Lasting Light V4.1 - A Chance for More Horror? (See Pg.10)

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Failure
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Re: Lasting Light V1.1 - Horror Gameplay Mod

Post by Failure »

Oh god the mod it's that scary that I had to turn the sound off.

I like this kind of concept.
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Unholypimpin
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Re: Lasting Light V1.1 - Horror Gameplay Mod

Post by Unholypimpin »

Pretty cool Halloween mod you have here. I like the fact that it works with vanilla maps and makes the player explore them without light.

I found its less scary to walk around without light since you cant be startled by the monster being all up in your face when your turn the light on to see.
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Ral22
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Re: Lasting Light V1.1 - Horror Gameplay Mod

Post by Ral22 »

@AlwaysDoomed: Yes, that is true, but if you leave the light off for too long, the Screecher automatically gets you. I couldn't make it too easy on you. Haha.
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Mikk-
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Re: Lasting Light V1.1 - Horror Gameplay Mod

Post by Mikk- »

This is really, weird - I had a really similar idea to this. GET OUT MY HEAD!
Tomicapo
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Re: Lasting Light V1.1 - Horror Gameplay Mod

Post by Tomicapo »

I love it is really cool. that scremers are so scary, but i see too dark and the lantern doesn´t works if i play with doom or TNT.
Why?
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Mikk-
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Re: Lasting Light V1.1 - Horror Gameplay Mod

Post by Mikk- »

Are you running it in OpenGL and with Dynamic Lights enabled?
Tomicapo
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Re: Lasting Light V1.1 - Horror Gameplay Mod

Post by Tomicapo »

Who is that OpenGl?(sorry for this question)
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Mikk-
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Re: Lasting Light V1.1 - Horror Gameplay Mod

Post by Mikk- »

Simply put are you running in ZDoom or GZDoom?
Tomicapo
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Re: Lasting Light V1.1 - Horror Gameplay Mod

Post by Tomicapo »

No only with zdoom 2.7.1.0
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twinkieman93
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Re: Lasting Light V1.1 - Horror Gameplay Mod

Post by twinkieman93 »

Tomicapo wrote:No only with zdoom 2.7.1.0
That would explain it. Dynamic lights are only a thing in GZDoom, so this mod will not work with ZDoom due to a dependence on them. Sorry.
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patrik
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Re: Lasting Light V1.1 - Horror Gameplay Mod

Post by patrik »

Nice mod, gave me some good chills. But I have little suggestion to make it more challenging (after learning Screechers behaviour it is not so difficult to avoid him without losing any lives).
He has one prominent weakness, he wont attack player if his/her latern is lit up and he/she is not looking directly at him. Often times I encoutered him in close quarters, but only thing I had to do is to quickly turn away from his sight and I was safe. So I would like to suggest to make gameplay more adrenaline pumping and to motivate player to actually use sprinting (I never had to do in my experience), make it so that if player encouter him in close quarter even with lantern lit up, he/she has to quickly run away from him, otherwise he will kill player from back, even if player is not looking directly at him.

I recommend to play this mod with ZBlood maps. Althought they feature some places lit up with dymamic lights, I dont think it breaks frightful atmosphere and they fit nicely with atmosphere and theme of this mod. (Lantern sprite looks to me like it was inspired by Blood art style, and IMHO I dont think something as antique as lantern fits theme of futuristic hi-tech star bases from original game. I was wondering if Whodunit maps would be entertaning with this mod, but IIRC they dont feature any level exits, right?1
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Ral22
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Re: Lasting Light V1.1 - Horror Gameplay Mod

Post by Ral22 »

@Patrik: I do intend on expanding the mod to support more monsters and effects. I'll be working on that on the side-lines, but it may be a bit before that update is released. Primarily, I want to sort out any bugs with the version currently released.

For now, Version 2 is out! Enjoy the newly supported widescreen graphics.
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Hellser
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Re: Lasting Light V2 - Widescreen Support!

Post by Hellser »

You don't cease to amaze me, Ral22. I remember when you first joined and your first project here on ZDoom Forums. Now you come up with this? Keep up the amazing work, friend!
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patrik
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Re: Lasting Light V2 - Widescreen Support!

Post by patrik »

This is really weird. I tried your new v.2 version and I ran into some bizzare bug. Funny thing is that I can replicate it every time! So, I said before I am playing your mod with ZBlood mod (and using latest stable version of Gzdoom 1.8.2), so I am on second map, situated in graveyard, and when I get to building with first key, close to entrance door or to dig out grave next to it (with can of lantern oil in it), I hear sound of creaking metal and then I am immediately dead. Odd thing is that I have my lantern lit up and Screecher is nowhere to be seen. It always happen at same place and I always hear the same sound of creaking metal. :|

BTW this never happened to me before on previous 1.1 version.
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Ral22
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Re: Lasting Light V2 - Widescreen Support!

Post by Ral22 »

I can't replicate it when playing with Doom or a few other vanilla map-sets. My suspicion is that ZBlood has some scripting that is conflicting with Lasting Light. There's nothing I can do about this. See this paragraph from the original post:
- This wad was designed to be played with pre-made level sets. Play on the classic Doom levels or load up some of your favorite Vanilla/Boom-Compatible level sets and be ready for the Screecher. Map sets like HellBound, Icarus, AV, 1024, and more work very well. Straying into more modern level sets, such as Voodoo Guns, KDIZD, Unloved, TUTNT, etc. are not fully supported and glitches are likely to occur. There is nothing I can do about this and I would appreciate not hearing about my wad failing to work with them. Stick to Vanilla/Boom maps.
If you encounter any glitches when playing in a Vanilla/Boom map set, please report those. Any glitches encountered in ZDoom-only map sets (Especially if they have their own scripts) are things I cannot fix.

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