Hey guys, I see there's been a fair amount of activity here. I'm going to go through all of those who have posted something regarding constructive criticism and bug reports. Before I proceed, I do want to emphasize that the latest version of GZDoom has had the highest chances of having problems. I highly recommend that you all use GZDoom 1.8.2 or Zandronum 3.0 - Yes, TOTLM4 can run on Zandronum. When I had done tests with the later versions of GZDoom, the performance was not as good compared to earlier versions. If you are using GZDoom 3.0.0, please stop using it and use GZDoom 1.8.2 or Zandronum 3.0.
@Blue Shadow - Even if I made the Key Pillars invulnerable, it would not make a difference. Once someone enters MDK or Kill Monsters in the console, the result will be the same.
@Jimmy - Good to hear you like the map sets. 1: For the PDA text, it is all done through DECORATE. I did find that the text wraps around better on early versions of GZDoom. I found this problem to happen on the newest GZDoom. There is a way to scale the text on the screen to make it fit the way it should. When using earlier versions of GZDoom and Zandronum 3.0, this problem has not occurred. 2: You do bring up a good point regarding the torches - I should have been more consistent. 3: I did incorporate the volume modifier in the SNDINFO lump, however, it was a bit tricky to balance the volume of the music, especially the music from Unreal.
I definitely like your observations, Jimmy. Whatever project I work on next, I'd like to have you aboard the beta testing team. You have a great eye for detail
@Sinael - 1: The enemies you've indicated are set to Deaf. I had trouble with some block-sound linedefs on MAP07. For some reason the enemies would react at the wrong time. The best solution for the time was setting them to Deaf. 2: The dynamic light issue you've indicated is related to a setting of your dynamic lights. The setting is new to the newer GZDoom's - There is a Software Render of dynamic lighting (doesn't affect sprites) and there is the OpenGL Render which should be enabled. The newer GZDoom is the reason for this. 3: Sorry about the flares; I removed them because I was able to incorporate the flashlight to be used while wielding a weapon. 4: The typo I can fix
@Toyoch - I loved your analysis and I'm glad you enjoyed the play through. 1: I like your idea about the Sniper Rifle. I may consider that... 2: I had a feeling there would be some concerns about the Rocket Launcher. If used on later versions of GZDoom, it can be a major issue. If used on an earlier version or Zandronum, the dynamic lights can be adjusted to have a lower intensity. 3: You bring up a good point regarding the hold limit for the power-up pickups. I will consider changing the max limit the player can hold for both invulnerability and the Serpent Amulet.
@Janus3003 - Love the pics. Can't wait to see the action shots
@Mere_Duke - Easy, Normal, and Hard are just like the classic DOOM difficulties (Hey, not too rough, Hurt Me Plenty, Ultra-Violence) - Very Hard is like Ultra-Violence but you will be more susceptible to damage - Nightmare is like DOOM Nightmare but you will take double the damage from all attacks and you are not allowed to use cheats. In addition, the enemies are more aggressive.
@Tormentor667 - There is another way to toggle off the PDA - select any of your weapons and hopefully, it should work
Thank you all for the feed back. I will be creating a patch by the beginning of June that should fix some of the issues indicated. Hopefully, this doesn't ruin your TOTLM4 experience.
In the meantime, please use GZDoom 1.8.2 or Zandronum 3.0 for the best results.