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Tiger

[DM] Morgenstern - Released!

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question 1: Is it still a stupidly fat download exceeding 120mb? Edit: No, apparently it's over 200 mb now! that's insane, have fun with no players.
question 2: Is it really so hard to make a simple and easy to find download for people? edit: Apparently that's too hard too! Even better is the screenshot below. Well done.

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I don't know where you got 'TGRDM3-master.zip' from, but that isn't the provided beta.

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A new build is now available!

List of changes:

  • Added BotSkillPicName property (for Zandronum only)
  • Revised most of the jump pads


Together, we can make jump pads great again!
>> DOWNLOADS <<

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A new build is now available!

List of changes:

  • Added Voxels!
  • Added player jumping sound.
  • Tried to standardize ammunition
    This changes Skill Levels; all previously defined skill's have been thrashed for 'Standard' which uses 'Nightmare' GameSkill.
  • Revised Item Respawning Timers
    Weapons now spawn every 5 seconds instead of 30 seconds
    Spheres now take 40 seconds to respawn
    Health and Armour bonuses respawn at 20 seconds
    All else is 30 seconds
  • Added help screens
  • Added Intermission screens
  • Revised the grenade's gravity
  • Changing weapons is now slightly faster
  • Minor fixes

>> DOWNLOADS <<

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A new minor build is now available:

List of changes:

  • The railgun now reloads, this behavior is adjacent SkullTag's Railgun.
  • Fixed THING Z-Height placements in map Adios.

>> DOWNLOADS <<

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A new beta is now available, though the changes are merely within the internal project and most of them wont be entirely noticed - while others will be noticed. With this beta, I think the internal core is ready - and after testing, I don't think I'll add any new features. Thus, this could be the last beta build. Please let me know of any bugs that you come across and anything that might need to be changed.

Additionally, I have also constructed a wiki for this project. I have provided information as to what maps are included, recommended hosting DMFlags, and even compiling the TGRDM3 project. So please take a gander at the project's wiki! :)


List of Changes

  • Added Music Player
    This feature plays all the supported songs and transitions to the next song after approximately 1.30 minute, using SetMusicVolume as a fader.
  • Added more remix midi songs from Project Doom. Any music that was defined for the maps in the ZMAPINFO has been removed.
  • Added Console Background
  • Added Title Screen
  • Added StartUp Script
  • Revised help UI to include 'R_DrawVoxels'. Thanks to Dark-Assassin for pointing this out
  • Enforce SPRITE viewing angles
  • Added Statues [Not Used at this moment]
  • Added $Angled && $NotAngled for GZDB editor
  • Fixed a typo in ZMAPINFO property 'DimAount' -> "DimAmount'. Thanks to Kappes Buur for pointing this out
  • Removed Shane Strife's music. Explanation provided here
  • Revised intermission music
  • Revised player speed; from .85 ~> 1.0.
  • Split SNDINFO to individual files for convenience.
  • Player now screams when falling at a certain speed.
  • Updated map Artis to provide a longer fall.
  • Added Proximity doors; they will now open if the player is close to them, adjacent to Quake 3.
  • Revised doors to point to a new script 'StdDoors', which is designed to unify their functionality.

>> DOWNLOADS <<

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HOLY DOMINATION! ANOTHER SUPRISE BETA BUILD BUT WITH DOMINATION!!





