Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
chebmaster

ChebSkies: Extermination Day perfected and maxable, works with BDv22test3

Recommended Posts

Created a TITLEMAP and uploaded my first YouTube video (see the first post of this thread).

This will be the background of the main menu after I finish the current update -- just like BDv22 uses a TITLEMAP, only BD puts an unmoving camera in front of a wall with scrolling flame texture (with lots of monsters massacring each other behind it to facilitate sprite pre-caching) and draws credit strings on top of the GUI.

 

Who could have thought such awesome functionality was in there FOR A DECADE, (it works fine in Zandronum 3.0) with everyone clueless to its existence :(

Including special doomed things for a flying camera interpolation :(

OUT OF THE BOX, CARL!

 

For a version with music not stripped out, see http://chebmaster.com/downloads/chebskies/videos_upload_to_toutube_later/eday00_title_music.mp4  (2 minutes, 306 Megabytes)

Share this post


Link to post
Posted (edited)

The slowly coming update will include the server room in the nuclear power plant being fully destructible, not just the screens of desktop monitors. With lots of varied sounds, thanks to people sharing @ freesound.org

 

http://chebmaster.com/downloads/chebskies/videos_upload_to_toutube_later/ode_to_doomguy_smashing_servers.mp4 (450 Mb)

EDIT: re-recorded the file because I had to re-do part of the smashing mechanism. Twice shorter now.

 

Edited by chebmaster

Share this post


Link to post

1.19 BETA 1 is here!

Sorry for not reacting to YT comments: was too deeply in mapping and coding)

Still not enough testing (as with ammo, there is: too little; not enough; still not enough but you cannot test more without dying from exhaustion) but it *looks like* everything is working.

 

Another reminder of the difference between BDv21che, which I can patch freely, and BDv22, which I cannot patch.

The nice breakable screens and servers turned out to be immune to plasmagun fire.

I solved this by patching BDv21che (re-enabled plasma splash damage, which was disabled -- Doomguy is immune anyway) http://chebmaster.com/downloads/chebskies/videos_upload_to_toutube_later/smash-BDv21-works-perfectly.mp4 (51 Mb)

But in BDv22, no deal. Most of them (except those that are solid walls) are still immune: http://chebmaster.com/downloads/chebskies/videos_upload_to_toutube_later/smash-BDv22-no-sell.mp4 (94 Mb)

 

 

