Cyberdemon
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Knee-Deep in KDiZD: R_DrawPlanes: visplane overflow (2069856505) New screens on p14
Pages (16): « 1 [2] 3 4 5 » ... Last »  
Author
All times are GMT. The time now is 12:59. Post New Thread    Post A Reply
Mike.Reiner
Member


Posts: 285
Registered: 01-05


At first I thought this was a big joke.. but damn, you guys are gonna try and push vanilla to the limit eh? hm...

This really does sound interesting... mmm... chocolate.

Old Post 01-13-08 10:32 #
Mike.Reiner is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
kristus
Godlike/Doglike


Posts: 6313
Registered: 07-00


I approve of this... it makes me sneer...

Heh.

Old Post 01-13-08 11:16 #
kristus is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
printz
CRAZY DOOM ZEALOT


Posts: 1785
Registered: 06-06


I think it's damn serious... good luck with the (new) boss implementation, I hope it doesn't stop by the Baphoheads.

__________________
"Bow down before the one you serve,
You're going to get what you deserve!"

Old Post 01-13-08 12:20 #
printz is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Naan
Junior Member


Posts: 192
Registered: 10-05


There's way too much hype. I'm guessing everyone will bash it mindlessly when it'll be released.

Well, just like the origial KDiZD.

Old Post 01-13-08 13:56 #
Naan is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
YMB
Old newfag


Posts: 792
Registered: 07-07


This is one of the most original ideas I've seen recently in the Doom community.

Old Post 01-13-08 14:00 #
YMB is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
myk
patron mod of ugly ducklings and black sheep


Posts: 10410
Registered: 04-02


Heh, I'm sure this will fun to play and well balanced in addition to amusing, given the mappers involved.


esselfortium said:
If you don't try saving, the wad will be 100% compatible with doom2.exe 1.9. Making it for doom2+ or another limit-removing port would defeat the point entirely. (Yes, extending the savegame limit in chocodoom is removing a limit, but there's no way around that without deleting half the maps. And it's possible to play without saving if you're enough of a purist to shun chocolate doom I guess.)
That should be fine. It's the way Espi's B2B ended up. Plus anyone can apply the Doom+ hack (or just the savegame hack from it) to Doom2, if they want.


esselfortium said:
You sure? I remember it only having one death animation, that was sort of a semi-gib. Either way, this one uses more frames for its deaths. No changes to its behavior, though, since the KDiZD one is the same as the Doom 2 one other than the sprites. :p
I don't clearly recall how the KDiZD sprite died normally (he probably fell apart like the original), but if want to be "purist" making the Chaingunner die backwards like the other zombies might make sense.

But more than that (or instead of that) I'd suggest reworking the brown dude's death. He dies like the marine, which looks too human and pain driven for a zombie.

Old Post 01-13-08 14:02 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
BoldEnglishman
Member


Posts: 514
Registered: 06-07



esselfortium said:
- 9 totally revamped great-looking, fun-to-play re-interpretations of the original KDiZD maps


Huh? There are 10 levels in the project not 9.

Hanger
Nuclear Plant
Toxin Refinery
Military Base
Command Control
Phobos Lab
Central Processing
Computer Station
Penultimate Evil
Phobos Anomaly

Plus, the KDiZD Chaingunner did fall backwards like a regular zombie. More specifically, he span around and fell forwards (but looking away). I take it the Hell Knight is just being left as is?

Old Post 01-13-08 14:30 #
BoldEnglishman is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
printz
CRAZY DOOM ZEALOT


Posts: 1785
Registered: 06-06



myk said:
I'd suggest reworking the brown dude's death. He dies like the marine, which looks too human and pain driven for a zombie.
Why necessarily? Unlike the hardcore dead Troopers, the Rapid Fire ones have kept a bit of humanity left in them, which allows them to press fire and hasn't made them tear their vest as in pain. The reason Shotgunners and Chaingunners act stronger yet die like zombies is that the zombification applied to them was reserved to such ranks (sergeant, commando) and was more advanced, having fewer negative side effects.

Could be a tl;dr, so in short: just keep the RFT sprites as they are -- their monsters have kept some humanity to feel pain.

__________________
"Bow down before the one you serve,
You're going to get what you deserve!"

Old Post 01-13-08 16:17 #
printz is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
esselfortium
Senior Member


Posts: 1823
Registered: 01-02



BoldEnglishman said:


Huh? There are 10 levels in the project not 9.