List of Changes

  • Added Domination support for the Zandronum engine
    A very special version of Zandronum is required to play in this game mode, due to the focus of compatibility between Zandronum and GZDoom.
    Download: <DEPRECATED>
    Special thanks to Torr Samaho for making this possible!
    --Using SECTINFO
    --Added GAMEMODE lump; teams now use the standard DM player starts (special thanks to Torr Samaho!)
  • Added RingSpawners; full credit to Tormentor667.
  • Added a new ACS Script, DominationAdapt.acs; to make lives a bit easier upon detecting the game modes and activating the Rings.
  • Modified rockets and grenades to provide less damage to the owner; this will allow rocket jumps and grenade jumps.
  • Revised how the credits appear on the screen.
  • Dropped the F1 MAPINFO support.
  • Reincluded the missing HiRes SPRITES. This will be useful if the player has voxels disabled.
  • Added the HiRes Terminator Ball SPRITES; full credit to DoomJedi.
  • Updated the Performance_Notes.txt to include: R_DrawTrans <bool>, GL_Render_Precise <bool>, GL_Mirrors <bool>.
  • Revised the HelpUI to mention the 'GL_Mirrors' instead of the 'R_DrawMirrors'.
    As noted by Graf Zahl, this feature in (G)ZDoom is for debug purposes only [1].
  • Amplified music on the title screen from .3 to .8.
  • Resolved an issue with some ratios allowing the end-user to see the supporting walls as-well as the main title focus.
  • Shifted categories from the Credits to the LANGUAGE lump.


ACHTUNG! YOU MUST USE A SPECIAL BUILD OF ZANDRONUM TO PLAY IN DOMINATION!!
    Download: <DEPRECATED>
>> TGRDM3 DOWNLOADS <<

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I have just published a Release Candidate build, we're getting extremely close to the finish line!
Happy testing!

List of changes:

  • Imported a new map, START. This is adjacent to Quake and AlexMax's START map.
  • All maps now route to START. This is ideal for small netgames and single-player DM games, but not so much for large games. Please use Map List if running this project in Zandronum.
  • Music Player will not play in the START map.
  • TITLEMAP will now force the player to map 'START', when attempting to access the TITLEMAP when the GameType() is not GAME_TITLE_MAP.
  • Redid the map screenshots, they look much better now.
  • Purged unused assets.
  • Doom2.wad is now the default IWAD; when accessing this PWAD, it will tell (G)ZDoom to automatically include the Doom2.wad IWAD without having to prompt the user.
  • When selecting maps from the START map, all inventory and health is restored. Hopefully this resolves any issue with players spawning to a map with absolutely nothing in their inventory....
  • Added a script to warn the user if they're not using the OpenGL renderer.
  • Added a script to warn the user if they're playing in the Cooperative game mode.
  • Provided more randomness to the THING angles.
  • Revised the rain spawn size in MAP01
  • Fixed a type in the SNDINFO; AMBIENT12 was never referencing to 'World/ElectricBuzzing1' correctly, instead it previously was referencing 'World/ElectricBuzzing'
  • Revised secret door delay in MAP08; the delay was 12 octics, now 16 octics.
  • Fixed items that were leaking through the floors or various other places; thanks to Kappes Buur for finding the nasty ones
  • Weapons no longer show-up above the titlebar, thus also causing the Mug shot to never appear.
  • Updated the ReadMe
  • Minor fixes and corrections

>> DOWNLOADS <<

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Since I am on a holding-pattern - waiting for a new release on both Zandronum 3.0 beta and GZDoom, here is another build but with little changes:

Changelog:

  • Documentation updates
  • Revised credits
  • The script 'CheckCoopGameMode' is now has the 'CLIENTSIDE' flag
  • Fixed maps Abandoned Misery and Abandoned Misery [Pretty] were a jumping pad was previously not using the JumpPad script. Thus, causing problems if ThingStop() was to be activated after ThrustThing() call via Sector Thing Triggers.
  • Thrashed duplicated credits
  • Revised WADINFO to include 'Primary purpose : Deathmatch and Domination'
  • Remove outside boundaries and control sectors from the Automap [All maps]
  • Railgun no longer reloads; feels too weird
  • Reduced the number of Rain Spawners used in the map Dark Stone, but enlarged their area size. This might help with the framerate?
  • Thrashed superfluous MAPINFO properties
  • Very minor corrections

>> DOWNLOADS <<

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TGRDM3 has been officially released and is now available in the /idgames DB archive! A special thanks for the feedback that everyone has provided and for those that helped during the development through all these years.

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