Done March 23, 2024:
    - general: this is the Very Definitely Final Update, Chebskies v 1.19. It enhances breakability of stuff in the Mars chapter (Doomguy smash server!), adds an animated main menu background and fixes various small imperfections across all maps -- my farewell before I move away to other projects.
    - general: fixed potential breakage in dynamic skybox scripts that could have broken them if, say, the engine ran player disconnect scripts not as I expected it to.
    - general: fixed the long-standing bug with class PalmTree defined twice. Turns out, such class was not in BD but in core game resources (zandronum.pk3\actors\strife\strifestuff.txt ). Alas, you have to re-download EdayTest001-resources.pk3 because of that :(
    - general: upgraded monitor and other screens smashing mechanics to custom things for all supported screen types -- with args MARKED as being a line ID. As a result, Builder now displays linking arrows when you hover over them -- and a number of mistakes were found and corrected (like no link at all or two monitors of different sizes sharing the same ID - resulting in texturing errors when they were smashed)
    - general: cleaned old compiled ACS scripts from EdayTest001-resources.pk3 and re-compiled the (few) scripts.
    - general: created a TITLEMAP that now plays the role of the main menu background (with a camera flying through a map showing various promo highlights)
    - general: modified BDv21che restoring amall splash damage for plasma gun (was commented out). This fixes smasheable things being immune to plasma but may introduce other issues (like marine NPC followers harming you with their plasma projectiles). PLEASE NOTE: does not apply to BDv22! The vast majority of smasheable stuff is completely immune to plasma gun fire in BDv22!
    - map 01: upgraded breakable computer screens in the control tower to my monitor smashing mechanics
    - map 01: re-compiled scripts and re-saved the map from UDB
    - map 02: re-compiled scripts and re-saved the map from UDB
    - map 03: fixed one stimpack in the void
    - map 03: upgraded all breakable computer screens to my monitor smashing mechanics
    - map 03: fixed monitors in the ceiling (in the corridor beyond the right door from the start) breaking from your bullets flying *below* them. In fact, the "check switch height" was never implemented for hitscans in any source port, so you *have* to use invisible shootable things that swap the texture of a linked wall on death via ACS to implement shootable upper or lower textures. There is simply no other way to do this.
    - map 03: re-compiled scripts and re-saved the map from UDB
    - map 03: destructibility and sound effects of the server room backported from map 061
    - map 03: removed unknown effects 7 and 8 from some sectors
    - map 04: re-compiled scripts and re-saved the map from UDB
    - map 04: fixed some pipes in a wall niche marked as a button for the northern elevator (my mistake)
    - map 04: added bubble streams to the water tank that contains the red key
    - map 04: upgraded all breakable computer screens to my monitor smashing mechanics and fixed one incorrect cross-link between two monitors that became apparent thanks to this
    - map 04: destructibility of some computer walls backported from map 061
    - map 05: re-compiled scripts and re-saved the map from UDB
    - map 05: made the TV in the rest room breakable, screen filled with static (copied from map 17)
    - map 05: fixed an irrelevant unknown texture (inside a monster closet, never seen)
    - map 05: destructibility of a lot of computer walls backported from map 061
    - map 05: finally realized that the retractable table was not working as intended (that's why it required you to crouch to climb out) and had a minor hole-into-skybox issue. Fixed.
    - map 061: re-compiled scripts and re-saved the map from UDB
    - map 061: fixed broken map geometry caught by UDB (minor things not actually affecting anything)
    - map 061: upgraded all breakable computer screens to my monitor smashing mechanics
    - map 061: made *all* screens and servers in all four computer rooms destructible - also made many screens around the map breakable. New textures: ECOMP32R, ECOMP30R, ECOMP29R, SILVER3R
    - map 061: added lots of server sounds, every server now uses randomized one, with lots of servers resulting in a nice cacophony... Until you smash. New sounds: KYSRVR01..KYSRVR07
    - map 062: re-compiled scripts and re-saved the map from UDB
    - map 07: re-compiled scripts and re-saved the map from UDB
    - map 08: re-compiled scripts and re-saved the map from UDB
    - map 08: applied my new monitor smashing mechanism to the only two monitor walls present in this map (near the exit door)
    - map 09: re-compiled scripts and re-saved the map from UDB
    - map 09: applied my new monitor/server smashing mechanism to *a lot* of computer walls (it's a lab, after all). New textures: CONS5_1R
    - map 09: fixed insignificant geometry errors found by UDB
    - map 10: applied my new monitor smashing mechanism to the screens in the boss arena (including those big screens under the ceiling).
    - map 10: fixed two desktop monitors in the boss arena being non-breakable (three of those shootable glass-spawning things were all linked to the same monitor, leaving two monitors not linked). This again highlights the importance of visualization (in Mark-sensei's it was done via 80 script execute with linking done via script parameters -- which the Builder does not visualize)
    - map 10: fixed monitor sizes and made all scrreens smasheable in the office room just before the boss arena (the one where every key on every keyboard is a separate sector).    
    - map 10: changed the TV in the cafeteria from a rare-earth texture to a standard TV filled with static (smasheable now)
    - map 10: applied my new monitor smashing mechanism to all the walls in the teleporter testing lab and to the static-filled screens near the map start
    - map 10: fixed the non-working teleporter that should open in near the map start when any player walks into the boss arena (only has any meaning in coop)
    - map 11: fixed broken geometry detected by UDB map analysis mode (sectors not closed and such)
    - map 11: removed unknown sector special 57 from several sectors. I *suspect* it was some sort of lighting effect but all my duckduckgoing turned up nothing. There is no "57" in the wikis.
    - map 11: re-compiled scripts and re-saved the map from UDB
    - map 11: applied my new monitor smashing mechanism to all the screens in the portal hall (so *many* of them, sob) and the screens in the hall that exits to the outside. Forgot that one laptop, but fuck the laptop. I'm SO tired of this. New textures: TRMNAL5R
    - map 11: made the window of the security booth into intact one-way unbreakable glass
    - map 11: fixed a HENIOUS bug of the exit airlock doors only opening once, then closing after 5 seconds... FOREVER. Made the switch repeatable and made the doors also open by using them from inside the airlock.
    - map 12: re-compiled scripts and re-saved the map from UDB
    - map 12: made the window of the security booth into replica of the one-way window from the prevoius map and deleted the copy of the security booth.
    - map 12: made the contrast between light and shadow sharper: garage from 144 down to 120, outdoor areas from 144 down to 128 plus colored pinkish blue (which made the light even dimmer). Reason: testing showed that the visible difference between sunlit areas and shadowed areas was often only the color (because coloring made sunlit areas visually darker, thus making their light 236 barely brighter than uncolored 144)
    - map 12: removed some forgotten things stuck in the void
    - map 13: re-compiled scripts and re-saved the map from UDB
    - map 13: reworked the train riding outro switching it to a flying camera (also making train move twice slower and increasing length from 10 to 20 seconds). Also fixed it. When I started debugging by slowing it to 1/8th speed, it turned out the scene was a desynced mess with all layers moving in disarray and then jamming by catching on the map boundary -- you simply could not see it because of everything moving too fast. New sounds: TRAINDZL
    - map 13: moved one crushed car that was touching sectors being modified by the cyberdemon breaking free - and thus ending up on top of the semi's hood.
    - map 13: fixed light level error causing a light strip on the semi blocking the tunnel.
    - map 13: removed the confusing dead end door from the red key building (which was former map exit) and put a bookcase in its place.
    - map 13: FAILED to clean the error messages that flood the console when you enter this map. Not even UDB could automate tracking those mysterious linedefs with incorrectly set flags (that do not affect anything as they are part of the skybox)
    - map 14: re-compiled scripts and re-saved the map from UDB
    - map 14: fixed broken map geometry found by UDB
    - map 14: fixed a small part of the nukage tunnels still having unknown effect 5 instead of damage nukage 5%
    - map 14: fixed a coffee machine stuck outside the map
    - map 14: destructibility of servers and screen walls applied to those inside the factory
    - map 15: re-compiled scripts and re-saved the map from UDB
    - map 15: re-textured the radio equipment in the room the marine captain is standing in (nothing there is breakable because it is assumed Doomguy would not shoot in a building full of civilian refugees)
    - map 15: removed the scratchpad area with sample trucks/buses
    - map 15: fixed *another* instance of sky visible through a building's overhang. That poor building, it suffered so much...
    - map 16: re-compiled scripts and re-saved the map from UDB
    - map 16: rearranged and upgraded the skybox to make the map feel less claustrophobic (also it was comparing badly to the now much flashier TITLEMAP I created by modding a half of this map!), also stretched one street a bity longer and added one more dead end parking lot. New textures: CITY17B
    - map 16: fixed broken map geometry I detected manually by accident -- UDB failed to detect those ultra thin secror slices
    - map 16: made three TV screens smasheable
    - map 17: re-compiled scripts and re-saved the map from UDB
    - map 17: fixed visual glitches when looking from under the grocery store's overhanging part of the building
    - map 17: made many small computer monitors smasheable
    - map 18: re-compiled scripts and re-saved the map from UDB
    - map 18: fixed broken map geometry detected by UDB
    - map 18: made several TV screens smasheable
    - map 18: fixed one distant semi far out of playable boundaries still being a 1000-wheel centipede
    - map 18: general automap prettification
    - map 40: re-compiled scripts and re-saved the map from UDB
    - map 40: fixed broken map geometry detected by UDB
    - map 59: re-compiled scripts and re-saved the map from UDB
    - map 59: fixed unknown textures (on the bottom of two doors) and removed all links to unused unknown textures
    - map 41: re-compiled scripts and re-saved the map from UDB
    - map 42: re-compiled scripts and re-saved the map from UDB
    - map 19: re-compiled scripts and re-saved the map from UDB
    - map 19: fixed insignificant geometry errors
    - map 20: re-compiled scripts and re-saved the map from UDB
    - map 20: fixed insignificant geometry errors
    - map 21: re-compiled scripts and re-saved the map from UDB
    - map 22: re-compiled scripts and re-saved the map from UDB    
    - map 22: fixed insignificant mapping errors
    - map 23: re-compiled scripts and re-saved the map from UDB    
    - map 23: fixed insignificant mapping errors
    - map 47: re-compiled scripts and re-saved the map from UDB
    - map 47: fixed broken map geometry detected by UDB
    - map 241: re-compiled scripts and re-saved the map from UDB
    - map 241: fixed broken map geometry detected by UDB
    - map 241: removed a few leftover links to unknown textures and unknown effects
    - map 242: re-compiled scripts and re-saved the map from UDB
    - map 242: removed one leftover links to unknown texture
    - map 25: re-compiled scripts and re-saved the map from UDB
    - map 26: re-compiled scripts and re-saved the map from UDB
    - map 27: re-compiled scripts and re-saved the map from UDB
    - map 27: fixed broken map geometry detected by UDB
    - map 27: removed unknown effect 8 from a ton of sectors
    - map 28: re-compiled scripts and re-saved the map from UDB
    - map 28: fixed one invalid linedef
    - map 29: re-compiled scripts and re-saved the map from UDB
    - map 29: fixed the two smaller pentagrams on the cathedral front missing (forgot to update to another texture while converting the map to UDMF)
    - map 29: removed one invalid linedef with no sidedefs separating void from void
    - map 30: re-compiled scripts and re-saved the map from UDB
    - map 30: upgraded to my new screen and server smashing mechanics (the UAC base in Hell)
    - map 30: deleted Mark-sensei's leftover earthside room and the vestiges of the two-way portal connecting to it.
    - map 30: removed a couple invalid linedefs with no sidedefs sticking out into the void
    - map 311: re-compiled scripts and re-saved the map from UDB
    - map 312: re-compiled scripts and re-saved the map from UDB
    - map 32: re-compiled scripts and re-saved the map from UDB

