] Knee-Deep in KDiZD - Video on page 8!

Post by esselfortium »

Thanks! :D

I'm going to have to confess that the video there was actually recorded using PrBoom-Plus, but everything runs exactly like that in Chocolate Doom, and it's been tested in doom2.exe as well, by Siggi and leileilol. The only reason I didn't use Choco for recording was because I couldn't get audio recording to work in Windows and I couldn't be arsed to compile Chocodoom for OS X.

Any particular tricks you're curious about? :)

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