[RELEASE] Cold As Hell: Special Edition (final version!)
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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.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 11/27!)
Regarding coop, when one of my friends was round recently I added coop starts to all the levels (which itself required a bit of guess work, even though we didn't get very far, I would imagine that no matter which way the players came from, player 2 would always appear in the same place ), and we tried the first 3 levels (well 2, seen as 1 is just the airplane sequence).
The HUD was completely gone on the host, but the client had it working fine. This wasn't too bad, my crosshair still indicated how much life I had and I just kept reloading when I could.
The notes and recordings worked fine. It didn't matter who picked up a note, both players could read it.
The elevator in Central Transit (and I imagine most other elevators of the same ilk will be like this) was a bit wierd:
- If both players went in (which was a squeeze), then the host would disappear to a random point on the map while the client would teleport to the 'second' elevator. If the client tried to press the button again, the second elevator would continue descending into nothing-ness, while the host was just hopelessly flung somewhere into the void (like no-clip and running for 5 minutes outside the level without stopping).
- If the client tried to use the elevator, the elevator would descend, the client would remain in the 'first' elevator, while the host, wherever he/she was, would teleport to the point directly 'below' them in the 'underground' area. When I tried it, the host (me) was running through the central building on the surface, and suddenly I teleported into one of the jail cells (thankfully I had already pressed the switch to open the doors). When I tried to go back up the elevator, when I teleported into the 'first' elevator, I suddenly met the client
- If the host uses the elevator, it works fine as long as the client is still on the surface
Other than that, everything worked a-ok. It was actually really fun, and the only reason we stopped is because when trying to enter Research and Development the game stopped and told us "No Player 2 Start", despite the fact I swear I added one for every level (haven't double-checked though).
Anyway, for the purposes of a LAN game, the faults mentioned above are easily avoidable, and when your both/all in the same room, you can make sure that there are no 'rogue' players who run off and load different levels.
The HUD was completely gone on the host, but the client had it working fine. This wasn't too bad, my crosshair still indicated how much life I had and I just kept reloading when I could.
The notes and recordings worked fine. It didn't matter who picked up a note, both players could read it.
The elevator in Central Transit (and I imagine most other elevators of the same ilk will be like this) was a bit wierd:
- If both players went in (which was a squeeze), then the host would disappear to a random point on the map while the client would teleport to the 'second' elevator. If the client tried to press the button again, the second elevator would continue descending into nothing-ness, while the host was just hopelessly flung somewhere into the void (like no-clip and running for 5 minutes outside the level without stopping).
- If the client tried to use the elevator, the elevator would descend, the client would remain in the 'first' elevator, while the host, wherever he/she was, would teleport to the point directly 'below' them in the 'underground' area. When I tried it, the host (me) was running through the central building on the surface, and suddenly I teleported into one of the jail cells (thankfully I had already pressed the switch to open the doors). When I tried to go back up the elevator, when I teleported into the 'first' elevator, I suddenly met the client
- If the host uses the elevator, it works fine as long as the client is still on the surface
Other than that, everything worked a-ok. It was actually really fun, and the only reason we stopped is because when trying to enter Research and Development the game stopped and told us "No Player 2 Start", despite the fact I swear I added one for every level (haven't double-checked though).
Anyway, for the purposes of a LAN game, the faults mentioned above are easily avoidable, and when your both/all in the same room, you can make sure that there are no 'rogue' players who run off and load different levels.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 11/27!)
Glad you liked the ending. It is a setup for a sequel, yes. I'm not saying much since I haven't really started any substantial work on it, but the plan is to pick things up several decades down the road to see how the events from CaH have impacted the world.Woolie Wool wrote:Now I've finally beaten it, and I am very impressed. The ending was bizarre but at the same time created more questions than it solved. Is it a setup for a sequel?
I think I tracked the problem down, if you're talking about the Staff Housing area. I believe the problem was an incorrectly set up ambush trap, and it should be fixed now.Also, I'm getting giant monster corpses in the skybox as well.
I've been debating this since I started the revision, and I'll see what I can come up with today. Some things will have to stay in ACS (notes and objectives) but I could probably move everything else to SBARINFO without too much trouble with some of the stuff that's been added to it.I'd really rather the HUD be done in SBARINFO rather than scripting, too.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 11/27!)
Actually, I wonder if the strife objective system could be used for that? Probably irrelevant as the ACS notes and objectives are fine and converting for the sake of converting would probably give no additional benefit.JonnyFive wrote:Some things will have to stay in ACS (notes and objectives)
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Re: [RELEASE] Cold As Hell: Special Edition (updated 11/27!)
Yes, they probably could be used, but I'd have to convert the existing system over to properly do it. I'm not sure about the notes, but I'm about 99% sure I could convert the objectives to SBARINFO.Enjay wrote:Actually, I wonder if the strife objective system could be used for that? Probably irrelevant as the ACS notes and objectives are fine and converting for the sake of converting would probably give no additional benefit.
However, there's a bunch of the SBARINFO stuff that would kind of be a pain in the ass to create, so I'll probably pass on it for the time being.