Share this post


Link to post
10 hours ago, JustAthel said:

I am truly impressed by the amount of work you've done here! Great stuff! 

:)

 

Done March 24, 2024:
    - general: this is Chebskies v 1.19 BETA2
    - map 05: investigated the retractable table *still* not working as intended and changed the activating button from "platform lower wait raise" with delay of zero (which in case of this line special means indifinitely) to "floor lower to lowest". This map, albeit with less adornments, was already in HESP and was already in UDMF even back then. This three-button-sequence was obviously designed as a *timed* puzzle at some point, as all enclosures have buttons to open them on the inside (with a functional 5-seconds delay). But Mark-sensei had obviously decided this timing nature was only bringing needless frustration so he changed closing times to infinity -- before time primeval, before we saw these maps in the first place.
    - map 05: fixed sound sequence overide for that table not working - was my typo.
    - map 16: fixed and optimized the highway overpass in my new skybox: a) removed some floating railing (never visible without cheats anyway); b) replaced lampposts at the highway's centerline with palm trees; c) set the road surface to non-textured (you can never see it without cheats anyway). Results in 60..75 fps on my favorite potato (where, I must add, I recently capped the GPU to 0.65GHz: when it was able to escalate to 1.3 as per manufacturer's wily marketing ploy, there was a random chance of a thermal shutdown because the fan controls react to CPU temperature while the GPU, in rare circumstances of fillrate overwhelming (thousands of blood decals close-up), can heat the chip (as per motherboard sensor) *very* quickly making it go over 90C while the CPU cores are still being at 75C and the fan spinning lazily at 3600 rpm.
    - map 16: fixed two doorframes in my new area shaded incorrectly
    - map 241: fixed one of those two accursed doors *still* being only openable once - added the missing "repeatable action" flag to one of its sides
    - map 241: fixed minor texturing errors

