[Public Beta] Ultimate Simplicity (Episodes 1-4)

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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Cutmanmike
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Post by Cutmanmike »

QBasicer wrote:Just be more diplomatic about it.

Proxies have been a problem here, yes, they tend to hide one's true identity, making us thinking that it's the same person (Hobbs). People only hide if they have something to hide.
So the two choices are:

1) Believe it's not hobbs. And if it is he'll probably brag to his equally sad friends about getting away with it.
2) Ban him for using a proxy and have have rant and moan about the zdoom community being unfair in other places.
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Nash
 
 
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Post by Nash »

For some reason I think Qi Len is Hirogen2... but I dunno. :P
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Cutmanmike
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Post by Cutmanmike »

Why do you think that?
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AgentSpork
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Post by AgentSpork »

Anakin S. wrote:Now that there's A_JumpIfInTargetInventory and A_TakeFromTarget, shouldn't you be able to make the ROTT guards take your rocket weapons from you like they did in the original game?
I was going to try and add that, but I keep forgetting. :P
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HotWax
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Post by HotWax »

Cutty: At this point I don't really care if it is Hobbs. If he turns out to be a flaming retard I'll just put him (back) on ignore.
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Kaiser
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Post by Kaiser »

Cutmanmike wrote:
Infact I would love it if Graf released that thing (if it's stable)
That would be very, very VERY lame.
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AgentSpork
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Post by AgentSpork »

Got another semi-large update today. What's different, you ask? Well, I'll tell you:

New
  • Added in the first four complete maps of Episode 3 - The Lost Episode. Please note that the episode is not complete, and probably won't be for quite a while. If you wish not to spoil Episode 3, I wouldn't recommend playing it. Otherwise, have a go, and let me know what you think of it so far!
  • Redid the titlemap and intermission. I wasn't really happy with them because they pretty much looked like ass on any resolution under 1024x768. Now, they automatically update based on the player's current resolution, so it should look fine on any resolution higher than 640x480.
  • Included the script library, which is in the /scripts/ folder. Why anyone might have wanted the scripts is beyond me, but they're there. Have fun incurring brain damage while attempting to read them. Also, if you plan on thefting any of my scripts, give me credit or I'll be forced to make empty threats in your direction. Also, ignore the headers of the library scripts, as there's a 9 out of 10 chance of them being incorrect.
Fixed
  • Added a medikit to the outdoor area of MAP11
  • Added a teleporter in the red key room of MAP11
  • Monsters could open the door on the revenant trap in MAP12, allowing you to skip the whole fight easily
  • Removed the autosave lines in MAP13
  • It was possible to prevent a mancubus from spawning in the cave trap of MAP13
  • There was a major visual glitch in the cave room of MAP13
  • Removed a shellbox from the start of MAP14
  • Fixed a secret in MAP17 that was unreachable without using noclip
  • Fixed a HOM on the lift at the beginning of MAP18
  • Changed the cyberdemon room at the end of MAP18 so that it walks out in the open faster
  • Changed the Episode 2 par times to be more suitable
CLICK HERE TO DOWNLOAD NOW!
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Graf Zahl
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Post by Graf Zahl »

AgentSpork wrote: [*]Included the script library, which is in the /scripts/ folder. Why anyone might have wanted the scripts is beyond me, but they're there. Have fun incurring brain damage while attempting to read them. Also, if you plan on thefting any of my scripts, give me credit or I'll be forced to make empty threats in your direction. Also, ignore the headers of the library scripts, as there's a 9 out of 10 chance of them being incorrect.
[/list]

I have no idea why you have such a low opinion of your scripting capabilities. Except for MAP19 which is a little more bloated than necessary there really isn't much negative to say about them. I have seen much, much worse in other releases.

And BTW, nice to finally see a WAD (sorry, PK3) that uses customizable animated doors. I was already thinking I added the feature for nothing. ;)
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Graf Zahl
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Post by Graf Zahl »

One more thing:

If you include this as 'althudcf.txt' you will get rid of the overlaps with the ammo and weapon display when GZDoom uses its alternative HUD

Code: Select all

clip ""
fist ""
pistol ""
shotgun ""
supershotgun ""
chaingun ""
rocketlauncher ""
plasmarifle ""
bfg9000 ""
shell ""
cell ""
rocketammo ""
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Nash
 
 
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Post by Nash »

Now I think Qi Len is Kappes Buur for some reason. Odd... :?:

Regarding the new version of Simplicity; the first map locked up on me twice. o_O I don't think it's the map's fault though. Will have to check more thoroughly later.
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AgentSpork
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Post by AgentSpork »

Graf Zahl wrote: I have no idea why you have such a low opinion of your scripting capabilities. Except for MAP19 which is a little more bloated than necessary there really isn't much negative to say about them. I have seen much, much worse in other releases.
Well, I'm just a bit unorganized I guess. For example, some library scripts aren't even in the right file. :P
And BTW, nice to finally see a WAD (sorry, PK3) that uses customizable animated doors. I was already thinking I added the feature for nothing. ;)
Well, I'm glad that feature was implemented. Before, I had to use a rather lengthy script, which made it a pain just to add a single animated door into the map. :D
If you include this as 'althudcf.txt' you will get rid of the overlaps with the ammo and weapon display when GZDoom uses its alternative HUD
Ah, okay. I forgot about that. I'll add that in right now.
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AgentSpork
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Post by AgentSpork »

Okay, I seem to be in a bit of a bind with some script related stuff. I took the liberty to do some rearranging of my library scripts in hopes that I could merge the four different libraries I have into one main library, organizing my scripts in the process. Well, at first it seemed successful, as the library compiled properly, but it wasn't until later that I noticed that it rendered any functions used in the map scripts unusable.

I used the following to import the main library script:

Code: Select all

#import "../../wads/production/usimp_beta/scripts/usimp_main.acs"
Here's the bulk of the code from usimp_main.acs:
Spoiler:
The functions are primarily located in usimp_general.acs, but I think there's also one in usimp_hudDisplay.acs. Is there no way for my map scripts to recognize the existance of these functions without either cramming them in the primary library file, or splitting the library in two?
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Amuscaria
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Post by Amuscaria »

Can't wait til winter break, so i can go home and play this thing. DX
Lemonzest
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Post by Lemonzest »

dunno if this is because of this wad/pk3 as i've not played multi in a while, but played some 2 player co-op with xtyfe and on map two we had some desync's, we we're both using svn build 402.
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Tormentor667
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Post by Tormentor667 »

This is getting better and better :) Awesome Spork,... the Episode 3 maps arebeautiful :)

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