For my next project, SBARINFO and the Strife objective system are going to be used from the ground up if at all possible.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
New version is up. Included changes are the combat styles I previously mentioned, a couple minor enemy tweaks, fixes to a bunch of mapping errors and minor level bugs, and some major changes to the very end of the last level. I won't spoil the surprise, but I think you'll find the final battle and its aftermath a bit more gratifying and challenging than before.
As always, let me know of any problems you encounter.
As always, let me know of any problems you encounter.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
Ah good thing I haven't started it yet. This is the perfect Mod for teh season.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
Will do! I'm getting it right now and see what's the surprise of this mod of the year to me JonnyFive!JonnyFive wrote:New version is up. Included changes are the combat styles I previously mentioned, a couple minor enemy tweaks, fixes to a bunch of mapping errors and minor level bugs, and some major changes to the very end of the last level. I won't spoil the surprise, but I think you'll find the final battle and its aftermath a bit more gratifying and challenging than before.
As always, let me know of any problems you encounter.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
Many of the fonts don't work for me anymore and are rendering as CONFONT in this new build.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
Damn! I've found a bug of the player's animation. Go look in the mirror in the beginning of the level when you get the steel key in the bathroom and see what I mean.paradox_tn wrote:Will do! I'm getting it right now and see what's the surprise of this mod of the year to me JonnyFive!JonnyFive wrote:New version is up. Included changes are the combat styles I previously mentioned, a couple minor enemy tweaks, fixes to a bunch of mapping errors and minor level bugs, and some major changes to the very end of the last level. I won't spoil the surprise, but I think you'll find the final battle and its aftermath a bit more gratifying and challenging than before.
As always, let me know of any problems you encounter.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
CONFONT is replacing the fonts for skill selection, class selection, and hint selection, yes. Previously the font lump for the main title and what-not was blanked to prevent some inconsistencies in the menus, but it was changed to have everything match up when the class selection was added. The big font actually used for chapter titles should be fine, as should the small and HUD fonts. If you notice any instances of CONFONT that look out of place other than in the menus, please let me know so I can fix it.Woolie Wool wrote:Many of the fonts don't work for me anymore and are rendering as CONFONT in this new build.
@paradox: You mean the constant running or is the class description popping up? I see the running thing, but nothing else. Should be easy enough to fix with some DECORATE trickery.
EDIT: Done, I've fixed the player's animation so he properly stops moving when still, also I changed the auto reloading to reload immediately after firing the last shot and not the next time you hit "fire," which makes it easier when using semi-auto weapons and the double shotgun (although you still have to hit the trigger again after reloading to fire, which is intended).
Since this is nothing game-breaking, I'll hold it for a couple days and just stick these fixes into the copy to update the idgames archives with. If anyone finds anything else, let me know and I'll make the appropriate changes.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
I have a question for you guys: i downloaded the mod via idgames and i use gzdoom.I began playing it and noticed that when i load my savegame i find ALL the weapons in my arsenal,but i haven't picked up any nor did i cheat.How is it possible?
Is is a bug in the save system or is it a pure accident?
Thanks.
Is is a bug in the save system or is it a pure accident?
Thanks.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
If you used the included .ini file in the idgames archive copy you probably hit the "z" key by mistake. I had it bound to give weapons and ammo during testing and forgot to unbind it. You can download the latest copy from the RapidShare (more like RapidShit am I right? haw!) link or wait a few days until I can upload the completely fixed copy to idgames.SnakePlissken wrote:I have a question for you guys: i downloaded the mod via idgames and i use gzdoom.I began playing it and noticed that when i load my savegame i find ALL the weapons in my arsenal,but i haven't picked up any nor did i cheat.How is it possible?
Is is a bug in the save system or is it a pure accident?
Thanks.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
Ok,thank you very much.I will download the rapidshare version.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
Eh... I took out the CONFONT stuff in the menus and just made all the main text the default red DBIGFONT, which looks better and more consistent, unless someone knows of a way to define custom graphics in lieu of names for custom classes (which I don't think is possible at the moment). In game HUD text and all is still olive drab, of course.
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Re: [RELEASE] Cold As Hell: Special Edition (updated 12/2!)
Yeah, both. That's what I mean JonnyFive. I'll keep my eyes out for this next update sooner.JonnyFive wrote:CONFONT is replacing the fonts for skill selection, class selection, and hint selection, yes. Previously the font lump for the main title and what-not was blanked to prevent some inconsistencies in the menus, but it was changed to have everything match up when the class selection was added. The big font actually used for chapter titles should be fine, as should the small and HUD fonts. If you notice any instances of CONFONT that look out of place other than in the menus, please let me know so I can fix it.Woolie Wool wrote:Many of the fonts don't work for me anymore and are rendering as CONFONT in this new build.
@paradox: You mean the constant running or is the class description popping up? I see the running thing, but nothing else. Should be easy enough to fix with some DECORATE trickery.
EDIT: Done, I've fixed the player's animation so he properly stops moving when still, also I changed the auto reloading to reload immediately after firing the last shot and not the next time you hit "fire," which makes it easier when using semi-auto weapons and the double shotgun (although you still have to hit the trigger again after reloading to fire, which is intended).
Since this is nothing game-breaking, I'll hold it for a couple days and just stick these fixes into the copy to update the idgames archives with. If anyone finds anything else, let me know and I'll make the appropriate changes.