 

 

The dark magic of invisible hitboxes:

 

dark_magic_of_hitboxes.png.814eb319555cd22692a01350f4ed4023.png

(the full-height walls do not need them, make do with a single linked glass/sparks spawner)

Share this post


Link to post

EMERGENCY BUGFIX

 

Done March 24, 2024:
    - general: this is EMERGENCY FIX, Chebskies v 1.19 BETA3
    - map 47: was IRREVOCABLY REKT, restored by copying from an earlier release. Then investigated - and found *why* Builder hated this map with a passion making its best to ruin it at every innocuous edit. Turns out there were some artfully broken linedefs marked as "double-sided" with their back side facing the void and referring to it as "sector 0". No wonder Builder always tried fixing that "sector 0" filling the void with random crap.
    - map 47: minor texturing fixes
    - map 47: replaced *extremely weird* geometry of the two towers of the entrance gate (those solid walls between the windows weren't solid at all, just had their ceiling touching the floor) with proper void-filled *solid* walls.
    - map 47: automap prettification
    - map 25: fixed the plasmagun secret destroying the, well, plasmagun during its crusher cycling. Moved the weapon and the ammo into wall niches (too low for the player to fit, also protected by "blocks players" just to be sure)
    - map 25: got rid of DOORTRAK in the plasma gun secret
    - map 25: automap prettification

 

Share this post


Link to post

Done March 25, 2024:
    - general: this is Chebskies v 1.19 BETA4
    - map 29: reworked the Wham! episode mechanics. From virgin "the higher power struck them" to chad "you mercy-killed the tortured marines so their spirits stayed for a while to help you rek those arch-viles". With literal ghost marines dogpiling them, then ascending into the light shouting "gotcha, bitch!", "go fuck yourself" and other profound things. A fairy-tale befitting of marines! (if you neglect that, ahem, side-quest, *you* end up dog-piled by three archviles and a baron in a narrow corridor with no cover, next to a humongous field of corpses). New sounds: KYGM01..KYGM13 (a remix of existing voice lines with reverb) and ANGLCH01..ANGLCH09

Share this post


Link to post

I think, this is it.

 

Unless some henious bug is discovered, I will only be backporting select BDv22 features I like into BDv21che, updating every two or three months -- which I'm sure would be useful for like-minded individuals.

Because BDv22 has some awesome features I like and it has some very questionable features I dislike and a remix of the two versions is a perfect solutions to that.

It's Sergeant Mark IV's anyway, because BDv21 was created by him, and BDv22 was created by him and I am just a fix-it guy armed with duct tape.

Share this post


Link to post

The next update I am absolutely in NO hurry to push out (it will arrive eventually, some day) will deal with such "horrible" blemishes as this black hole error in the zenith of the skybox cubemap for  maps 19, 20 & 21:

kysr9_up_old.png.f63ea25bdd908cbb7a99f6c6f337488e.pngkysr9_up.png.ecde295f7ea77f6c0857540c08706eac.pngcheskymp.png.2f32534e917e7501ffbfd41183f7e099.png

Share this post


Link to post
Posted (edited)
20 hours ago, Serathis said:

Would you consider the project feature complete then? 

Wait a bit more, please. I had a great idea of *completely reworking* how BFG 9000 works. Not exactly, but close enough functionally to Quake 2 and Doom 2016 - meaning it inflicts pain completely independent of player's position and line of sight and is fully effective at long range. The implementation that Zandronum allowed me to have shoots branching lightning instead of lasers (a bit like those decorative plasma spheres) but I find it satisfactory. It's still a BFG, it kills a cyberdemon in two shots and paints wall red.

 

Another idea I had (and already tested it on map 04 to great success) was randomizing map layout at map start. Sadly, maps have to be designed for this, as they are only two maps in the whole EDAY allow implementing this: 04 and 242. I will upgrade map 242 later.

I mean, some passages get blocked by walls, some switches are removed, some doors are closed... Map 04, for example, now has a yellow key and doors requiring it... 46% of the time. And it randomizes after loading a Zandronum auto-save (if you only use those auto-saves and die, on your next playthrough the map will have a different flow)

 

Also, some bosses, including the final boss, did not have BFG resistance set up and could be cheesed. Silly me.

 

But that will arrive later.

 

Done March 31, 2024:
    - general: this is Chebskies v 1.19 BETA5, a bugfix patch
    - general: fixed a black hole error in the upper cubemap face for maps 19, 20 & 21 (texture updated: KYSR9_UP)
    - map 28: fixed an ugly hole into skyboxes' underpants right at the map start (a side effect of me fixing broken map geometry earlier)

Edited by chebmaster

Share this post


Link to post
Posted (edited)

I mean, like this: [obsolete link removed]

 

It's DDOSing again, would probably clear up later.
Good night everyone =_= I just barely avoided falling from a ladder (likely, fatally) while watering some plants high up: too sleepy.

Damn water pump of a plant... Zzzzz... =_=

 

P.S. Disabled POST requests for the main virtual host.

Edited by chebmaster

Share this post


Link to post
Posted (edited)

Done March 31, 2024:
    - general: this is Chebskies v 1.19 BETA6, an emergency bugfix
    - general: added a patch for a game-breaking bug in BDv22test3: slaughtermap mechanics was causing cyberdemons to lose their ID and special. As a result, maps 26 and 27 were IMPASSABLE on UV because doors that should open on cyberdemon's death... Did not work.

