Threshold Of Pain II - ACT 2 RELEASED

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Gez
 
 
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Re: Threshold Of Pain II - ACT 2 RELEASED

Post by Gez »

As far as textures go, it's a bit complicated: ZDoom will load only one TEXTURE1, one TEXTURE2, and one PNAMES by archive, using the last. But it will load multiple of them as long as they are in separate archives.

If a texture is defined in several different TEXTUREx lumps, it will use the definition from the last loaded lump. However, if a texture is defined multiple times in the same lump, it will use the first definition from that lump.
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scalliano
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Re: Threshold Of Pain II - ACT 2 RELEASED

Post by scalliano »

That's good to know. I'll set about rectifying that for the final version.

UPDATE: New version uploaded which fixes an issue on MAP05 that prevented the player from progressing from the NW switch room on HMP or lower. Also fixed an issue with the classic statbar.
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Re: Threshold Of Pain II - ACT 2 RELEASED

Post by Gez »

Is it me or are the new zombies all disguised as lowly rifle troopers?

The supershotgun guys, the rocket launcher guys, they're all indistinguishable from afar from the barely-a-threat zombiemen. I'd suggest taking the fat SSG zombie from Skulltag and the chainsaw zombies from KDIZD, to get them more visually distinct. As for the rocket guys, as a quick and dirty edit I've given them the translation "128:151=%[0.00,0.00,0.00]:[0.53,0.40,0.21]" but it'd need some pixel touch up to look good.

Is it normal that two monsters cannot be killed on the secret map? The spider mastermind and mancubus in the blue tanks are dormant monsters, they count for percentage, but they don't seem to be made active at any time; and the other monsters in tanks are just decorations. Only map I couldn't leave with 100% kills so far. :(
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scalliano
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Re: Threshold Of Pain II - ACT 2 RELEASED

Post by scalliano »

Those dormant monsters are just meant to be "specimens" for decoration, didn't know they still counted towards maxkills while inactive. That's easy to rectify.

As for the new zombies, I've never really been a fan of the ST SSG guys, which is why I went with DavidG's versions. I'd be more inclined to go down the route of recolours of those, if anything. If more people are having this problem, I'll consider amending them.

As a footnote, I'm actually surpised so many people are finding the secret level :P
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leodoom85
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Re: Threshold Of Pain II - ACT 2 RELEASED

Post by leodoom85 »

Scalliano,I just played the wad and i must say that was fun, some parts of those maps were intense but not difficult and some maps that are large but not boring. About the secret level i couldn't kill 2 monsters and the monsters you used for decorations one caught my attention, is the one that shows only the torso and the mayority is bones. Will you put this thing in the final episode or it´ll stay as a decoration?. I hope you release the final episode soon because i want more :twisted: .
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Re: Threshold Of Pain II - ACT 2 RELEASED

Post by Gez »

leodoom85 wrote:the monsters you used for decorations one caught my attention, is the one that shows only the torso and the mayority is bones. Will you put this thing in the final episode or it´ll stay as a decoration?
That sprite is Kronos from the cell-phone game Doom RPG. It's quite unlikely to become a full-fledged monster without a lot of effort, because like other Doom RPG critters, it only has front-facing sprites.
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leodoom85
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Re: Threshold Of Pain II - ACT 2 RELEASED

Post by leodoom85 »

Gez wrote:
leodoom85 wrote:the monsters you used for decorations one caught my attention, is the one that shows only the torso and the mayority is bones. Will you put this thing in the final episode or it´ll stay as a decoration?
That sprite is Kronos from the cell-phone game Doom RPG. It's quite unlikely to become a full-fledged monster without a lot of effort, because like other Doom RPG critters, it only has front-facing sprites.
Oh, ok :( , in any case it would have been cool to "remake" that monster in some way, like for example to be the final boss or something like that, it can be a nice addition.
m4lmaster
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Re: Threshold Of Pain II - ACT 2 RELEASED

Post by m4lmaster »

any chance for Smooth Doom compatability? the chaingun has no sound, but using IDFA, the chaingun (non smooth) has all the sounds it needs EDIT: by removing SNDINFO the chaingun (smooth) now has sound, will use this as a fix then.
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scalliano
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Re: Threshold Of Pain II - ACT 2 RELEASED

Post by scalliano »

m4lmaster wrote:any chance for Smooth Doom compatability? the chaingun has no sound, but using IDFA, the chaingun (non smooth) has all the sounds it needs EDIT: by removing SNDINFO the chaingun (smooth) now has sound, will use this as a fix then.
The chaingun was modified to take account of the terrible sample clipping present in the PSX pistol sound. This breaks compatibility with a lot of gameplay mods.

No plans for mod-specific changes. If you want to make a patch that makes it compatible, be my guest.
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Ozymandias81
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Re: Threshold Of Pain II - ACT 2 RELEASED

Post by Ozymandias81 »

A simple but painstakingly PWAD, must play the 1st Act now... Good job!
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PsychoSilverTH
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Re: Threshold Of Pain II - ACT 2 RELEASED

Post by PsychoSilverTH »

NICE MOD! :D
m4lmaster
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Re: Threshold Of Pain II - ACT 2 RELEASED

Post by m4lmaster »

scalliano wrote:
m4lmaster wrote:any chance for Smooth Doom compatability? the chaingun has no sound, but using IDFA, the chaingun (non smooth) has all the sounds it needs EDIT: by removing SNDINFO the chaingun (smooth) now has sound, will use this as a fix then.
The chaingun was modified to take account of the terrible sample clipping present in the PSX pistol sound. This breaks compatibility with a lot of gameplay mods.

No plans for mod-specific changes. If you want to make a patch that makes it compatible, be my guest.
just really deleted SNDINFO, not much of a patch. but thank you!
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Re: Threshold Of Pain II - ACT 2 RELEASED

Post by Blue Shadow »

A couple of bugs I stumbled upon on map06:
  • These bits of the ceiling have a mismatched texture/lighting. This is in one of the two rooms that have switches which allow you access to the blue keycard. The other room has that issue, too, I think.
  • Some of the imps in this room are actually normal imps, but rendered in subtractive render style.
It was enjoyable playing this. I liked the Doom 3 references here and there. :)

One request, though, for the final version: could you change the grenade launcher so that the rocket launcher has the priority to be selected first on that slot? Because, personally, I rarely use it, as I find the rocket launcher far more useful.


Edit: I forgot, the Super Shotgun Zombie doesn't play an 'active' sound like the rest of the zombies.
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scalliano
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Re: Threshold Of Pain II - ACT 2 RELEASED

Post by scalliano »

Ah, derivative behaviour from Skulltag's SSG Guy possibly making its presence felt. Turns out it's still looking for the Quake sounds. I'll get on that. I'll revert the grenade launcher to it's regular slot, too. If I'm honest, it's even caught me out on occasion!

Reconfigured the script that fades those Imps in, too. I have several arrays for that, all based on the code by Kaiser and AgentSpork. I had Thing_FadeInSub enabled for all of them instead of just Thing_FadeIn.

Cheers for the feedback, as always.
Spoiler:
Blue Shadow
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Re: Threshold Of Pain II - ACT 2 RELEASED

Post by Blue Shadow »

scalliano wrote:I'll revert the grenade launcher to it's regular slot, too. If I'm honest, it's even caught me out on occasion!
Thank you.
Spoiler:
The ToP 2's version, however, still has that issue where it can interrupt its own charging attack while attempting to chase you.
Spoiler: Some random info

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