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Still to this day I find more things to fix, there's been a fuckton of updates since this last post, so heres a list of all the changes since then!
Spoiler: previous version changes
============= ============= 1.11 changes ============= =============
- FIXED: In level 3, it was possible to get yourself stuck in the room where you get bombs for weapons by freeing prisoners out
of the intended order, but now they can be freed in any order you wish. Hope that doesn't break something else. :v
- FIXED: Also in level 3, the teleporter to the shop before the boss room didn't work.
- FIXED: In level 4, when you get the ticket from the NPC, you get stuck in the house.
============= ============= 1.12 changes ============= =============
- FIXED: In level 6, the chemistry set NPC uses a different (and way less stupid) method of moving to
the other side of the factory section, which should mean he doesn't just get stuck on walls now.
Though, I spent a good long while trying to get this shit to work properly and it SEEMS to be working
fine now, HOPEFULLY it stays that way. x___x
- FIXED: Overmind is highly resistant to magic, yet the game rarely lets you know that because the reaction
towards magic weapons (which triggers the "This attack is ineffective" text!) was really low. Now it's almost guaranteed.
- FIXED: Various minor-ish issues in level 6 fixed, such as a teleporter not working, a typo, a script not activating exactly correctly, etc.
============= ============= 1.13 changes ============= =============
- ADDED: One extra secret in level 5.
- ADDED: Bomb traps on the ground can now be picked back up by poking at it with your sword.
- CHANGED: Decided to make the sword not jerk the view to point towards the enemy you hit.
- FIXED: In level 4, when you get most ingredients it should open the volcano. Thing is, one of those ingredients for some reason is the zeta emblem, which gets removed before that can trigger, softlocking the level.
- FIXED: In level 5, the teleporter after the boss is still blocked off. Again softlocking, but not as big of a problem since after the boss is just walking really.
- FIXED: In level 2, the moving platforms above the cyclops item can screw up in such a way where you cant reach it, again softlocking the level. (Noticing a pattern?)
- FIXED: In level 6, you could block the first experiment boss from spawning and skip the entire fight.
- FIXED: In level 6, one of the 10 keys you need to get was not tagged, thus didn't appear on the automap despite getting the map showing where all 10 keys are.
- FIXED: In the final boss fight, the final phase doesn't happen because it attempts to spawn the boss in a place it cannot, therefore it never exists in game and you instantly win.
- FIXED: Allies no longer attack chests, as well as other hostile entities that can't be destroyed.
- FIXED: Bomb trap wasn't targeting a few things as it should've. (Though for clarification, they aren't suppose to target bosses.)
- CHANGED: Shadows will now ALWAYS be on the ground, when they drop off ledges, they will instantly appear at the bottom.
- MISC: Modified credits, with details and some changes.
- MISC: Some other minor mistake fixes, like typos.
============= ============= 1.14 changes ============= =============
- FIXED: In level 5, if you try to complete the ice section clockwise, one room is blocked off because it is unblocked from the other side.
- ADDED: Widescreen friendly HUD
- CHANGED: You can no longer "rocket jump" with ice anvil or monkey swarm spells.
- CHANGED: For shops, you can no longer waste cash on attempting to buy stuff you're already maxed out on.
- CHANGED: The ammo combiner now displays how much ammo is needed for each highlighted ammo type.
- FIXED: In level 6, when you leave the upper part of the mansion where you get the experiment's eye, the ambience doesn't stop
and can remain for the rest of the level.
- FIXED: In level 6, another softlock found! You can leave the room full of numerous chests without obtaining a can of
thunderstorms, but you can't return to that chest room. You however NEED the can of thunderstorms (found in the chest room) to progress.
- CHANGED: The level 6 boss has been nerfed, along with some new attacks.
- MISC: Added some missing credits
============= ============= 1.21 changes ============= =============
- FIXED: In level 6, if you missed the first of the 10 keys and teleport off to the island with no way to return, you can softlock the level.
- FIXED: In level 5, an elevator for the mega secret only works once, very easy to get yourself trapped because of it.
============= ============= 1.21 changes ============= =============
- FIXED: In level 6, if you missed the first of the 10 keys and teleport off to the island with no way to return, you can softlock the level.
- FIXED: In level 5, an elevator for the mega secret only works once, very easy to get yourself trapped because of it.
============= ============= 1.30 changes ============= =============
- FIXED: In level 4, at a certain point pillars block your way... or is suppose to, if there wasn't a large gap on the side that players can easily pass through.
- FIXED: In level 3, there's a boss enemy is fought that reveals an elevator upon its death, problem is, it only appears on harder difficulties, meaning the level cannot be beaten on easy.
- FIXED: Couple of other minor things.
And now, I just released a new version with even MORE fixes!
Spoiler: 1.40 changes!
Many level 6 changes:
- CHANGED: One grey coin secret is easier to get to
- FIXED: For whatever reason, the trophy you get for beating the skelly pit did absolutely nothing.
- FIXED: A few secrets weren't marked as secret
- FIXED: If you use the teleporter again to reach the lightning factory portion of the map (the most southern part)
right after you've beaten it, you will be stuck. This is because between the teleport destination and
the lightning factory, a blockage occurs behind you, but doesn't get unblocked.
- FIXED (I hope, if not im eating my entire computer): Yet again the chemistry set NPC had issues with
his path. I done pretty much everything I can think of to help it out, I can't reproduce the issues
but I can't say for sure if it's fixed. I added an autosave before he walks, hopefully that helps too.
Sorry to be much of a bummer, but I encountered a problem with the HUD on the GZDoom. It's off centered. It's all weird to look at. Got any idea how to fix that or am I supposed to play this with ZDoom only?
Yeah it's something I noticed, people commenting bout it and seeing it messed up in a youtube video, from what I can tell it's only an issue with GZDoom. Works fine with ZDoom and LZDoom, and fixing it for GZDoom messes it up for ZDoom and LZDoom. So I ain't really sure how to fix it aside from making a separate version, or just suggesting you use the fullscreen hud instead.