esselfortium Posted January 25, 2008 printz said:(imitating every monster, slope, ambience) lol oops 0 Share this post Link to post
deathbringer Posted January 25, 2008 OMG i found a download for KDIKDIZD! Is this a leak? http://www.doomworld.com/idgames/index.php?id=7043 0 Share this post Link to post
esselfortium Posted January 25, 2008 Heh. Unless it looks like this, I'm going to say no. http://sl4.startan3.com/screens/kdikdizd/new/new3/hyperdetail.png http://sl4.startan3.com/screens/kdikdizd/new/new3/howdoesthisnotvpo.png http://sl4.startan3.com/screens/kdikdizd/new/new3/zomgcolor.png (this room will be getting some visual improvement, but in the meantime, hey look. colors.) http://sl4.startan3.com/screens/kdikdizd/Clipboard05.png (old shot, but it hasn't changed much) (not embedding images since they're huge and i'm too lazy to resize them) 0 Share this post Link to post
Edward850 Posted January 25, 2008 That colour effect looks sexy. I demand leaked betas. Heh. 0 Share this post Link to post
Da Spadger Posted January 25, 2008 <esselfortium> Spadger: in the meantime, post in the kdi thread on doomworld to stimulate discussion :p Essel, leak beta. 0 Share this post Link to post
esselfortium Posted January 25, 2008 Wait a couple weeks, not ready yet :( 0 Share this post Link to post
Csonicgo Posted January 26, 2008 Essel, it looks like the Community wants more. I'll give them more with this teaser about the Features of KDIKDIZD. Texture-Mapped Environment KDIKDIZD offers the most realistic environment to date for Doom. Texture-mapping, the process of rendering fully-drawn art and scanned textures on the walls, floors, and ceilings of an environment, makes the world much more real, thus bringing the player more into the game experience. Others have attempted this, but KDIKDIZD's texture mapping is fast, accurate, and seamless. With these new advanced graphic development techniques, the KDIKDIZD team is allowing game art to be generated much faster, bringing new meaning to "state-of-the-art". Light Diminishing/Light Sourcing Another touch adding realism is light diminishing. With distance, your surroundings become enshrouded in darkness. This makes areas seem huge and intensifies the experience. This also creates some amazing effects; sometimes the lights go out, and you'll have to look for a light switch or light amplification visors. Light sourcing allows lamps and lights to illuminate hallways, explosions to light up areas, and strobe lights to briefly reveal things near them. These features make KDIKDIZD frighteningly real. Variable Height Floors and Ceilings In KDIKDIZD, the world reacts to you. Many surfaces animate and mutate. A glowing wall-plate may change in appearance when you touch it. Radioactive ooze could seethe and bubble. Ceilings can fall and crush you, making you cry blood. Bridges loom over you, waiting to be crossed. Ledges await your footprints. Multiple Players Up to four players can play over a local network or Internet. Chocolate-Doom supports such On-line play. You can see the other player in the environment, communicate with him or her, and in certain situations you can switch to their view. This feature, added to the 3-D realism, makes KDIKDIZD a very powerful cooperative add-on. This is the first TC to really exploit the power of the Intertubes to their full potential. Expect yourself to lose your day job. Smooth, Seamless Gameplay. The environment in KDIKDIZD is frightening, but the player can be at ease when playing. Much effort has been spent on the gameplay end to provide the smoothest control on the user end. And the frame is high, so you move smoothly from room to room, turning and acting as you wish, unhampered by slow jerky motion. On an Apple Macintosh LCIII, the game runs well, and on an IBM PC300GL, the normal mode frame rate is almost as fast as television. This allows for the most important and enjoyable aspect of gameplay: immersion. New Monsters and Artificial Intelligence KDIKDIZD isn't made up of a bunch of rooms; it's a cohesive world. You might blast your rifle and the sound could travel through a window or slime-river tunnel to another entirely different area and alert some monsters. Then, they'll come looking for you! Opening doors, going down stairs, wading through slime, using teleports, etc. You are still able to get the drop on them from behind like a spy -- but you have to be sneakier about it. SOUNDS GREAT HUH? You just wait. it's gonna be even better than that! 0 Share this post Link to post
