[GZDoom] Diabolus Ex v1.1

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Re: [GZDoom] Diabolus Ex v1.1

Postby Zen3001 » Sat Jul 21, 2018 7:03 am

I'm surprised how well these jumping puzzles work with doom
and I rewrote the batch file here...
Code: Select allExpand view
if EXIST gzdoom-DEX-%username%.ini ( goto start )

copy gzdoom-DEX.ini gzdoom-DEX-%username%.ini

:start
start ..\gzdoom.exe -config gzdoom-DEX-%username%.ini -file DEX_1_1.wad %1 %2 %3 %4 %5 %6 %7 %8 %9

this one requires you to create another folder in your gzdoom directory and put the files in there, it allows the user to use 9 parameters(better than nothing), it creates a user ini just like gzdoom does with it's gzdoom.ini so overall it's better organized and doesn't turn your main gzdoom directory into a mess of wads, batch and ini files
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Re: [GZDoom] Diabolus Ex v1.1

Postby Roarke » Sat Jul 21, 2018 12:20 pm

Arvy, your mod made me dizzy on
Spoiler:
:) wich adds to the atmosphere of the game.
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Re: [GZDoom] Diabolus Ex v1.1

Postby Mr.Enchanter » Sat Jul 21, 2018 11:08 pm

Could you make a version without the reflective floors, they look nice but kill performance on older builds.
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Re: [GZDoom] Diabolus Ex v1.1

Postby _mental_ » Sun Jul 22, 2018 12:22 am

Mr.Enchanter wrote:Could you make a version without the reflective floors, they look nice but kill performance on older builds.

Just do gl_plane_reflection 0 in console if you want to disable reflections.
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Re: [GZDoom] Diabolus Ex v1.1

Postby Mr.Enchanter » Sun Jul 22, 2018 6:18 am

Thanks mental.
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Re: [GZDoom] Diabolus Ex v1.1

Postby PFL » Sun Aug 12, 2018 5:18 pm

This was perfect, including the missing door sound :)
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Re: [GZDoom] Diabolus Ex v1.1

Postby Tormentor667 » Thu Aug 23, 2018 12:12 pm

This is fucking awesome! When do I get a sequel?
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Re: [GZDoom] Diabolus Ex v1.1

Postby Midnight_King » Fri Aug 24, 2018 6:03 am

Would it perhaps be possible to use the textures provided as Doom 2 vanilla replacements? I love them.

This level is great. It felt like it could be part of a total conversion. More proof maping and modding can be an artform.
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Re: [GZDoom] Diabolus Ex v1.1

Postby Bezhael » Sun Sep 02, 2018 11:25 am

I like that fact that you named it OniCorp as an Oni is a type of Japanese demon. I can imagine the demons using this as a front to try and creating a corporation large enough to compete against the UAC.
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Re: [GZDoom] Diabolus Ex v1.1

Postby Gzegzolka » Wed Oct 03, 2018 9:44 am

I love that level, it's fun and visual are great. I wish to play more levels with those textures :)
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Re: [GZDoom] Diabolus Ex v1.1

Postby LOZ_98 » Sat Oct 06, 2018 9:38 am

a visually impressive looking level with ton of optional areas to explore, the pacing is good too, I never played Deus EX games myself but I really like the way this level plays, crawling vents, It's clear that a lot of effort went into making this, Great looking and fun level, Good job.
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