YMB Posted November 26, 2007 Awesome. Can't wait to try HR2 with this! 0 Share this post Link to post
BilboHicks Posted December 2, 2007 Version 1.8 is done. Its a big improvement over previous versions in my opinion, and is considered 'final' for now, since I've pretty much achieved what I set out to do for my liking. Any new releases will be 1.8x releases to accommodate any new cool custom monsters which get released for zdoom in the future and any major bugs which are found. Eventually V1.9 will be an updated version to incorporate the latest version of gzdoom, which I'm hoping to get done in the near(ish) future. In the near future, I'm going to set up a proper site with a forum so that any interested players can sort out pickup games, report bugs etc... It would be cool to eventually add proper client-server & master server networking, online hi score tables, improved par time calculations, better support for newer zdoom mods and other niceties like the score bonuses showing up above the monsters heads etc..., but its unlikely to be done by me :P. For now there is a page with all the information about ScoreDoom: http://bilbohicks2.007ihost.com/docs/scoredoomonline.html V1.8 can be grabbed here: http://files.filefront.com/gzscoredoom18rar/;9176358;/fileinfo.html Here are the list of changes & enhancements: Changes in 1.8 ************** Map Items now give +5 points each Much better custom monster difficulty. New custom monster added. Improved Hi Score messages, which now show on the upper RHS in SP. A fix for when warping to levels in SP, the custom monster distribution was different than progressing to the level. Par Bonuses and Par Times have been worked on. Par Times now take account of items to be collected. The Par Bonus now becomes a serious 'par penalty' if the level is not completed within the Par Time. A message and sound now warns the players that Par Time is over. (Par Times are generally a little longer now though.) The Par Bonus also gives a better bonus for finishing levels quickly. A proper scaling ScoreDoom HUD for fullscreen and no status bar as well. Tweaks to ammo pickup rewards when using custom monsters. Chain Bonuses now give +30 each time (i.e., from multikills through to chain bonuses themselves, all are worth +30 each) Boss Brain now gives 5000 pts on death as well as points for damage. A buzzer noise has been added to alert other players for when players use cheats in co-op to finish levels when +sv_cheats is used. Other tweaks and stuff which I cant remember. 0 Share this post Link to post
The Green Herring Posted December 2, 2007 Just posting here to point out that sdmonsters1.2.wad isn't included in the .zip for the latest version, so you can't exactly play with custom monsters as intended... Odd. 0 Share this post Link to post
Craigs Posted December 2, 2007 At first I just thought you had to run that custom monsters bat file with it to get the custom monsters, but that didn't seem to work. I tried opening it up with dos box, and it more or less did the same thing. 0 Share this post Link to post
BilboHicks Posted December 2, 2007 Yes indeed. thanks for that! I re-uploaded with sdmonsters1.2.wad included. here is the new d/l link: http://files.filefront.com/gzscoredoom18rar/;9176358;/fileinfo.html The old one has been updated too. 0 Share this post Link to post
BilboHicks Posted December 10, 2007 Version 1.9 is done. I decided to merge my code with gzdoom 1.0.29 latest after playing about with the extra powerup support in gzdoom 1.0.29. http://files.filefront.com/gzscoredoom19rar/;9232604;/fileinfo.html (*archive documentation updated with link to the source code*) With the updated codebase and new artifact powerups added, this is the biggest update so far. from the changelog readme: Changes in 1.9 ************** ScoreDoom code merged with gzdoom 1.0.29 codebase. Addition of extra artifact powerups: Half Damage Protection, Quarter Damage Protection, Quad Damage, Time Freezer, Dark Servant, TerrorSphere, Drain, Regen, Speed & 'Points Bunny'. Support for consistency with artifact powerups appearing in single player like for custom monsters, in order to support hi scores. SDMonsters wad is now located in the 'skins' sub directory for auto-loading. More info @ the updated manual/FAQ here: http://bilbohicks2.007ihost.com/docs/scoredoomonline.html new powerup info here: http://bilbohicks2.007ihost.com/docs/scoredoomonline.html#113 (scroll down a bit if the link doesnt take you directly there) For any custom graphics, sounds, or decorate I take no credit. The credits, as best I could give them, are in the manual/faq. Most of the powerup code was already available in gzdoom, and I merely tweaked the powerup code and added resources. 0 Share this post Link to post
Graf Zahl Posted December 10, 2007 Since you provide an altered executable I must ask you to release the source as well. GZDoom contains FraggleScript which is licensed under the GPL. I can use it under special permission but that still doesn't mean you can release an altered version without source. I can't find any information here how to get the source code of your modification. 0 Share this post Link to post
BilboHicks Posted December 10, 2007 No problem. I originally had a link to the source, but I got lazy. My apologies. I will upload the source code and alter the documentation in the archive I uploaded to reflect it. I will try and get this sorted out today, if not then by tomorrow, since Im at work now and busy throughout the whole day. 0 Share this post Link to post
Lemonzest Posted December 10, 2007 with the source could i patch zdoom? or are there any gzdoom specific stuff i should know about? 0 Share this post Link to post