esselfortium Posted January 26, 2008 It's true, it's all true! Except the lightsourcing, I think Production IG made that up. :| 0 Share this post Link to post
Csonicgo Posted January 26, 2008 esselfortium said:It's true, it's all true! Except the lightsourcing, I think Production IG made that up. :| well we have them working with lens flares, but the bill doesn't look too good.. :s 0 Share this post Link to post
Coraline Posted January 26, 2008 Is this even a real project or just something to fuel boredom that's "worth" discussing over? And, I dunno. I liked KDIZD. I get the feeling this is made on purpose to bash it or something? 0 Share this post Link to post
esselfortium Posted January 26, 2008 Chu said:Is this even a real project or just something to fuel boredom that's "worth" discussing over? And, I dunno. I liked KDIZD. I get the feeling this is made on purpose to bash it or something? Is this project real? Am I real? Who made me? Why are you doing this? Let's see here...Mancubus II said on page 3: Yes this thread is serious. The project exists and is serious. Let's stop asking that question because IT IS REAL KTHXBYE. esselfortium said on page 1: And this isn't a joke. I've put a lot of time into it, and I guarantee you that it's very much real. Okay, now that that's settled! KDiKDiZD is a completely serious project, and has received support and encouragement from several members of the original KDiZD team (particularly Risen and NiGHTMARE) in the thread made for it on zdoom.org. 0 Share this post Link to post
Coraline Posted January 26, 2008 Sorry about that. Look before you post, yeah I know. :( 0 Share this post Link to post
Vegeta Posted January 26, 2008 esselfortium said:Coming March 2005 Other than the overall idea, I think this makes it sound like a joke thread. 0 Share this post Link to post
GreyGhost Posted January 26, 2008 Csonicgo said:The brisk Phobos winds surround you, blowing against your ears. How long has Phobos had an atmosphere? 0 Share this post Link to post
kristus Posted January 26, 2008 Probably the same time it gained more gravity than a tennis ball. :p 0 Share this post Link to post
esselfortium Posted January 26, 2008 Vegeta said:Other than the overall idea, I think this makes it sound like a joke thread. Ah, thank you. The date has been corrected for better accuracy :) 0 Share this post Link to post
Dutch Doomer Posted January 26, 2008 Yes 1987 sounds alot more convincing :p good luck with your very ultra super serious project there is an long road ahead of you. 0 Share this post Link to post
CODOR Posted January 26, 2008 So KDiKDiZD comes out in 1987? I'll bet those id guys won't even give you credit when they come up with KDiTD in 1993... 0 Share this post Link to post
Vegeta Posted January 28, 2008 This gave me an idea for a boss with multiple attack in vanilla DOOM. The only problem is that it needs to be placed in a room where he only see the player or he'll look odd. Remove the "attack frame" from dehacked, then edit it's walking frame so it loops certain times on the walking frames, then the looping does a tour from some attack animation, the tour then continue with more walking (enough to make it look natural), a new attack, more walking.. and so on, doing a cycle. Of course this would be very predictable, but could work (should require a shitload of precious codepointers though, nothing serious if you sacrifice the archvile and/or ss dude in the process). Another way could be to just do a cycle on the attack frame, so it cycle in different attacks (no walking in the middle), but that should not be the same (it'd work as the Ophidians from Heretic). 0 Share this post Link to post
printz Posted January 28, 2008 There could be, like, 5 attack sequences: melee, missile, on walk (by using CPosRefire so it doesn't fire when out-of-sight at equal timers), after pain and on death. 0 Share this post Link to post
Tormentor667 Posted January 28, 2008 esselfortium said:KDiKDiZD is a completely serious project, and has received support and encouragement from several members of the original KDiZD team (particularly Risen and NiGHTMARE) in the thread made for it on zdoom.org. Count me in as well :) I really like what I see so far, it looks promising :) 0 Share this post Link to post
