For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Hi everyone, this should be the last update for a while, I admit I was very excited to share it on the 5th of May, next time I'll just simply ask for more testing and then the changes should be more permanent, I did also include quite a few other neat things in this update. This is also the last update for a while.
Here's a download and a changelog, I'll wait for AFA to mirror it before adding it to OP: 1.2 Dropbox Download
Spoiler: Changelog v1.2:
Dev note: In general this is just some extra polish, level changes after this should now be permanent unless I need to fix 1 or 2 things, next time we'll open up for more testing before release
General:
- New menu options going to be honest, keeping the old options was an aesthetic thing, it's not useful in addition the average player now knows what options they should be using now and which 1's they should leave alone
- Reduced player speed slightly, due to new movecode the speed is different from demo this slipped my mind, rather than outright nerfing it to what it should be I've just nerfed it slightly, this is staying
- Due to prior change all previous levels have +20 seconds on par time +10 on boss
- Super Blaster can now burn burnable things (Might need to keep an eye on this and adjust accordingly, could create lag in dense areas)
- Stats screen has been fixed
- Cyborg dog's explosion will now show up even when gibbed
E1L1:
- Fixed misaligned texture in barn
E1L2:
- Barrels now appear visible on all skill levels
- Lineblocked the curtains
- Changed door texture in cabins area to reduce confusion (Dev note: It appears in my ripe old age of 28, I forgot that I needed to tell the player visually they couldn't open these doors)
- 2 more enemies on higher difficulties
- More traps on higher difficulties
- Added treasure in barren areas
E1L3:
- Removed a certain cheesing strat
- Fixed 2 unblocking mid textures
- Valve can no longer be accessed from the opposite side
- An enemy can see you in last room if you stand in the right spot, don't know how, put a fix in anyway
E1L4:
- Added a new secret to help alleviate a fight, you'll just have to find it yourself
- Reduction of enemies in blue key room for skill 3
- More enemies added in skill 4
- Coinciding with player speed nerf, secret exit timer has +20 seconds
Dev note: I always felt like E1L4 was missing something but I couldn't decide on what and now I know what that was, feel free to use the new secret to your advantage
E1L5:
- Fixed enemies being able to swim in specific water sections
- All windows are now blocked properly
E1L6:
- Enemies could hit you through moveable walls, that is no longer possible
- Fixed windows that projectiles could pass through
E1L7:
- Trees can still be used for cover but there are fewer of them now
- More Rockets, less bullets to reduce reliance on gatling gun, however if you have enough stocked up you can still use it
- Flame traps added to outside area on skills 3+
- Couple of dogs added to skill 4
- Windows now block properly
Hello everyone, this is the last update before episode 2 if there's a critical bug that absolutely needs to be fixed this will be updated otherwise you should not see anything again until late this year/early next year, it includes quite some good quality of life changes, including a new read this section which gives more detailed information regarding lore.
Also I just realised you have to sign into dropbox to download things, if you are waiting for another mirror which doesn't require that AFA will likely have a mirror up within 24 hours depending on how busy he is so check back tomorrow if you can! It's likely he will also reply to the thread when he does so. I just wanted to get this out there for the time being. 1.3.1 Dropbox Download
Please use GZDoom Pre 14.3 build, thanks!
Spoiler: Changelog:
Changelog 1.3.1:
- Fixed E1L1 Gates (Main had this fix, wasn't in Ep1 branch managing 2 branches was tiring)
Changelog 1.3:
General:
- Random enemies will now drop their assigned item
- Fixed gibs all spawning in one spot sometimes, also made gibs spray out in a smaller radius if the actor had more health when gibbed, and a larger radius if they had less health
- All line-blocking levels are now prepared for Episode 2, due to this we are sure every mid texture is blocking properly, including wooden fences now blocking line of sight properly
- Startup screen no longer blacks on opening console, startup restarts instead
- Demo tag removed from startup screen
- Improved lighting system
- Guard corpse now has the correct color
- Life being activated now displays a blue flash
- Life now displays 1 on the HUD when you have a life
- Corrugated big door texture was changed
- Cyborg Dog & Flametrooper now have 31% pain chance
- Cyborg Dog now has new gibs
- Removed damagefactor increase on higher difficulties which should help tone down the amount of ridiculous damage hitscanners can do
- Super Blaster takes 1 less tic to fire
- New read this/help menu
- Level select allows you to see skill selected & a preview of the map
- Menu size has been fixed
E1L2:
- Fixed blue door not being able to be opened from the back
- Water is now wet
E1L3:
- Fixed end door
- Multiple enemies are now set to ambush
- Textures at end are now correct
E1L4:
- Truck linedef cleanup
E1L5:
- Multiple enemies are now set to ambush
- Texture alignment fixed
- Sound blocking in a few areas fixed
- Fixed non-animated water texture
E1L6:
- Put some guards on Ambush
- Remote bigdoors now have their own texture
E1L8:
- Line now unblocks properly in gold door room
- Fixed gold key skill flags
Thought I should let you all know something. This mod can actually be played Co-op all the groundwork had been laid by NashMuhandes & AFADoomer followed that for Coop however there's also 1 thing I should mention, the enemies don't have rotations in game, they were cut I have the rotations for the normal Wolf3D enemies but none for all the newer enemies, I have asked Atina if she would be willing however allwhile she has agreed she's already given up much of her time to help on this project & to begin with this was not in our original plans but I pushed for it because I wanted it, I played Coop with Mifu and Nash and god damn it was just so fun.
So if someone else wants to jump in and help I can give credits to you & it'd be a great help to us, please contact me on discord I am in the Zdoom discord server under the same name just so you know where to find me. If we can get those sprites I will release a new version pre episode 2 which will include those rotations & any other quality of life/fixes I have planned such as translucent flame projectiles. Speaking of Episode 2...
Here's a preview of Episode 2's E2L5 at night (Decision to be at night not final) which you might know as E0L1 & E0L2, I've combined the 2 together to create 1 level along with adding some of the new tricks to make it feel like a true distinct experience:
You could solve the rotational issue with the same approach that we had for Blade of Agony, AFADoomer could tell you more about it, he implemented this.
Tormentor667 wrote: ↑Fri Aug 16, 2024 10:59 am
You could solve the rotational issue with the same approach that we had for Blade of Agony, AFADoomer could tell you more about it, he implemented this.
Yeah I recall having this conversation before with AFA and Dave, the arrows pointing towards the actual facing position. For me I don't want to do this and perhaps I'm being a bit selfish but I really would like to have sprites for this.
Sprites are definitely the better solution, no doubt about it but at least the arrows pointing in the right direction helps to make the mod playable in coop as long as you don't have the sprites
BoJustBo wrote: ↑Mon Aug 19, 2024 3:10 pm
This was a lot of fun, you managed to make it all feel very cohesive and like a true Wolf 3D sequel with just a slightly updated engine.
Is this actually a Wolfenstein 3D mod or what? Since when could GZDoom do that?
Thanks for your feedback!
This is GZDoom, but with a lot of ZScript and a relatively strict set of mapping rules to somewhat recreate the look and feel of the original Wolfenstein 3D.
I'm pretty sure you've made our team lead quite happy with your comparison.