The Refinery - Trinity | Remaster | v2.0 released

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Tormentor667
Posts: 13470
Joined: Wed Jul 16, 2003 3:52 am

The Refinery - Trinity | Remaster | v2.0 released

Post by Tormentor667 »



Fellow Doomers, as I have already promised in my Farewell article some months ago, there won't be any new projects from my side. Still, there are a few things that I want to sort out from time to time when it comes to already released maps and mods. With Austerity, Sapphire and The City of the Damned, some of the old gems already got this treatment. With the new version of The Refinery, I want to do something similar, as I think (and a lot of other people as well) there is room for improvements. So what's new?

Changes for v2.0 RC1
Spoiler:
Changes for v2.0 RC2
Spoiler:
This is still a bit from being totally finished, so if you want to contribute with feedback or improvements, please let me know - I am eager to hear what you think about the changes and additions that have been made.









Before sharing the download, I want to give big thanks and kudos to salahmander2 and Ozymandias81 who have been an amazing help and support for the new remaster of The Refinery. Thanks a lot, this wouldn't have been possible with your interest and dedication in remastering this old gem.

Download: https://www.moddb.com/mods/the-refinery
Last edited by Tormentor667 on Mon Nov 07, 2022 2:38 pm, edited 7 times in total.
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neoworm
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Joined: Fri Sep 23, 2005 9:17 am
Location: Czech Republic

Re: The Refinery | Remaster | RC1 released, RC2 prepared

Post by neoworm »

Is there download for RC2? I tried RC1 and my main problem is too many custom monsters, some of the zombies are quite similar making it feel unfair when you miss the few pixels that help you tell apart "harmless" shotgunner from certain other zombieman that can wipe you in seconds.

Also since jumping is enabled I tried to jump over the fence at the chaingun area and voilá I got chaingun early. But on the second playtrhough with the plasma I've done the same and also found bunch of trites facing away and deactivated, which I presume is not intended.
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Tormentor667
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Joined: Wed Jul 16, 2003 3:52 am

Re: The Refinery | Remaster | RC1 released, RC2 in preparati

Post by Tormentor667 »

Thanks for the feedback. RC2 is still in development, I most propably didn't write that clear enough. For RC2, I already removed several enemies and narrowed the cast of enemies. Thanks for the hint with the chaingun, I just fixed that in my current development build.
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doomfighter66742278
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Joined: Sat Aug 17, 2019 7:24 am

Re: The Refinery - Trinity | Remaster | RC2 in development

Post by doomfighter66742278 »

very cool i really love the refinery is very cool to see a remaster
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Tormentor667
Posts: 13470
Joined: Wed Jul 16, 2003 3:52 am

Re: The Refinery - Trinity | Remaster | RC2 released, please test

Post by Tormentor667 »

Just uploaded RC2 now that is ready to test. If you have some time left, feel free to try all 3 runs. If you are in a hurry, you might want to test run 3 alone (simply start a new game and type in the console "pukename next". Looking forward to some valueable feedback for v2.0 :)

Link: https://www.mediafire.com/file/aw9xpfax ... 2.zip/file
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Tormentor667
Posts: 13470
Joined: Wed Jul 16, 2003 3:52 am

Re: The Refinery - Trinity | Remaster | v2.0 released

Post by Tormentor667 »

It's out - more at https://www.realm667.com - enjoy the third runthrough!
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NovaRain
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Joined: Sun Jan 20, 2013 8:15 pm

Re: The Refinery - Trinity | Remaster | v2.0 released

Post by NovaRain »

Noticed a minor visual glitch: when firing the chaingun, the muzzles in spinning seem kinda out of sync with the barrels.

EDIT: reducing the tick in the "flash" state by 1 seems fixing the muzzle/barrel desync problem:

Code: Select all

Flash:
	CHGF A 4 BRIGHT A_Light1
	CHGF A 0 BRIGHT A_JumpIfNoAmmo(2)
	CHGF B 4 BRIGHT A_Light2
	TNT1 B 0 BRIGHT A_Light0
	Stop
Curiously, in vanilla zscript the flash state are 1 tick more than the fire state:

Code: Select all

Fire:
	CHGG AB 4 A_FireCGun;
	CHGG B 0 A_ReFire;
	Goto Ready;
Flash:
	CHGF A 5 Bright A_Light1;
	Goto LightDone;
	CHGF B 5 Bright A_Light2;
	Goto LightDone;
Don't know why the frames look perfectly fine in the game in vanilla case.

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