Hanger
Nuclear Plant
Toxin Refinery
Military Base
Command Control
Phobos Lab
Central Processing
Computer Station
Penultimate Evil
Phobos Anomaly

Plus, the KDiZD Chaingunner did fall backwards like a regular zombie. More specifically, he span around and fell forwards (but looking away). I take it the Hell Knight is just being left as is?


At this point I'm not planning to do z1m10. 9 maps is ambitious enough already. The Hell Knight will probably be changed to the KDiZD one just for completeness and accuracy.

__________________
sl4.poned.com: Free Esselmusic
Esselmusic: The Album
Knee-Deep in KDiZD: Relive KDiZD, in doom2.exe: (WiP Page) (Doomworld Thread)

Old Post 01-13-08 17:09 #
esselfortium is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Kid Airbag
Not really a kid. Not really an airbag. WHAT THE HELL IS IT?!? Who's asking? Are you French? An airbag is a safety device in a car that inflates during a collision and blocks you from smashing your head into the dashboard or steering wheel!


Posts: 7589
Registered: 12-00



Lüt said:
<3

And just think, if you reworked map04 at the same rate you reworked these, Millennium would have been out last year! :O



What about the boss sprites

Old Post 01-13-08 17:29 #
Kid Airbag is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Butts
Forum Regular


Posts: 799
Registered: 07-07


more screenshots!!!

im liking this a whole lot so far.

for colored lighting, how are you going to change the sprites color to match the light? also, for deep water, how would you slow down the player like he is wading/swimming through it? neither is necessary, but *******ely would be insane to pull off in vanilla doom.

Old Post 01-13-08 17:31 #
Butts is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
esselfortium
Senior Member


Posts: 1823
Registered: 01-02



Butts said:
more screenshots!!!

im liking this a whole lot so far.

for colored lighting, how are you going to change the sprites color to match the light? also, for deep water, how would you slow down the player like he is wading/swimming through it? neither is necessary, but *******ely would be insane to pull off in vanilla doom.


Won't be able to do those things, heh :P

__________________
sl4.poned.com: Free Esselmusic
Esselmusic: The Album
Knee-Deep in KDiZD: Relive KDiZD, in doom2.exe: (WiP Page) (Doomworld Thread)

Old Post 01-13-08 17:35 #
esselfortium is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
dutch devil
Forum Staple


Posts: 2318
Registered: 05-04


Looks interesting good luck with the project curious to see how it will turn out.

Old Post 01-13-08 17:47 #
dutch devil is offline Profile || Blog || PM || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
brinks
Mini-Member


Posts: 50
Registered: 09-07


I do believe this amazing undertaking could indeed benefit all of mankind, therefore I am willing to lend any of my mapping skills to see this project reach completion!

Old Post 01-13-08 17:55 #
brinks is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
esselfortium
Senior Member


Posts: 1823
Registered: 01-02



brinks said:
I do believe this amazing undertaking could indeed benefit all of mankind, therefore I am willing to lend any of my mapping skills to see this project reach completion!

Awesome. I remember a while back you mentioned thinking about taking z1m6. Are you still interested in that, or do you want a different map?

EDIT:

I think it's damn serious... good luck with the (new) boss implementation, I hope it doesn't stop by the Baphoheads.

Heh

__________________
sl4.poned.com: Free Esselmusic
Esselmusic: The Album
Knee-Deep in KDiZD: Relive KDiZD, in doom2.exe: (WiP Page) (Doomworld Thread)

Old Post 01-13-08 18:05 #
esselfortium is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
printz
CRAZY DOOM ZEALOT


Posts: 1785
Registered: 06-06



esselfortium said:
Heh
Exactly, I hope you're coming with a cool boss idea. Good luck with Z1M8 and all that it's worth...

I get it the Baphohead and the mystery boss thingtypes use Cyber's and Spider's slot (don't answer...)

I'm looking forward more for the map expansion, in that they'll be expanded even more and take much longer and be more diversified (not that they weren't before).

__________________
"Bow down before the one you serve,
You're going to get what you deserve!"

Old Post 01-13-08 18:15 #
printz is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
brinks
Mini-Member


Posts: 50
Registered: 09-07



esselfortium said:

Awesome. I remember a while back you mentioned thinking about taking z1m6. Are you still interested in that, or do you want a different map?



