Edward850 Posted November 12, 2022 22 minutes ago, esselfortium said: Hey now, don't speak ill of the terminally banned! 1 Share this post Link to post
Trar Posted November 12, 2022 He should have asked the real question: why anyone would want to remake KDIZD with less gigantic levels. ...which I guess has a fairly obvious answer. 0 Share this post Link to post
Shepardus Posted November 12, 2022 2 hours ago, esselfortium said: If you’re not familiar with the original KDiZD, that’s okay! (After all, it has been… wow, 15 years?) KDiZD is older today than Knee-Deep in the Dead was on KDiZD's release! 7 Share this post Link to post
esselfortium Posted November 12, 2022 Just now, baja blast rd. said: These screenshots are quality They're just having some fun! 0 Share this post Link to post
esselfortium Posted November 12, 2022 1 minute ago, Shepardus said: KDiZD is older today than Knee-Deep in the Dead was on KDiZD's release! 30 Share this post Link to post
PsychEyeball Posted November 12, 2022 I personally find funny that the remake of a WAD meant to showcase Zdoom does not work on Zdoom. The original KDIZD was never a favorite of mine (maps were way too big and confusing for my tastes) so maybe this will be more up my speed. 3 Share this post Link to post
SMG_Man Posted November 12, 2022 I'm having trouble loading this with CrispyDoom (never really played a wad packaged in separate parts *or* one that had a dehacked file before). for ease of typing it out I renamed the files to "ZD_A.wad", "ZD_B.wad", and "ZD_C.deh". This is how I'm trying to load them from CrispyDoom's setup exe: when I choose to start the game though, I keep getting this error: Is there something I'm overlooking that I should be doing? 1 Share this post Link to post
LexiMax Posted November 12, 2022 4 minutes ago, SMG_Man said: Is there something I'm overlooking that I should be doing? Are you using Doom 2 as your IWAD? 2 Share this post Link to post
Obsidian Posted November 12, 2022 And are the wads being merged? If my days of vanilla modding are serving me correctly I think it has to be formatted like this: -merge ZD_A.wad -merge ZD_B.wad -deh ZD_C.deh Correct me if I'm wrong though! 0 Share this post Link to post
esselfortium Posted November 12, 2022 Just now, Obsidian said: And are the wads being merged? If my days of vanilla modding are serving me correctly I think it has to be formatted like this: -merge ZD_A.wad -merge ZD_B.wad -deh ZD_C.deh Correct me if I'm wrong though! Nope, don't use -merge for this. It'll break, I think. 0 Share this post Link to post
SMG_Man Posted November 12, 2022 (edited) 11 minutes ago, AlexMax said: Are you using Doom 2 as your IWAD? Yes, and in my CrispyDoom folder I've made sure to put a copy of my v1.9 wad there. The dreaded first few notes of "D_RUNNIN" play right before it crashes edit: Tried loading it from my ChocolateDoom installation the same way and got a similar crash with a different error message (this one about an unrecognized flat name) Edited November 12, 2022 by SMG_Man 0 Share this post Link to post
HavoX Posted November 12, 2022 I thought this project would never see the day... guess I was wrong. 1 Share this post Link to post
Obsidian Posted November 12, 2022 5 minutes ago, esselfortium said: Nope, don't use -merge for this. It'll break, I think. Oh, actually? Wild, guess my knowledge is a bit out of date. :P 0 Share this post Link to post
taufan99 Posted November 12, 2022 17 minutes ago, PsychEyeball said: I personally find funny that the remake of a WAD meant to showcase Zdoom does not work on Zdoom. On the other side, a lot of ZDoom-based conversions/mods don't work on non-ZDoom source ports. Win-win, I guess. :P 2 minutes ago, Obsidian said: Oh, actually? Wild, guess my knowledge is a bit out of date. :P I don't blame you either way. All the "-file" and "-merge" shenanigans still get me confused when running vanilla-oriented conversions/mods not covered on the Chocolate Doom Wiki. 1 Share this post Link to post
esselfortium Posted November 12, 2022 10 minutes ago, SMG_Man said: Yes, and in my CrispyDoom folder I've made sure to put a copy of my v1.9 wad there. The dreaded first few notes of "D_RUNNIN" play right before it crashes edit: Tried loading it from my ChocolateDoom installation the same way and got a similar crash with a different error message (this one about an unrecognized flat name) Sounds like the B wad isn’t loading correctly. 0 Share this post Link to post
SMG_Man Posted November 12, 2022 Okay, so it looks like for whatever reason crispy and chocolate doom are not loading both WADs for me, even when specified. If I load the A wad first, I get the resources there like the new maps. If I load the B wad first, I get the stuff there like the new music. I'm not sure why it's refusing to load both together? 0 Share this post Link to post
LexiMax Posted November 12, 2022 (edited) 2 minutes ago, SMG_Man said: Okay, so it looks like for whatever reason crispy and chocolate doom are not loading both WADs for me, even when specified. If I load the A wad first, I get the resources there like the new maps. If I load the B wad first, I get the stuff there like the new music. I'm not sure why it's refusing to load both together? Might be a launcher problem. When I launch Chocolate Doom 3.0.1 with lcferrum's qZDL using the two WAD files + DEH it works flawlessly. 0 Share this post Link to post
dew Posted November 12, 2022 (edited) Definitely use -file and not -merge, no matter what port you're using. Command line params should look something akin to: choco/crispy: chocolate-doom.exe -iwad doom2 -file KDiKDi_A.wad KDiKDi_B.wad -deh kdikdizd.deh -warp 13 -skill 4 eternity: eternity.exe -vanilla -iwad doom2 -file KDiKDi_A.wad KDiKDi_B.wad -warp 13 -skill 4 dsda-doom: dsda-doom.exe -complevel 2 -iwad doom2 -file KDiKDi_A.wad KDiKDi_B.wad -warp 13 -skill 4 I tried the crispy setup loader and couldn't get it to work properly either, heh. Maybe something crispy-related that should be brought up with fabian. 4 Share this post Link to post
SMG_Man Posted November 12, 2022 Just now, AlexMax said: Might be a launcher problem. When I launch Chocolate Doom 3.0.1 with ZDL using the two WAD files + DEH it works flawlessly. okay yeah, using just the extra parameters fields seems to make it work perfectly Spoiler Thanks for the help with troubleshooting this; it's reminded me of my woes getting ZDoom coop for the original KDiZD set up back in the day 2 Share this post Link to post
United VirusX Posted November 12, 2022 This is pretty damn awesome! played through the first two maps and I love the changes definitely gonna enjoy playing through this 0 Share this post Link to post
Obsidian Posted November 12, 2022 Small bug on Z1M3: Spoiler This Stone Demon can endlessly teleport in this area. Amusing, but I assume unintentional. 2 Share this post Link to post
GooberMan Posted November 12, 2022 6 minutes ago, dew said: Definitely use -file and not -merge, no matter what port you're using. Just a note that Chocolate (and thus Rum and Raisin) isn't happy with you not using merge but that it runs fine anyway. So ignore a message like this if you see it: 0 Share this post Link to post
Lila Feuer Posted November 12, 2022 TFW I'll be playing this vanilla version of KDiZD through before I actually play the original mod it's based on. I glimpsed bits and pieces of it mostly out of mockery due to all the controversy but never gave it a fair shake. I know it's extremely divisive however. This on the other hand just looks right up my alley when it comes to vanilla weirdness. 0 Share this post Link to post
Vile Posted November 12, 2022 I wasn't aware this was even a real project, but I just finished it and found it very impressive. It looked amazing and played great, certainly one of the best surprises of the year. Congratulations on the release! There were a few things found during the playthrough: Spoiler VOD link: https://www.twitch.tv/videos/1650315142 MAP15: this slime looked like sky to me running dsda-doom with opengl, although software appears to be fine. MAP31: also in dsda-doom, finishing the level played the story text about entering the military base again before going to MAP16. 2 Share this post Link to post
JXC Posted November 12, 2022 I just played the first 2 maps so far, and it is the most impressive Vanilla-based map since SID. When I first saw the trailer, I thought it was one of those Arbitrary Code Execution or exe hacks. 0 Share this post Link to post
Edward850 Posted November 12, 2022 (edited) 9 minutes ago, Vile said: MAP15: this slime looked like sky to me running dsda-doom with opengl, although software appears to be fine. Don't use OpenGL or any other polygonal renderer. They won't run this properly at all due to them all lacking software-based sprite/texture sorting and overdraw. The main page wasn't clear as to why, but that's what it means (well part of what it means) by this not working in GZDoom. 0 Share this post Link to post
jazzmaster9 Posted November 12, 2022 (edited) WOAH! congrats on the release. I get relive one of my first custom wads that i've played in a new lens. Can't wait to play this (i.e be added to my already long backlog T_T ) the Original is one of my notGuilty pleasures (I never been guilty for liking anything) so I'm excited to see how this shakes up what Im already familiar with. 1 Share this post Link to post
ReaperAA Posted November 12, 2022 This looks cool as heck. Even just speaking technically, this is cacoward worthy. I still haven't played the original KDiZD so I think I will play that before playing this and then compare the two. 0 Share this post Link to post
Rudolph Posted November 12, 2022 Interesting remix of the Kneep-Deep In The Dead soundtrack! It makes me want to see Knee-Deep In The Dead remade in Back to Saturn X style! :P 0 Share this post Link to post