[KDiZD] Community Information Thread (Update Page 18)

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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Siggi
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Post by Siggi »

The maps which gave me any form of insperation were actualy the ZDoom Community map and Deus Vult for some reason.

I'll have a look at this though, I've been trying to get all the classics for refference.
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Phobus
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Post by Phobus »

I think all this roleplaying's getting to my head or something. wtf was I on when I wrote this?

Anyway, thanks Enjay, dl's the wad, and I'll check it out...

...whenever, I guess :)
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Risen
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Post by Risen »

Yes, the v0.2 pre-release is available there. I'm not sure where you'd find v0.1, but 0.2 is better anyway. ZDoom runs it very well, but to get the 100% intended experience it requires MBF.
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Phobus
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Post by Phobus »

I'll have a looksie at it some time. Probably after I've finished SSD and making scourge. Oh yeah, what's MBF?
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Belial
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Post by Belial »

Marine's Best Friend.

Use PrBoom with -complevel 7.
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TheDarkArchon
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Post by TheDarkArchon »

Old DOS port by Lee Killough. Is noted for the best friendly AI out of all the Doom ports.
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Kristus
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Post by Kristus »

Risen wrote:Yes, the v0.2 pre-release is available there. I'm not sure where you'd find v0.1, but 0.2 is better anyway. ZDoom runs it very well, but to get the 100% intended experience it requires MBF.
I suggest Eternity. Seeing as it's based on SMMU wich is based on MBF.
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Phobus
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Post by Phobus »

So basically any friendly AI in this wad may not function as well as intended with just ZDoom? Oh well, I'll live.
NiGHTMARE
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Post by NiGHTMARE »

MBF has a few other features not implemented/implemented differently in ZDoom.
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Graf Zahl
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Post by Graf Zahl »

TheDarkArchon wrote:Old DOS port by Lee Killough. Is noted for the best friendly AI out of all the Doom ports.

If the few minor bugs got fixed (most importantly the target selection. I already added some of MBF's code to .96x to address this.) ZDoom's friendly AI would come quite close. MBF's friendly AI had some issues I never liked as well so in the end it's a matter of preference.
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Risen
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Post by Risen »

TR didn't use friendlies, but it did take advantage of some other features that MBF had.

MBF used an OPTIONS lump to force specific behaviors that were intended for the map. In ZDoom some of these can be turned on and off with compatability options, and possibly let the user unknowingly break something.

ZDoom also disable the use of an altered PLAYPAL/COLORMAP for a number of states. MBF will preserve that behavior.

I can't remember if there's anything further, and I never tested it with the other ports mentioned here.

Though undocumented for a long time (and possibly even now, I'm not sure), ZDoom actually does support MBF's multiple sky method, so the transparent skylight effects (one of my favorites of the mod, and also one I had not seen elsewhere) will still work fine in ZDoom.
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Graf Zahl
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Post by Graf Zahl »

Risen wrote: Though undocumented for a long time (and possibly even now, I'm not sure),
http://www.zdoom.org/wiki/index.php?title=Static_Init
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Risen
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Post by Risen »

Oh, one more thing. If you play it with ZDoom, jumping isn't allowed.
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Ak-01
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Post by Ak-01 »

OMFG Cant wait to see that stuff! Tormentor on top!!!
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Bashe
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Post by Bashe »

I wonder if "hey, maybe I shouldn't reply to this thread, it's two months old" goes through someone's head before they press "submit."

Image

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