I'd like to do z1m7 instead. Those outdoor areas in z1m6 kinda put me off from even attempting it :p

Old Post 01-13-08 18:24 #
brinks is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
esselfortium
Senior Member


Posts: 1823
Registered: 01-02



brinks said:


I'd like to do z1m7 instead. Those outdoor areas in z1m6 kinda put me off from even attempting it :p


Tango claimed z1m7 last night. Maybe you can either collaborate on it or fight to the death or something. :p


printz said:
I'm looking forward more for the map expansion, in that they'll be expanded even more and take much longer and be more diversified (not that they weren't before).

I never said they would take longer. The more annoying of the key hunts and switch hunts will be simplified. With that said, though, some areas will be quite a bit different than their KDiZD counterparts, since there are certain things that can't really be done without looking like the world's grossest hack. :p

__________________
sl4.poned.com: Free Esselmusic
Esselmusic: The Album
Knee-Deep in KDiZD: Relive KDiZD, in doom2.exe: (WiP Page) (Doomworld Thread)

Old Post 01-13-08 18:28 #
esselfortium is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
myk
patron mod of ugly ducklings and black sheep


Posts: 10410
Registered: 04-02



printz said:
just keep the RFT sprites as they are -- their monsters have kept some humanity to feel pain.
I quite doubt that was the intention. They're just like the other zombies; and nothing but that shallow detail making them "more human" fails. It disrupts the detailed differences the original sprites display.

Let's examine the original 3 zombies: The first is still spattered with the green slime that affected the human victim but retains some hair, the second is more powerful, and has lost its hair to the effects of the demonic substance, the third even more powerful (with an increased body mass, much like the demon is heavier than the imp), also bald, with evil red eyes, and more bloodthirsty. More demonic, less human.

Old Post 01-13-08 18:45 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Enjay
ASK ME ABOUT FOOTBALL / STEAM / DEAD CELEBRITIES / THE BLAIR WITCH PROJECT


Posts: 3891
Registered: 12-00


And here was me thinking the marines had just shaved their heads like... well, like marines really. ;)


As far as the code is concerned:

Imp Mass 100
Demon mass 400

Trooper Mass 100
Shotgunner Mass 100
Chaingunner Mass 100

Appearances can be deceptive. Maybe the Chaingunner has hollow bones or something. :)

Old Post 01-13-08 18:54 #
Enjay is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
printz
CRAZY DOOM ZEALOT


Posts: 1785
Registered: 06-06



myk said:
The first is still spattered with the green slime....
Another possibility why RFTs grab their necks -- remaining reflexes. Been possessed recently or preserved or kept in sleep till player's coming (supposing it's a late level). Hah. That's why they act like that.

To esselfortium: no significant expansion? But I thought it's generally fun to expand maps according to imagination!

__________________
"Bow down before the one you serve,
You're going to get what you deserve!"

Old Post 01-13-08 19:12 #
printz is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
myk
patron mod of ugly ducklings and black sheep


Posts: 10410
Registered: 04-02



printz said:
That's why they act like that.
You can make all sorts of explanations, but the best use of the sprites is to create quick and effective visual impressions. What I noted can be evidenced in the game in a simple fashion while what you're saying is a contrived rationalization around the inconsistency I pointed out.


But I thought it's generally fun to expand maps according to imagination!
Hell yeah, I'm sure all VPO and sudden program termination fans agree.

Old Post 01-13-08 19:35 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
esselfortium
Senior Member


Posts: 1823
Registered: 01-02



printz said:
Another possibility why RFTs grab their necks -- remaining reflexes. Been possessed recently or preserved or kept in sleep till player's coming (supposing it's a late level). Hah. That's why they act like that.

To esselfortium: no significant expansion? But I thought it's generally fun to expand maps according to imagination!


KDiZD maps are long enough for me already, thanks :(

__________________
sl4.poned.com: Free Esselmusic
Esselmusic: The Album
Knee-Deep in KDiZD: Relive KDiZD, in doom2.exe: (WiP Page) (Doomworld Thread)

Old Post 01-13-08 19:43 #
esselfortium is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
Lüt
Administrator


Posts: 11944
Registered: 05-00



Kid Airbag said:
What about the boss sprites
Not part of hub1 :(

Old Post 01-13-08 19:49 #
Lüt is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
printz
CRAZY DOOM ZEALOT


Posts: 1785
Registered: 06-06



myk said:
while what you're saying is a contrived rationalization around the inconsistency I pointed out.
...or a different view to yours, end of story. esselfortium should decide. I continue to say they retain a bit of humanity, you continue to say they're exactly like the rest, nothing more. To everyone's own.