esselfortium Posted January 28, 2008 Vegeta said:This gave me an idea for a boss with multiple attack in vanilla DOOM. The only problem is that it needs to be placed in a room where he only see the player or he'll look odd. Remove the "attack frame" from dehacked, then edit it's walking frame so it loops certain times on the walking frames, then the looping does a tour from some attack animation, the tour then continue with more walking (enough to make it look natural), a new attack, more walking.. and so on, doing a cycle. Of course this would be very predictable, but could work (should require a shitload of precious codepointers though, nothing serious if you sacrifice the archvile and/or ss dude in the process). Another way could be to just do a cycle on the attack frame, so it cycle in different attacks (no walking in the middle), but that should not be the same (it'd work as the Ophidians from Heretic). This is sort of similar to what I did for the Hell Warrior and Bruiser Demon for KDiKDiZD. The Bruiser Demon, for example...his attack state does his first attack, then goes through his full walking animation again, then does his second attack, goes through his full walking animation again, does his third attack, then walks again. Plus their melee scratch attacks. The Hell Warrior and Bruiser Demon each used up nearly 3 monsters' worth of dehacked frames. In other news, z1m1 is 99% built. There's some minor texturing stuff that needs to be done, and I need to finish a secret area I added. It still hasn't had monsters added yet, but the map itself is just about finished. :) Tormentor667 said:Count me in as well :) I really like what I see so far, it looks promising :) Thanks! Also I promise to stop sending you silly messages when you're away if you unblock me on AIM/MSN :'( 0 Share this post Link to post
Ralphis Posted January 28, 2008 I can confirm that this project was in fact outsourced to Unidoom. However, WE HATED IT SO ITS CANCELLED. But seriously, I can't believe you guys are falling for this elaborate scheme. KDiKDiZD does not exist and anyone that says it does is lying to you. 0 Share this post Link to post
Sporku Posted January 28, 2008 I can assure you it is real. You can believe me because I am a resourceful agent for the country. 0 Share this post Link to post
printz Posted January 28, 2008 Vegeta said:(should require a shitload of precious codepointers though, nothing serious if you sacrifice the archvile and/or ss dude in the process).How I delight in seeing these issues brought up once again, even 14 years later. Vanilla Doom back to power, thanks to K D i K D i Z D. Maybe this will raise a new standard, by which people should map for vanilla Doom and respect the Visplanes, max map size and capped Dehacked usage, so as no monster excesses. Good luck with all six keys at once, however. Perhaps it will act like this:the "Activate this object" texts will be replaced with corresponding new key "Open this door"; you'll study map progression and make it so the player can't find the blue door when they have the silver key, for example; you'll reposition some keys so they're always taken, two-by-two, in the same order, so the graphics will look properly: one key over another. You've got a better plan? 0 Share this post Link to post
esselfortium Posted January 28, 2008 printz said:How I delight in seeing these issues brought up once again, even 14 years later. Vanilla Doom back to power, thanks to K D i K D i Z D. Maybe this will raise a new standard, by which people should map for vanilla Doom and respect the Visplanes, max map size and capped Dehacked usage, so as no monster excesses. Good luck with all six keys at once, however. Perhaps it will act like this:the "Activate this object" texts will be replaced with corresponding new key "Open this door"; you'll study map progression and make it so the player can't find the blue door when they have the silver key, for example; you'll reposition some keys so they're always taken, two-by-two, in the same order, so the graphics will look properly: one key over another. You've got a better plan? Yes. Invisible use-blocking forcefields in front of locked doors, which are lowered when you walk over the key. There won't be any messages, but it should be easy to figure out from the big colored bars on the sides of the door :p 0 Share this post Link to post
MikeyScoots Posted January 28, 2008 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. 0 Share this post Link to post
Reckoner Posted January 28, 2008 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. Why? Just because it's a serious project doesn't mean it can't poke fun at some of the hype surrounding the original KDiZD. No one is attacking KDiZD here, and it is clear to those who read the thread that the project is serious, so I don't see why we can't have fun with it. 0 Share this post Link to post