 

You only have to re-download http://chebmaster.com/downloads/chebskies/next_untested_version-2024-03-31/brutalv22test3-patch-for-chebskies.pk3 (14 Kilobytes)

 

P.S. someone able to use twi**er (prohibited in Russia), please poke Mark-sensei with a stick. This bug is really game-breaking and is all over brutalv22test3 and a fix is *really* easy to implement. I've already reported here in the BDv22 thread.

 

P.P.S. my server was down for awhile: the software RAID lost connection to one of the drives so anything trying to access the web server root folder was just locking up. Even "sudo reboot now" lead to an endless loop of error messages -- only the physical reset button helped.

Edited by chebmaster

Share this post


Link to post

Now, I think, after a bazilion iterations, investigating why it wasn't doing any damage if fired point-blank, nerfing, adjusting and playtesting again, i can *finally* say that the BFG9k revamp part of my next update is ready.

 

http://chebmaster.com/downloads/chebskies/videos_upload_to_toutube_later/chebs_new_bfg9k.mp4 (318 Mb)

 

It is designed to inflict up to 3200 damage on a single target, most of that damage comes from beam spam (normal mode) or BFG spray (point-blank mode).

Yes, for the first five tics (0.14 seconds) after being fired the BFG ball acts as a classical BFG ball (except still beam-spamming on the fly): when it explodes it inflicts damage by casting a spray of hitscans from the player's position. Please note that the BD BFG ball had a direct hit damage of 1500 and a much weaker spray. Mine deals only 300 direct hit damage and 200 splash damage in a radius of 400. The remaining 2700 are inflicted by either the beams or the spray.

 

The beams inflicts about 900 damage per 250 map units traveled (about 7 meters or 2 standard city house stories), in a radius of approximately 250 as well. So a full flyby damage on a singular demon can reach 1800 - meaning it creams a standalone baron just by flying by.

Likewise, crowds of imps or pinkies: they turn into red mist. If a crowd is rarified enough, the ball could fly through it without exploding as it pulps any demon before touching it.

The groups of tough demons are a different story, though, because beam damage is divided between them. A herd of barons and knights may require several shots before any of them goes down. But they will still are receiving ~3k damage with each shot, only spread between them.

 

When the ball explodes in normal mode (meaning it existed for longer that 0.14s) it sprays 20 beams (for 1800 max total) that reach twice as long: 500 map units, or about 14 meters. The direction is dependent on how it hit: if it hits ceiling, all beams are rained downwards. If it hits floor, all the beams are spammed upwards. If it hits a monster (or a wall), all the beams are spammed backwards and then usually curl towards the target(s). This is most noticeable when hitting the final boss: a horseshoe shape of green plasma flashes into existence as all the beams curve towards him.

 

So, you see, it is perfectly reasonable to pop into a big room full of monsters, fire your BFG9K at the ceiling and skedaddle. If the height of that ceiling is less than 14 meters, all the monsters will receive death from above, *without* you having to stay back like a brave punching bag for the BFG to work.

 

Or, you can fire at herds of distant monsters. Aiming so that the ball travels above their heads would result in massive carnage, without even the ball having to explode.

 

I think this came out pretty well balanced, how do you think?

 

Note on the video: the BD masterminds have specific damage resistance against BFG 9K and Unmaker - that's why it takes so many shots to slay one. Any cyberdemon dies in two hits (maybe three if you are unlucky).

Share this post


Link to post
Posted (edited)

Fun fact: BDv22 *removes* MG42, so two hardest secrets in EDAY contain NOTHING inside.

Also, you find boxes of special ammo for a gun that doesn't exist.

Hilarious, isn't it?

 

Edit: Oh, sorry. BDv22 simply changes class name, from "HitlersBuzzsaw" to "MG42" - so, when my scripts try spawning it, nothing happens.

Edited by chebmaster

Share this post


Link to post

Wanted to release this later it is completed, but too many bug fixes accumulated.

Will rebuild map 242 with layout randomization the next weekend.

 

Done April 06, 2024:
    - general: this is Chebskies v 1.20 BETA1
    - general: fixed incompatibility with BDv22 (two of the hardest secrets in the game, in maps 42 and 27, were empty) due to Mark-sensei changing class names in his code
    - general: reverted changes made to MG42 in BDv22: a) back to using custom ammo; b) restores its damage of 32 per bullet (was nerfed to 24)
    - general: changed weapon selection order for BDv22: now MG42 comes last. May require upgrading the mini-patch if Mark-sensei adds some new slot 4 weapon in future versions
    - general: updated the walkthrough to reflect the changes made since the time it was written
    - general: completely changed the BFG9000 behavior making it as close to Quake 2 / Doom 2016 BFGs as reasonably possible using the tools available. Its effect is completely independent of player's position. Instead of lazors, this BFG ball spams branching lightning that is attracted to monsters. Equally effective at *any* distance. New sounds: KYSPARK1..KYSPARK8 New sprite frames: BFGB Y (salvaged from BDv21, was unused due to duplicate resource names)
    - general: remade RUBLEY from TEXTURES magic into a real texture. Reason: was too too dark.
    - general: found and fixed a bug in my dynamic skybox script that was causing an ugly jerk of the whole sky when entering map 27: it was only starting to work one second after the local player entered the map, due to unnecessary optimizations.
    - general: added dragonslayer as an editor placeable (I know it was intended as a joke weapon -- I just could not help myself, all right?)
    - general: added BDv22-specific pickup lines of MG42 and sniper rifle to the built-in Russian localization (a reminder: it is Zandronum-only, doesn't work in GZDoom due to incompatible requirements for text encoding, utf8 vs cp1251).
    - map 04: fixed minor texturing errors
    - map 04: applied my new randomizer technology: various passages get blocked randomly making each playthrough unique. Randomizes also each time you load a Zandronum auto-save (e.g. you died and pressed LMB) because the randomization event happens two seconds after the first player spawns in the map. In this specific map, some impassable doors may close convenient passages; some elevator call buttons may get removed; the red key area may require a yellow key -- which then spawns in a random location.
    - map 07: ironed out a small crease in sectors' height at the retractable bars (caused by litter on the floor being set up a bit strangely - it's implemented as a non-solid 3d floor 1 map unit thick using a litter texture with alpha, but such measures do not require a dip in the floor on their edge, just that the 3d floor's sides have their texture set to undefined). Also re-textured the tops of the bars from ground to metal.
    - map 09: re-textured the ceiling screens in the raised area of the room beyond the yellow door from doom-based silver wall with abstract screens to proper monitors supplied by EDAY. Reason: their breaking was causing noticeable texture misalignment, I have no idea why.
    - map 13: changed that one ninja chaingunner into a ninja shotgun guy. Reason: chaingunner is firing constantly, his ninja skills are useles. Shotgunner, on the other hand, fires once then fades back into invisibility. He has a much better chance of catching you flat-footed.
    - map 15: proofed the scripts against a case of the cyberdemon being AWOL or his ondeath event not triggering
    - map 15: proofed the monster pits against my new BFG
    - map 15: prettified the fence smashed by bus
    - map 15: set the "no falling damage" flag for the sector inside the ladder's protective rungs
    - map 59: added Dragonslayer as the second secret
    - map 21: gave the boss 40% damage resistance to BFG9K and Unmaker
    - map 23: decreased the bosses' damage resistance to BFG9K and Unmaker from 80% (as initially set by Mark-sensei) to 60%
    - map 26: proofed against a failure case of the exit gate not opening on cyberdemon's death (a game-breaking bug in BDv22test3's slaughtermap mechanics)
    - map 26: retextured the broken wall from RUBLE1 to RUBLEY
    - map 26: fixed misaligned textures in the pinkie corridor
    - map 27: added a fallback script opening that door on cyberdemon's dying OR missing for any reason, similar to map 26
    - map 27: fixed a minuscule skybox error no one would have noticed ever
    - map 29: fixed the lifetime of ghost marines, should now despawn quicker after killing their targets
    - map 312: gave the boss 40% damage resistance to BFG9K and Unmaker
    - map 312: added Dragonslayer as one of the weapons on columns. This map is now entirely cheesable Guts style (the sword mows pinkies down faster than the boss spawns them)
    - map 32: gave the final boss boss 40% damage resistance to BFG9K and Unmaker
  

Share this post


Link to post
Posted (edited)

Recorded nospoilers videos for maps 04..08

On second thought, I won't re-record any walkthrough videos (the existing ones are obsolete). SO much work :( There is a text walkthrough and that is enough.

Meaning, no videos of ANY of the secret maps!

 

The map 061 will change in the next update due to bug fixes. Make sure your last save is not in it nor in map 242: as I said before, planning to really get to work on it the next weekend -- you'll have nightmares of that blood swamp. That maze of twisty blood channels, all alike, will double in size and become truly unpredictable. Also, I got an idea how to randomize monster closets' destination. Simple. Elegant. Gives craptons of replayability. Also, I am itching to disable automap for that part of the map.

 

P.S. Whadjamean "disk is full" ? It has over 400Gb free!

Wtf is going on with my server.

Edited by chebmaster

Share this post


Link to post

Sorry, by some reason service apache2 did not start after an OS update and server reboot. I was unaware my web sites were down.
Seems working now.

Share this post


Link to post
Posted (edited)

Investigating fast ripper projectiles by reading the source code of Zandronum. Thir mechanics is... Interesting.

 

A fast projectile begins with 8 steps per movement (which it does every tic). It then begins *doubling* that amount until the modulus of both x and y distance traveled per step is no larger than the projectile's radius. make a projectile with a radius of 1 and speed 1000... Ouch. 1024 steps of movement.

But it does not check that along the z axis! Meaning if you fire it straight up or down it will only move its required distance in 8 steps per tic, no matter how large that distance is.

 

Then, it rips *exactly* 8 times per movement. No matter how many steps it takes, (unless it hits something like a boss or a wall or ceiling or floor) it rips at 8 positions along its way...

So if you make a missile with speed of 32 and it hiys a baron (radius 16 - I know, BD bruisers have ridiculously undersized hitboxes) it will rip him 8 times, unless it is traveling diagonally -- in which case it will rip him 11 times in two tics. Unless it goes through him vertically - in which case, with his height of 64, it will rip him 16 times in two tics...

 

Conclusion: ripper fast projectiles are BS. I wanted to upgrade my BFG9K one last time, to be more effective against crowds, by turning secondary "feelers" spawned when the primary beam hits something, into ripper projectiles but now I... I Really don't know.
On the other hand, there is such a thing as the NOBOSSRIP flag, which resolves this problem quite nicely, so...
Hmmm...