Hell yeah, I'm sure all VPO and sudden program termination fans agree.


Map expansion doesn't imply detailing which can VPO, so it's possible anytime, if however the player is warned not to save. Then it becomes important for the author to watch the monster/advantage scale, so as not to frustrate the ill-fated player. And detail can be happily deleted anytime, especially when a too big part of doomworld had wanted less detail in KDiZD itself.

Then again, one can plan to map something as much as one can, but plan to stop when the savegame limit is hit and doesn't want to sacrifice things (who'd want). This is the idea of expanding much, in "vanilla" Doom, after all.

__________________
"Bow down before the one you serve,
You're going to get what you deserve!"

Old Post 01-13-08 20:10 #
printz is offline Profile || Blog || PM || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
esselfortium
Senior Member


Posts: 1823
Registered: 01-02


The Bottom Line™:

KDiKDiZD is for doom2.exe and/or chocolate doom.

It will be thoroughly playtested and will be fun to play.

Some parts of maps will be changed, some parts might be removed or shortened, and some parts might be replaced entirely.

KDiKDiZD will be good-looking, though it will of course use a much simpler style of detail and architecture than most of the areas in KDiZD.

The death frames of the rapid-firing trooper do not matter in the long run, let's all just get along :(

__________________
sl4.poned.com: Free Esselmusic
Esselmusic: The Album
Knee-Deep in KDiZD: Relive KDiZD, in doom2.exe: (WiP Page) (Doomworld Thread)

Old Post 01-13-08 20:16 #
esselfortium is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
brinks
Mini-Member


Posts: 50
Registered: 09-07



esselfortium said:

Tango claimed z1m7 last night. Maybe you can either collaborate on it or fight to the death or something. :p



I'll leave it up to him to decide. I don't mind collaborating, but if he wants to do it solo that's cool with me. What other maps are open?

Old Post 01-13-08 20:33 #
brinks is offline Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
esselfortium
Senior Member


Posts: 1823
Registered: 01-02



brinks said:


I'll leave it up to him to decide. I don't mind collaborating, but if he wants to do it solo that's cool with me. What other maps are open?


He says it doesn't matter to him, and he'll take whatever's open pretty much. If you want to collaborate, that'd be cool, but you can have z1m7 if you want it.

Currently open: z1m5, z1m6, z1m7, z1m8.

__________________
sl4.poned.com: Free Esselmusic
Esselmusic: The Album
Knee-Deep in KDiZD: Relive KDiZD, in doom2.exe: (WiP Page) (Doomworld Thread)

Old Post 01-13-08 20:36 #
esselfortium is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
myk
patron mod of ugly ducklings and black sheep


Posts: 10410
Registered: 04-02



printz said:
...or a different view to yours,
More like and, my fellow doomer.


I continue to say they retain a bit of humanity, you continue to say they're exactly like the rest, nothing more.
And how could I forget, with your personal title and all!


Map expansion doesn't imply detailing which can VPO, so it's possible anytime, if however the player is warned not to save.
Perhaps, if you can separate sections consistently, which is not easy if and when various doors and such are opened. Also, if the blockmap gets too big the level will crash sooner or later (more sooner than later, in most cases).


esselfortium said:
The death frames of the rapid-firing trooper do not matter in the long run, let's all just get along :(
Quite true, it's just a detail, and if you leave it as it is, still just a characteristic acquired from KDiZD. Beyond the mere suggestion, I discussed the matter only to pinpoint some design essentials related to the game.

By the way, if you guys need additional testing support I could help. This is the kind of project I'm best with (due to hacking expertise, resource management experience, and love for the simple Doom format and its game play).

Old Post 01-13-08 21:02 #
myk is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
SuperSlammer2
Green Marine


Posts: 48
Registered: 01-08


why would ANYONE want to remake kdizd with bad graphics?? o.o

Old Post 01-13-08 21:05 #
SuperSlammer2 is online now Profile || Blog || PM || Email || Search || Add Buddy Report to mod || IP || Edit/Delete || Quote
All times are GMT. The time now is 12:59. Post New Thread    Post A Reply
Pages (16): « 1 [2] 3 4 5 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Knee-Deep in KDiZD: R_DrawPlanes: visplane overflow (2069856505) New screens on p14

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory