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esselfortium
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Bloodskull said:
If you're gonna sit here and claim this is a serious project than maybe you should stop giving it unrealistic date times and jee I dunno....be serious when you speak maybe? Just a suggestion Essel.

You're no fun :(

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Old Post 01-28-08 23:06 #
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brinks
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No, Bloodskull's right. Since this project is in fact serious business, we're not allowed to have any fun at all. Besides, who seriously makes Doom wads for fun? Sounds like a bunch of bologna to me.

Old Post 01-28-08 23:53 #
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Patrick Pineda
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The Knee Deep In KDiZD is a lie!

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Old Post 01-29-08 00:42 #
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zap610
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Bloodskull said:
Just a suggestion Essel.


Yeah Essel, you oughta take advice from Shadowrunner he knows what he's talking about!

Old Post 01-29-08 01:23 #
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CODOR
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brinks said:
Besides, who seriously makes Doom wads for fun?
Anyone who makes WADs for fun is missing the point. You're supposed to make them to get a good review in The /newstuff Chronicles...

Old Post 01-29-08 01:47 #
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Bloodskull
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zap610 said:


Yeah Essel, you oughta take advice from Shadowrunner he knows what he's talking about!



So what happened to that one project you were working on again?

Old Post 01-29-08 02:53 #
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Butts
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i cant tell if bloodskull was being sarcastic but i can tell that those who said making wads for fun is pointless are.

so what if the project sounds like a joke, so far it looks fucking legit.

Old Post 01-29-08 02:56 #
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esselfortium
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Bloodskull said:

zap610 said:
Yeah Essel, you oughta take advice from Shadowrunner he knows what he's talking about!

So what happened to that one project you were working on again?

Spacedm5? 32in24 series? Greenwar2? Need I say more?

Old Post 01-29-08 03:00 #
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caco_killer
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Sept. 1987 was when I was born, so this project is going to be sweet.

Old Post 01-29-08 04:48 #
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Nuxius
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But at the rate the date keeps shifting, we'll be lucky if this gets released within the 20th century. :p

Old Post 01-29-08 06:03 #
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POTGIESSER
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This is so ridiculous and insane that it's awesome and logical.

Old Post 01-30-08 06:56 #
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esselfortium
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Ladies and gentlemen, I have good news and I have bad news.

The bad news is that the trick I devised to allow both silent and regular teleports (by having a dummy thing get teleported in first, then having a monster teleport to the same spot, telefragging it, causing it to play its xdeath frames which are set to the teleport animation) doesn't seem to work in vanilla.

Unless that problem can be fixed (by someone other than me, heh), we're not going to have silent player-teleports, nor are we going to have spawnable explosions (a barrel is crushed near them, they go into their pain state, they silent-teleport in, and their pain state then causes the explosion animation to play). That's disappointing, but we can work around it.

The good news is that z1m1 is pretty much finished, all but one of the camtextures are made and functional, and I've added monsters to the map. The current monster placement is an approximation of the placement in KDiZD, and there are no skill-level implementations yet (it's all set up for skill 3, basically), but it's there and it works!

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Last edited by esselfortium on 01-30-08 at 08:25

Old Post 01-30-08 07:38 #
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zap610
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Essel this is terrible news, I don't know if I can still support this project. :(

Old Post 01-30-08 13:09 #
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kristus
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You can make all teleporters silent, and have a thing placed at the receiving end of any teleporter that got the spark and sound of the teleporter, and is set to trigger (See the player) as he teleports in.

Restrictions include:
Only one way.
Only one time.
Only on the recieving end. (no flash will be sparked as you start teleporting, only as you're arriving at the destination)
It's only regarding the player.

Not sure how to solve the teleflash for monsters teleporting in. But it could be done by making a special version of the monster that got teleport flash and sound as their wake up anim/sound.

Of course, if you would die. they would revert back to that.

Doubt there's any particularly clean way of doing it really.

Maybe you could use the boss cube spawning to perform this however. You could use the codepointer where it spawns an enemy, and remake the spawning fire to a teleport flash. Of course, you would be at the disadvantage of not have any control of what monster comes out.

Last edited by kristus on 01-30-08 at 14:54

Old Post 01-30-08 14:43 #
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printz
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esselfortium said:
the trick I devised to allow both silent and regular teleports {...} doesn't seem to work in vanilla.
Try defining an invisible-inert-immobile monster with a close attack state as a teleflash, that goes into a loop of frames with "Codep frame = 419". The problem is that it will only "attack" players (only players will generate fog -- but I like it) and you'll have to keep the thing out of bypasser's range, so it only "attacks" when the player's actually on the arrival pad after a teleportation.

But are there that many noisy teleporters in KDiZD?


Unless that problem can be fixed (by someone other than me, heh), we're not going to have silent player-teleports
As much as I know, most teleporters in KDiZD are silent, used to mask multiple floors. You probably should prefer silent teleportation.


nor are we going to have spawnable explosions (a barrel is crushed near them, they go into their pain state, they silent-teleport in, and their pain state then causes the explosion animation to play)
You could make spawnable explosions by making a crushed barrel push another one over the teleportation line. It will teleport to its target before making its noise. The only con is that it can be easily blocked by a thing on its destination. But otherwise, spawnable explosions, as they suggest, can be done in Doom2.

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Old Post 01-30-08 16:26 #
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Reckoner
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printz said:
As much as I know, most teleporters in KDiZD are silent, used to mask multiple floors. You probably should prefer silent teleportation.

I agree. It seems like there's more need for silent teleporters (if I remember correctly), so that's probably the kind you should keep if you can only have one.

Old Post 01-30-08 17:05 #
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esselfortium
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Hmm. I guess I'll look into it some more. :\

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Old Post 01-30-08 17:15 #
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Csonicgo
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Attaboy, essel, keep up the good work! I'll see if I can get some barrel fun working myself and if I do I'll share it with you. :)

Old Post 01-30-08 19:19 #
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Patrick Pineda
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esselfortium said:
Ladies and gentlemen, I have good news and I have bad news.

The bad news is that the trick I devised to allow both silent and regular teleports (by having a dummy thing get teleported in first, then having a monster teleport to the same spot, telefragging it, causing it to play its xdeath frames which are set to the teleport animation) doesn't seem to work in vanilla.

Unless that problem can be fixed (by someone other than me, heh), we're not going to have silent player-teleports, nor are we going to have spawnable explosions (a barrel is crushed near them, they go into their pain state, they silent-teleport in, and their pain state then causes the explosion animation to play). That's disappointing, but we can work around it.

The good news is that z1m1 is pretty much finished, all but one of the camtextures are made and functional, and I've added monsters to the map. The current monster placement is an approximation of the placement in KDiZD, and there are no skill-level implementations yet (it's all set up for skill 3, basically), but it's there and it works!



essel, leak beta!

Old Post 01-30-08 22:40 #
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esselfortium
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Not yet, wait until skill levels are implemented and it's been tested more thoroughly :|

er, I mean..a leak?! The community is dying!

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Old Post 01-30-08 22:59 #
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Vegeta
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I'm not sure how this could be implemented properly, but for the fake teleport flash you could add an invisible dumb thing in a dummy sectorthat use the archvile attack, but with the teleport flash and teleport sound instead of flames and without the hurting codepointers. Then if you add a line that lower a ceiling blocking the dumb thing view seconds after the player teleporter, it'd stop the attack. Then for a second new teleporting you'd need a line that raises the ceiling again.
This would require a lot of precision to be implemented properly, and still has the potential for bugs, and would be ineffective on monster teleportations.

Instant raise and instant lower lifts may be useful somehow, you could raise and lower a minisector with the teleport flash, that has the teleport flash animation as melee attack, then again, this would be useless for monster teleportations.

Old Post 01-31-08 00:11 #
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Torn
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Damn you, essel, why didn't I play this on Nesdoom in 1987. Oh yeah, of course, I didn't own a NES before 1990. :(
Damn you again and release this later.

Old Post 01-31-08 14:00 #
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Vader
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I did a time-travel back to 1943 and played a finished version of the mod... I'm not impressed, way too much detail and no gameplay :P

Old Post 02-01-08 23:18 #
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GreyGhost
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Did you bring back a leaked beta?

Old Post 02-02-08 03:39 #
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myk
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GreyGhost said:
Did you bring back a leaked beta?
I read in an old newspaper that his computer got confiscated by the Nazis.

Old Post 02-02-08 11:48 #
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POTGIESSER
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myk said:
I read in an old newspaper that his computer got confiscated by the Nazis.


Mr.Hilter was not amused.

Old Post 02-02-08 20:37 #
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Vader
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myk said:
I read in an old newspaper that his computer got confiscated by the Nazis.


Yeah, that's true... god damn, I just hate those bastards!!!
I should have brought some nuclear bombs with me, the time I was there, could have been a lot of fun *grin*

Old Post 02-03-08 01:01 #
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esselfortium
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Before this thread devolves any further, here's the news update I just posted in the thread on ZDoom.org:

z1m1 has been tweaked a bit, had its gameplay improved, and had additional detail added in a bunch of places. The main difference you'll notice when playing KDiKDiZD z1m1 is that, after you get the shotgun, you'll find quite a bit more shells for it, so that you don't have to use the pistol for most of the map due to lack of ammo.

I started on z1m4 last night. Only the start area and first hallway are done, but it's looking good so far!

Progress continues on z1m7 and z1m9 but I haven't actually seen the latest updates yet. :p

The player's hitscan weapons now eject bullet casings. They're all the same type, unfortunately, but hey. Bullet casings. As such, firing the chaingun in random directions is now significantly more fun.

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Old Post 02-03-08 17:15 #
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deathz0r
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KDiKDiZD certainly exists and I'm automatically giving it WAD of the Week because I highly doubt anything could top it in the same week of its release.

You've heard it here first, am I the type who lies to my dear fans?

Old Post 02-03-08 17:54 #
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printz
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deathz0r said:
KDiKDiZD certainly exists and I'm automatically giving it WAD of the Week because I highly doubt anything could top it in the same week of its release.

Good, you probably caught it that Z1M3 is too long to fit vDoom, and it won't annoy you anymore this time, letting you play to the end. You'll say KDiKDiZD is the Wad of the Week so Graf Zahl can sleep happy that you praised his yearly work ;)


esselfortium said:
Before this thread devolves any further, here's the news update I just posted in the thread on ZDoom.org:
What, does any reference to Nazi have to mean devolvement? Other than the fact that it's an overused lame joke, similar to Doom 2's two lame secret levels?


you'll find quite a bit more shells for it, so that you don't have to use the pistol for most of the map due to lack of ammo.
You'll unhelp the hardcore Doomers who want to not have ammo and have the challengez. :-<



The player's hitscan weapons now eject bullet casings. They're all the same type, unfortunately, but hey. Bullet casings. As such, firing the chaingun in random directions is now significantly more fun.

How, by any means, did you manage to make bullet casings not waste ammo... AHEM, DOUBLE THE CONSUMPTION PER SHOT??? That would save the problem, but make it look unrealistic and patchy. But what the hell do I really have to care? I don't, cuz it plays good.

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Old Post 02-03-08 21:07 #
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