[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.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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 (final version!)
More success to JonnyFive!
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Re: [RELEASE] Cold As Hell: Special Edition (final version!)
Well, looks like it's update on newstuff.
And the trailer was very cool, I just watched it tonight. Nice job.
And the trailer was very cool, I just watched it tonight. Nice job.
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Re: [RELEASE] Cold As Hell: Special Edition (final version!)
Glad you liked it.
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Re: [RELEASE] Cold As Hell: Special Edition (final version!)
Yes, I also saw the trailer, yesterday. Very cool man!Bouncy wrote:Glad you liked it.
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Re: [RELEASE] Cold As Hell: Special Edition (final version!)
If anyone is feeling like their awesome computer needs MORE SNOW, here is a small patch I had lying around that you can run alongside CAH: SE to allow you to select up to 10 times the amount of snow as the default amount. Just hit the weather effect toggle key to cycle through. It defaults to 4 times the snow and moves up by increments of 2.
Be sure it's loading after cah_se.pk3, since it overrides the weatherFX code.
Bear in mind this is pretty minimally tested, although it should work all right.
Be sure it's loading after cah_se.pk3, since it overrides the weatherFX code.
Bear in mind this is pretty minimally tested, although it should work all right.
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Re: [RELEASE] Cold As Hell: Special Edition (final version!)
Cool. I thought the snow was a little light in places. Let's hope my machine can handle it.
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Re: [RELEASE] Cold As Hell: Special Edition (final version!)
10x snow == <3
Although at times it does get really, REALLY choppy. I average at around 20 FPS at 10x snow. :S
Although at times it does get really, REALLY choppy. I average at around 20 FPS at 10x snow. :S
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Re: [RELEASE] Cold As Hell: Special Edition (final version!)
Heh, no it can't. Not really playably on x10 anyway. One to save for when I upgrade my computer.Enjay wrote:Let's hope my machine can handle it.
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Re: [RELEASE] Cold As Hell: Special Edition (final version!)
So how does this actually work? I use the CAH.bat file to play the game, and this one comes with another pk3 and a bat file.
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Re: [RELEASE] Cold As Hell: Special Edition (final version!)
You can just put both files in the same directory as the rest of CAH: SE and run the included batch file if you'd like. If you're loading using the "-file" command, just make sure that cah_realweather.pk3 is loading after cah_se.pk3. I'm not sure if it's compatible with existing saves.
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Re: [RELEASE] Cold As Hell: Special Edition (final version!)
I seem to have run into a wall with the cah_realweather.bat. I start a new game, save it, exit, then play again and load up the save game. 0 ammo, no reload, and key binds are all gone including changing the weather. It works fine in 1 level, but if you exit the game or go onto the next level it's messed up.
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Re: [RELEASE] Cold As Hell: Special Edition (final version!)
Sorry about waking this thread up again, but I've only just got around to installing the final version, and I've come across something that's quite puzzling me.
I'll preface this by saying that I'm using what I understand to be the final release (cah_se.pk3 is dated 15Dec2008 12:08pm) and I'm using a new install of GZDoom 1.1.0.6, and doom2.wad.
I've bound the "m" key to automap, and when I look at cah_se.ini I see the line "m=togglemap" under the heading [Doom.Bindings].
Now, as expected, if I press "m" in the game, the automap appears on the screen. However, if I press "m" again, the map doesn't go away, and I get "marked spot 1" printed in the top left corner of the screen. Subsequent presses of "m" get "marked spot 2", "marked spot 3" and "marked spot 4", etc, while the automap stays on the screen.
Oddly, though, if I open up the console and type "togglemap" the automap toggles on and off just as you'd expect.
This puzzles me, because, as I understand it, pressing a bound key should produce exactly the same result as entering the command at the console.
Now, I don't know this is a problem with Cold As Hell, or with GZDoom, or if it's a PICNIC. (Problem in chair, not in computer).
Of course, it's entirely possible that I've missed something blindingly obvious and widely known. It wouldn't be the first time.
Never-the-less, I'd be grateful for a solution to my problem.
I'll preface this by saying that I'm using what I understand to be the final release (cah_se.pk3 is dated 15Dec2008 12:08pm) and I'm using a new install of GZDoom 1.1.0.6, and doom2.wad.
I've bound the "m" key to automap, and when I look at cah_se.ini I see the line "m=togglemap" under the heading [Doom.Bindings].
Now, as expected, if I press "m" in the game, the automap appears on the screen. However, if I press "m" again, the map doesn't go away, and I get "marked spot 1" printed in the top left corner of the screen. Subsequent presses of "m" get "marked spot 2", "marked spot 3" and "marked spot 4", etc, while the automap stays on the screen.
Oddly, though, if I open up the console and type "togglemap" the automap toggles on and off just as you'd expect.
This puzzles me, because, as I understand it, pressing a bound key should produce exactly the same result as entering the command at the console.
Now, I don't know this is a problem with Cold As Hell, or with GZDoom, or if it's a PICNIC. (Problem in chair, not in computer).
Of course, it's entirely possible that I've missed something blindingly obvious and widely known. It wouldn't be the first time.
Never-the-less, I'd be grateful for a solution to my problem.
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Re: [RELEASE] Cold As Hell: Special Edition (final version!)
This'd be a PICNIC (good phrase!) I'm afraid. Doom has special behaviour on the automap, which places markers with m, clears markers with c and can do a few other things with other buttons, and these functions override such things as having crouch bound to c or toggle automap bound to m. Rebinding your map toggle button is the solution.
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Re: [RELEASE] Cold As Hell: Special Edition (final version!)
Many thanks, Phobus. Automap now works as expected.
Curious how I couldn't find any reference to the automap's "special" behaviour in the Wiki.
Also curious how this behaviour appears to be protected from the, by now, customary keymapping edit capability. Anyone know why we can't edit the keymapping for these functions?
Curious how I couldn't find any reference to the automap's "special" behaviour in the Wiki.
Also curious how this behaviour appears to be protected from the, by now, customary keymapping edit capability. Anyone know why we can't edit the keymapping for these functions?
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Re: [RELEASE] Cold As Hell: Special Edition (final version!)
I think it's just an "always been that way" kind of thing. Certain keys behave differently on the automap (+ - F and M spring to mind) and I don't *think* the ability to rebind the automap functions has been implemented or even asked for.
I remember the first time I found a map where I actually used the map marking capability was to flag all those teleports in the similar looking blood pool rooms in E3M7.
I remember the first time I found a map where I actually used the map marking capability was to flag all those teleports in the similar looking blood pool rooms in E3M7.