 

On the other hand...

 

Arrrrgh.
 

 

Addendum: small fast projectiles can and will go through thin solid 3d floors - because they do not take z step length into account.

Try finding that fact in the wikis, without the ability to read C code freely.

Share this post


Link to post

can this work with non-brutal gameplay mods? asking because i really enjoy playing eday with ntmai (a build engine styled mod)

Share this post


Link to post
Posted (edited)
18 hours ago, Donowa said:

can this work with non-brutal gameplay mods? asking because i really enjoy playing eday with ntmai (a build engine styled mod)

People tried (you can find a  link to a YouTube video somewhere on the previous pages).

The result was... Less than satisfactory.

Many maps become broken, impassable without cheats because EDAY uses lots of complex scripting that is dependent on certain monsters being there and behaving in a certain way.

Like, a door that opens when the cyberdemon dies. You play it with a mod that removes or breaks cyberdemons (or replaces them with different monsters carelessly losing their ID in the process) -- that door will never open.

I tried proofing against those kids of failures but I cannot guarantee everything would work. Even switchig from BDv21 (I had to patch the hell out of it to fix all the game breaking bug) to the latest beta of BDv22 required me to create *another* patch for bugs in BDv22 that broke EDAY again.

 

So, don't count on it. Too much sensitive scripting.

 

Also, a significant part of this megawad's attraction lies in vehicles, where you fight hordes of demons using a tank, or a mech, or a helicopter. That is only possible with a specific version of Brutal Doom in a perfect order -  because those vehicles are implemented as player morph power-ups in BD. The so called "vanilla" EDAY removes all those.

 

P.S. I took a quick glance at what "ntmai" is and I can say BD+EDAY are *already* that and much more. With reloads, and a quick kick (whicj allows for a flying kick) and and truly 3d mazes in many maps.

Just go to the settings menu and set the keybindings.
And even two of EDAY's secret levels being converted Duke3d levels! (I went even further, modified BD aracnorbs to work a lot like DN octabrains)

 

 

Screenshot_Doom_20240410_204847.png.cb76092ac7ca61de64e7601d613ad4d0.png

 

P.P.S. Berserk + quick kick and an imp flies away like a cannonball and splatters magnificently against a wall.

Edited by chebmaster

Share this post


Link to post

I am legit confused. Which version of Brutal Doom / Project Brutality is this maxable with?

Share this post


Link to post

It *only* works with brutalv21che.pk3 (included) and brutalv22test3.pk3 (search for it on moddb)

With any other versions, Zandronum displays a startup error and "Execution cannot continue".

GZDoom, sadly, tries resolving the impossible... and lets you play the resulting broken mess.

 

I *only* guarantee maxability with brutalv21che.pk3 (included).

 

You want it working with a mod <X>, you find someone like me to work on it for a year (because I am *done* -- the next update will be the last update).

EDAY was always an extension designed to work *on top* of BD, so many key mechanics are not even in EDAY itself, they are in BD.

In other words, BD has some parts inside it that are only of use if you are running EDAY.

Share this post


Link to post
Posted (edited)

Well I for one appreciate the hell out of everything you've put into this. I've been continuously playing it since you released the first version, and I still shake my head in amazement of the contrast between the original version and yours. You've consistently blown my mind with every update. There are a few mods I'd like to use with it, but it's not that they aren't compatible with BD or Eday, it's that they aren't compatible with Zandronum. It is what it is. Small sacrifice to experience such a masterpiece.

 

...and every post you make is almost just as entertaining as the mod. You're kind of mad scientist, and it's awesome and hilarious.

Share this post


Link to post
On 4/10/2024 at 1:42 PM, chebmaster said:

P.S. I took a quick glance at what "ntmai" is and I can say BD+EDAY are *already* that and much more. With reloads, and a quick kick (whicj allows for a flying kick) and and truly 3d mazes in many maps.

ntmai is nothing like brutal doom or project brutality, it's fast paced, but is moreso like duke nukem 3d, blood, and shadow warrior classic in terms of gunplay and movement, giving it more of a john woo action movie type feeling
and it also doesn't come with levels (which kinda sucks because the mod really relies on jumping and crouching, and is also the reason why i gravitate towards playing it with stuff like eday)

Share this post


Link to post
1 hour ago, Donowa said:

ntmai is nothing like brutal doom or project brutality,

Hmmm... I like Blood and DN but haven't played them in ages (despite having both in my Steam library).

I was sure BD and Blood have more in common with each other than with vanilla DooM...?

Buuut -- my memory may be deceiving me, last time I played DN it was on a 486 and last time I played Blood it was on a k6-2 266 MHz... So...

 

 

On 4/12/2024 at 4:53 AM, Shulbocka said:

You're kind of mad scientist,

To think of it...
That's just how my mind works. There are so many mysteries to discover and so many awesome things to create...

 

Currently I am fighting randomization.
It kind of worked in GZDoom, if a bit iffy - but in Zandronum the random seed was nailed down so tight that after loading a save everything was always the same. As was after entering the map via "map eday242" console command.

