esselfortium
Senior Member

Posts: 1823
Registered: 01-02 |
myk said:
Not sure if you're using all of DOOM II's, but you'd also lose a weapon slot, as in Doom you can't switch to the SSG.
Ahh, I see. That'd be a problem too, especially since when I was attempting to replace the BFG (before I decided to scrap the grenade launcher), no matter what I did with the dehacked patch, it would refuse to fire if it had less than 40 ammo. It worked fine in zdoom, but not in choco, heh.
On a similar but not entirely related note, even if the BFG 40-ammo issue could be solved (yes, I did change the bfg ammo usage in dehacked. it seemed to have no effect in choco), I'm not adding the grenade launcher back in, because now I wouldn't be able to without losing one of the new monsters' projectile types, and because of a few other issues.
For one thing, the only way I could get the grenades to not inflict damage immediately after hitting something (rather than waiting a few seconds like I wanted) was to set their damage amount to 0 and relying entirely on splash damage from calling the rocket-explosion frames.
This caused the other problem, which is that the final boss, the Bruiser Demon, replaces the Cyberdemon and is thus immune to splash damage (I originally had it in another monster slot, but this was necessary to prevent it from killing itself with one of its own attacks).
Thus, I could either have grenades that were completely worthless and always exploded on impact with anything (i.e. why waste your time when you could use the rocket launcher and do the same thing with much more range), or I could have grenades that were completely useless against the final boss.
So in the end I ditched it, and was then able to turn the player's plasma shots into normal Doom rockets, make the rocket launcher fire the plasma-turned-rockets instead (I'll make an optional bex patch or something so they don't look weird in ports that make plasma translucent), and was then able to turn the normal rockets into the Dark Imp's blue fireballs, so that it could throw them using the CyberAttack codepointer. This is KDiKDiZD Gross Hack #377B.
(Yes, the plasma-turned-rockets behave and look exactly the same as normal rockets. Playing in vanilla you can't tell the difference at all, the only issue is with ports that add special visual effects to plasma fire.)
This dehacked stuff is confusing :p
EDIT: In other news, I just want to thank you all for not complaining about this being a Doom 2 project (not yet, at least). Regardless of any technical licensing stuff, it's a remake of a free shareware episode, made for a full commercial game. A remake of something free, made for something that you have to pay for. If Doom 2 was still a new game, this would do nothing to harm Doom's sales and could potentially serve to increase Doom 2's. Even if there was a moral issue with it, I think the KDiZD levels are far enough removed from the original e1 maps to nullify the issue.
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Last edited by esselfortium on 01-15-08 at 07:02
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