BilboHicks Posted December 10, 2007 Lemonzest said:with the source could i patch zdoom? or are there any gzdoom specific stuff i should know about? (EDIT: sorry man, misunderstood your post. Yep you *should* be fine, since as a I mentioned below, I believe it is all zdoom related.) The best way to patch zdoom would be to grab the latest build from the repository, available online, and work with that. AFAIK, besides enhanced graphics, gzdoom 2.019 has pretty much the latest builds from zdoom's repository. zdoom itself has some cool skulltag features, which iirc, some of the powerups were based on. I think virtually all the code I dealt with in my mod was essentially zdoom code, since it was mostly gameplay related, not advanced graphics, but I could be wrong. ---------------------------------------------- v1.9 source & instructions is available here: http://files.filefront.com/ScoreDoomv19srcrar/;9232489;/fileinfo.html EDIT: The main v1.9 download archive also has a link to the source code. 0 Share this post Link to post
NightmareZer0 Posted December 11, 2007 Love the port. Love the custom monsters. Great fucking work man. 0 Share this post Link to post
BilboHicks Posted December 11, 2007 Imp said:Love the port. Love the custom monsters. Great fucking work man. Thanks man. Glad you like it. With the custom monsters you can thank the people who created them and Graf Zahl and Randy Heit for making zdoom amenable for modding stuff like custom monsters. I merely took some of the really fun & cool stuff out there and 'directed' it into my arcade type port :P I'm hoping that the scoring/hi score code didnt get broken going from 1.0.24->1.0.29, since I didn't do a complete thorough test with it, but it should be fine. 0 Share this post Link to post
BilboHicks Posted December 11, 2007 ack, found a dumb bug with the new code in v1.9. Namely the 'Points Bunny' powerup spawning on top of players with chainsaws, and freezing them, since it is clippable (doh). Thats been fixed with an 'emergency' fix v1.9.r2 here: http://files.filefront.com/gzscoredoom19r2rar/;9233698;/fileinfo.html Since one line of source code has been changed, (as well as new decorate added) I added the delta in the 1.9.r2 readme.) 0 Share this post Link to post
BilboHicks Posted December 18, 2007 Another 'small' release to fix some major bugs, v1.9.r3 here: http://files.filefront.com/gzscoredoom19r3rar/;9274801;/fileinfo.html It also has some new features and tweaks like a new artifact powerup. Source code here: http://files.filefront.com/ScoreDoomv19r3srcrar/;9274743;/fileinfo.html This is hopefully my final release for a while. changelog for v1.9.r3: Changes in 1.9r3 **************** Major bug fix for par penalties not showing up for maps with SD par times between 10 and 20 minutes. Artifacts now work properly with singleplayer save games. Previously the artifact randomization was reset to the state at the beginning of the level when starting save games. Now it takes account of monsters killed. Improved artifact 'randomization'. The old way wasnt selective enough. New artifact called Avatar, which gives God Mode for 30 seconds. It uses the old TimeFreezer graphics. TimeFreezer now has it's own graphics. EDIT: My online readme is down since my free 007ihost got burned by some BS.. learn more here if you are interested in net neutrality: http://www.007ihost.com/ I hope to get a proper site up real soon, probably next week. -------------- EDIT: Updated to v1.9.r4 Changes in 1.9r4 **************** Artifacts still had problems with SP savegames, due to some behaviour I overlooked with the way I was using randomization. This has finally been fixed. dl: http://files.filefront.com/gzscoredoom19r4rar/;9297527;/fileinfo.html src: http://files.filefront.com/ScoreDoomv19r4srcrar/;9297514;/fileinfo.html ------------------- 0 Share this post Link to post
BilboHicks Posted March 1, 2008 EDIT: Updated to v1.9r5 Virtually all of the custom content is thanks to other authors, which are credited. I merely played with code and decorate (for the new Artifacts etc...) . Many gameplay tweaks and now Barrels give +5 points when exploded by a player :-) Changes in 1.9r5 **************** New Artifacts: Points Porkelator, Precognition and Big Backpack. Points Piggy from the Points Porkelator replaces the Points Bunny. Several new custom monsters. Barrels now score +5 points when exploded by a player. BBA-16X.WAD for the Bloodbath announcer is now autoloaded in the 'skins' directory. I felt the announcer's voice was too low with BBA.WAD, so this version has virtually every voice amplified. The original BBA.WAD is included in the archive in case the voices are too loud :-) Many other small tweaks to improve gameplay. d.l.: http://files.filefront.com/gzscoredoom19r5rar/;9737315;/fileinfo.html src: http://files.filefront.com/ScoreDoomv19r5srcrar/;9736658;/fileinfo.html 0 Share this post Link to post
The Green Herring Posted March 2, 2008 For some reason, after going through two levels in Doom II, the engine crashes while autosaving. Not sure why. 0 Share this post Link to post
BilboHicks Posted March 2, 2008 ack. Thanks for that. I think I know what it is. A couple of the code changes obviously needed more testing. If you disable artifacts via the console that should fix it. Will post an update later today or tomorrow. EDIT: @ Green Herring: I was not able to reproduce the crash. I sent you a PM asking for more info :-) Also I'm not sure that artifacts are the cause. Thanks again. 0 Share this post Link to post
Dco16 Posted March 2, 2008 I can't believe I just learned of this. I'm glad someone is getting some use out of that bunny bomb. 0 Share this post Link to post
BilboHicks Posted March 2, 2008 EDIT: Updated to v1.9r5B Contains a critical bug fix for when using artifacts. Now in co-op, there is a 'POINTS DIFF' stat to show how far behind players are from the points leader. The documentation has been updated too. D.L: http://files.filefront.com/gzscoredoom19r5Brar/;9742922;/fileinfo.html (source code d.l. link in the docs) Thanks Green Herring! @ Fiend: Haha, Unfortunately the Bunny isnt in this version :-(. (I have a piggy instead.) The Aeons of Death (AEOD) mod for zdoom has a great implementation of it. I wanted to keep the bunny, but could'nt quite get it to work as a custom morph monster for some reason. Hopefully in a future release. 0 Share this post Link to post