I've found an undocumented ACS function SystemTime() -- UDB knows it and compiles the script just fine -- which is perfect as a random seed. And it started working in Zandronum like a charm... But *of course* GZDoom doesn't have that function, system time stamp is only available in ZScript. So I now have to find a passable solution for GZDoom as well :((((

Share this post


Link to post

The compromise is this:

in Zandronum, those two maps re-randomize each time you die and load an auto-save (or just load *any* save made less than two seconds after map start).

in GZDoom, the random seed is generated ONCE per campaign and is stored in your save nailed there for all eternity. You get randomized maps BUT every time you replay them after reloading a save, they are absolutely the same. If you want to check the variation out in GZDoom, keep typing "map eday242" or "map eday04" in the console, thus starting a new campaign each time.

 

Sorry, but GZDoom treats ACS/DECORATE scripts as the mammoth coprolite they are, forced to keep those redneck relatives in its fancy house with teeth gnashed, for backward compatibility. It does NOT add new features to ACS. Thus, some things important for are only in ZScript, which supersedes the horribly outdated ACS/DECORATE

 

There's a liiitle problem, tho.

 

BD (and so, EDAY) is ENTIRELY written in ACS/DECORATE and only uses ZScript for a couple non-important things like GZDoom-only flashlight beam and HUD effects. Because, guess what, there is no such thing as ZScript in Zandronum.

 

As a consequence, EDAY multiplayer (it is written with coop play in mind, every map has 8 painstakingly placed player starts) is only valid in Zandronum and, coincidentally, my randomizer only really randomizes in Zandronum -- because Zandronum evolved and upgraded its ACS implementation while GZDoom did not.

 

P.S. ACS compiles into bytecode -- just like .NET or Java -- and the map editor has a built-in compiler and editor for working with map scripts. So each map contains both the source code and the compiled bytecode.

Share this post


Link to post

Dare you enter my magical realm?

 

Screenshot_Doom_20240413_183749.png.42bb47e06b0482d4f9980e3c6a1b5ec8.png

 

 

Done April 13, 2024:
    - general: Chebskies v 1.20 Release Candidate 1
    - general: gave my Duke of Hell his long overdue +BOSS flag
    - general: rebalanced BFG9K's ligtning. Now primaries inflict the bulk of damage and secondaries are rippers inflicting that much again damage *through* monsters but only tickling bosses -- meaning when hitting a herd it should go through up to 5 barons in a row (192 map units) damaging them all.
    - general: updated the last version of BDv21che to fix one rare snag: I changed weapon selection order for MG42. Now it is selected *last* among machineguns, do avoid selecting it when it is out of ammo or just selecting it accidentally and wasting its rare ammo.
    - general: updated the walkthrough to reflect changes
    - general: corrected TITLEMAP, the campaign title was shown off-center and too small.
    - map 061: fixed incorrect texturing in the red door's doorframe
    - map 061: fixed one square box with monitors ceiling thingy near the red door not being smasheable
    - map 061: improved texturing of the wall that opens the secret elevator
    - map 061: automap prettification
    - map 09: fixed one server rack not being destroyable
    - map 09: automap prettification
    - map 19: changed the damage type inflicted by moving trains from cyberdemon stomp("Stomp") to chainsaw("Cut"). Reason: some mancubi and revenant body parts are deliberately made immune to stomp damage, which resulted in a small chance of train getting stuck on them. But any of those body parts are *designed* to be destroyable by chainsaw, for the player to get their ammo. So... Monsters will splatter less graphically but the map will work reliably. You almost never see them being run over by a train anyway.
    - map 241: changed one script to work in tandem with map 242's changed start
    - map 242: reworked this map into an absolute monster of a transformer labyrinth, with its layout randomized, key positions randomized, even ambush deploymend randomized. And automap for the whole labyrinth disabled. Welcome to HELL.
    - map 242: swapped the normal and the alt starts. Now you start at the old map start if you have visited map 47 but haven't visited map 241. In all other cases you start at the new map start.
    - map 29: reworked the ghost marines' Big Damn Heroes moment to be up front and visible -- now triggers in the middle of the yellow key hall with no distractions around

 

 

 

And now, with grand fanfare, I will fall down and lie flat til morning sun pokes me in the eye =_=

Share this post


Link to post

Found a blunder in my randomization algorithms that will cause multiplayer desync on those maps.

Will release a patch soon (in a day or two). Just don't play them in coop.

Share this post


Link to post

Done April 14, 2024:
    - general: Chebskies v 1.20 RC2 (emergency bugfix)
    - general: my map randomization algorithms contained a horrible blunter that guaranteed any coop multiplayer going out of sync. I must admit I *never* actually tested the multiplayer code. Will correct that in a later release. For now, a fixed algorithm that deals with the problem. You *may* see patterns in map randomization if you restart the map every few seconds to test it... Inconsequential in normal use. Now (Zandronum only) it uses UNIX timestamp directly, modulus from dividing the number of seconds since January 01, 1970 by 1001 -- and uses it directly in calculations. In GZDoom (or if that number is by chance zero), uses regular Random(1,1000) instead.
    - map 04: fixed map randomization breaking coop multiplayer
    - map 12: increased light level in shadowed areas. Reason: when fixing it earlier, I overdid much
    - map 12: fixed one unnatural shadow in the starting building's parking lot
    - map 12: fixed one unnatural shadow in the suspicious van gully
    - map 242: fixed map randomization breaking coop multiplayer
    - map 29: fixed the ghost marines sometimes going away before they finish the archviles off (I cheated by adding 300 damage by sript)

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×