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

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zrrion the insect
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Re: Lasting Light V3.1 - 5:4 and CVAR Support!

Post by zrrion the insect »

Why would you do this to me? I would suggest rewarding the player for finishing the level without any fuel. Like, if they run out, and manage to exit the level without any fuel, they should get a little fuel at the start of the next level.
This is a rather suspenseful and unsettling mod you've got here. It conveys the feeling of isolation very well.
And again, why would you do this to me?
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Nash
 
 
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Re: Lasting Light V3.1 - 5:4 and CVAR Support!

Post by Nash »

3.1 is looking good on the polish front! I can't find anything else to complain about (for now)... :P

Gonna get some friends to play this mod soon and see how they react. ;D
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Ctrl+Alt+Destroy
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Re: Lasting Light V3.1 - 5:4 and CVAR Support!

Post by Ctrl+Alt+Destroy »

Ral22 wrote:@Ctrl+Alt+Destroy: This is obviously a glitch you are experiencing. I can't seem to reproduce it, the levels should play out normally. Be sure to check and make sure you are using the latest version of Lasting Light (v3.1) and also check to be sure your ZDoom is not loading any exterior wad, possibly something you set to autoload in the configuration file. (Some people have a skin set, bright map set, alternate HUD, etc. configured to always load.) Any exterior wad could cause conflict with Lasting Light.
Well. I only recently found out about the creeper. When I first played, I assumed the only enemy was the screecher. I believe the creeper could've been killing me instantly after he had the unpleasant company of my lantern. So. Probably not a bug. I just beat the second level. I am ashamed.
Last edited by Ctrl+Alt+Destroy on Sun Nov 17, 2013 8:31 pm, edited 1 time in total.
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Ral22
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Re: Lasting Light V3.1 - 5:4 and CVAR Support!

Post by Ral22 »

@Nash: Excellent. Don't hesitate to report issues or inconsistencies if you find them. As I said, you've been great help.

@Ctrl-Alt-Destroy: Yes, the Creeper is the one who makes the ambient hum, is visible through the darkness, subjects you to Rorschach images when he's near by, and hisses when he gets too close to warn you. No need to be ashamed. I hope you're enjoying the wad.
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Ctrl+Alt+Destroy
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Re: Lasting Light V3.1 - 5:4 and CVAR Support!

Post by Ctrl+Alt+Destroy »

Been playing it a bit more. And this is actually pretty good stuff! :P
Last edited by Ctrl+Alt+Destroy on Tue Nov 19, 2013 5:04 pm, edited 2 times in total.
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Crudux Cruo
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Re: Lasting Light V3.1 - 5:4 and CVAR Support!

Post by Crudux Cruo »

as a proof of concept and tweak, 5/5

as a standalone mod to replace doom...
this wont cut the mustard for a game replacer, sorry. It's good as a 2 map coffee break type thing, but otherwise this has no depth.

If you decided to do http://en.wikipedia.org/wiki/Eternal_Da ... 7s_Requiem style gameplay, it would be more interesting.
I would really like this if the monsters got more dangerous as it got darker, or if the darkness sort of grew and affected your abilities. Just a thought in the "whats next" scenario, if you decided to do anything with it.
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TiberiumSoul
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Re: Lasting Light V3.1 - 5:4 and CVAR Support!

Post by TiberiumSoul »

Made a few tweaks of my own (mostly audio based) to this project

Added a GAMEINFO lump to the file so that when booting up the mod it says "Lasting Light v3.1 by Ral22" instead of "Doom 2 Hell on Earth".

Added a light ambient track that doesn't interfere with the creeper that makes this mod 10x scarier than it was before

Tweaked the acs to add in a death scream from the player when the monster(s) kill him (my own voice too :p)

Added the sounds of the lantern to the lantern from amnesia both up and down it plays the original sound still but these have been added as extra things

If you want me to stop there's no need as these were the only tweaks I planned on making
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Ed the Bat
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Re: Lasting Light V3.1 - 5:4 and CVAR Support!

Post by Ed the Bat »

Under typical circumstances, I'd suggest moving the playerclass declaration from KEYCONF to MAPINFO, but... considering the nature of this mod, the end result is pretty much the same either way, so it's not a pressing issue at all. I just get a stick up my rear about broken/deprecated/problematic methods being used when more 'correct' ones exist.

Just... saying it for the sake of my OCD-like tendencies. Feel free to disregard. :P
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TiberiumSoul
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Re: Lasting Light V3.1 - 5:4 and CVAR Support!

Post by TiberiumSoul »

Made a tweak to an existing tweak changed it up a bit from just one ambient track to three that play randomly also upon further play while ZBlood is good to play with this mod I also recommend Epic2.wad

And some further news since it's ok for us to make addons I'm making an endurance map and while it's finished I'm going to wait for Ral's ok on releasing my tweaked version with the included map to which I've set the record for

I lasted 13 minutes how long can you last against The Screecher and Creeper?
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Ral22
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Re: Lasting Light V3.1 - 5:4 and CVAR Support!

Post by Ral22 »

@TiberiumSoul: In case you feel awkward or anything of the like, I still have no problem with you adding tweaks to the game. That is the nature of these Doom projects and I think at times it can actually benefit the original mod. Feel free to continue to add tweaks, but I just ask that you leave the basic title intact. (You could call your version "Lasting Light: Darkened Souls" or something along that line). I also am well aware that you would credit me, so I have no issue there. If you could send me a PM that includes your version, I'll test it out and see if I like something enough to make it official and add to the next release. Also, if you would like, I can make your separate version available on the main post of this thread next to the official one, if you have any sort of reservations in opening your own thread. If you would rather open your own thread, by all means go ahead.

Concerning how long I last against the two of them, I can't recall a set amount of time, but I got to Map 16 of Doom II on Hard before I had to quit and take care of other matters. That was my longest run, though. Personally, Hellcore 2.0 is one of my favorite wads to play this with, due to the large maps, but the lack of resources (Especially on Map 2: Baron Streets) add to the difficulty considerably. Deus Vult 2 made for a very interesting map set, as would Grove.

@Ed the Bat: I'll update the MapInfo/Keyconf inconsistency for the next release. I wasn't aware that was actually a depreciated method, but now that I am, I'll keep it in mind. Thanks for pointing it out.
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TiberiumSoul
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Re: Lasting Light V3.1 - 5:4 and CVAR Support!

Post by TiberiumSoul »

for those interested here is my tweaked version of Lasting Light

http://www.mediafire.com/download/t21i1 ... t_v3-2.pk3
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Reactor
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Re: Lasting Light V3.1 - 5:4 and CVAR Support!

Post by Reactor »

Hmmm. That title screen reminds me of Limbo :)
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TiberiumSoul
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Re: Lasting Light V3.1 - 5:4 and CVAR Support!

Post by TiberiumSoul »

same one from the last version the difference between mine and Ral's is mine has various tweaks
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Ral22
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Re: Lasting Light V3.1 - 5:4 and CVAR Support!

Post by Ral22 »

Lasting Light V3.2 is now out! Update your copies and get to playing!

New changes:
Version 3.2:
- Fixed a glitch when you go to the next stage upon death and the lantern wonks out.
- Added ambient music. (Thanks, Tiberium Soul)
- Added oil can pickup sounds. (Thanks, Tiberium Soul)
- Added death scream sound. (Provided by Tiberium Soul himself)
- Added "Unlimited Lantern Oil Toggle" in Settings. (Effect applies instantly)
- Added "Unlimited Stamina Toggle" in Settings. (Effect applies instantly)
- Added "Ambient Music Toggle" in Settings. (Requires map to be reloaded)
- Added visual tweaks to the menu.
- Added quit messages.
- Moved AddPlayerClass from KeyConf to Mapinfo's Gameinfo (Thanks, Ed)
A big hand for Tiberium Soul for being a helpful aid and having a large interest in the project!
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Ed the Bat
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Re: Lasting Light V3.2 - Additions and Bug Fixes

Post by Ed the Bat »

Even though I'm not a fan of 'horror' games (defenseless protagonists, shock scares, fleeing in terror, so forth), I am a huge sucker for dark atmospheres. I think I'd really enjoy a no-monster game session, for a completely passive, no-challenge experience of just exploring in the darkness, purely for the sake of atmosphere. I think that would mesh well with the unlimited fuel/stamina options.

To that end, I want to express my appreciation (though a few days late; I'd been focused on other things) for the options to toggle the spooks on/off. I'm quite content to turn them both off and just spend some time exploring; just me, a lantern, and the calm darkness.

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