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Revae

REKKR - V1.16

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I think so. But the drivers are with a bundled retro pi version that comes from the manufacturer, so it's out of date and blah blah blah. I gotta find out where to pull the drivers from and put them in a newer version.

Then I can put rekkr on it.

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12 hours ago, Revae said:

fuck that's cool.

I have a tiny raspberry pi thing that I need to mill out a case for... Soon. Now that REKKR is done, maybe I can get to it.

 E1NFSEDVkAA3hJB.jpg.0886f2a07ecbec690215a9d01eaa9b21.jpg

Wait, isn't that the thing from Waveshare? I think it's from them lol

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I admit, my first playthrough was not the most enjoyable. Maybe it's because it has been too long since I have played REKKR or I somehow convinced myself that I had to rely primarily on the Battle Axe to save ammo, but the game felt very tedious.

 

But then, I told me myself "Screw it!" and started playing REKKR like Doom and being unafraid of spending ammo, and it has been a blast! Plus thanks the Eye's ability to revive monsters, I can always get more soul ammo from Former Humans and Grotesques.

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Decided to do some DM arena exploration and uh, noticed a couple things, like the elevator shaft in E4M1 having no textures whatsoever:
DOOM0001.png.6dbaa3c572722ddb35fd2cc702e34bd4.png

DOOM0002.png.b4181d48c1bf3acf507e3b4c2f82d0fc.png

 

E4M3 has a few misaligned stone slab lines, too:

DOOM0003.png.f410f2db7be4d943ede55d49ac17e5f6.png

 

EDIT: Smol suggestion while I'm at it: make all the deathmatch exits on maps like E1M3, E2M5 etc actually lead to secret levels instead of the normal ones. You know, just so those don't go to waste during normal gameplay.

Edited by brightentayle

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(deleted)

Edited by Revae : accidentally double posted

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1 hour ago, brightentayle said:

Decided to do some DM arena exploration and uh, noticed a couple things, like the elevator shaft in E4M1 having no textures whatsoever:
DOOM0001.png.6dbaa3c572722ddb35fd2cc702e34bd4.png

DOOM0002.png.b4181d48c1bf3acf507e3b4c2f82d0fc.png

 

E4M3 has a few misaligned stone slab lines, too:

DOOM0003.png.f410f2db7be4d943ede55d49ac17e5f6.png

 

EDIT: Smol suggestion while I'm at it: make all the deathmatch exits on maps like E1M3, E2M5 etc actually lead to secret levels instead of the normal ones. You know, just so those don't go to waste during normal gameplay.

Good idea, about the secret exits.

I'll fix that missing texture. Not sure how that got missed. I did playtest them not long before release, so I must've changed something after. And probably accidentally autoaligned the slabs in the upper or lower... The outside of the lift isn't triggerable, so it doesn't get the lift texture, just the inside... Bottom area.

Thanks!

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IDK if anyone's still interested, but progress on the bonus round restoration patch

 

image.png.b849e096eb103a26ed2195dceb2a7d8b.png

 

Bucket list of things I didded and diddnotdooded yet:

  • (G)ZDoom compatibility
  • PrBoom-UM compatibility
  • Partial compatibility with Crispy, as a SIGIL replacement (same music, same levels, ending and level names reimplemented through Dehacked)
  • Beeg episode graphic
  • Doomsday compatibility
  • Eternity Engine compatibility
  • Hybrid of Rekkr's old main menu graphic and the new one (will leave that one for the secret exit swap, whenever I feel like doing it)
  • Extra menu graphics for both PrBoom and Cripsy (maybe)
  • Widescreen version of interpic Mashed the bonus interpic and the story screen together, 'cause I didn't even realise they both have the same background
  • Deathmatch exits on every level
  • Waves on E5M9 (huge maybe, I dunno how much free frames there is) (even bigger maybe since there's a shitton of frames but only two unused/unmodified things, and the waves are supposed to be projectiles)
  • Minute details like Gardien showing up instead of DeathRaven at the very end of E4M9 (that one has already been replaced, now to possibly include the three new monsters in that one room)

 

Known issues:

  • Even though I'm pretty sure I've added the SKY5 file, Crispy doesn't really want to read it for whatever reason, SKY3 is used by it instead. Apparently, it reads SKY5_ZD specifically ¯\_ (ツ)_/¯
  • No ZDaemon support, since running any episode makes the game crash. Might be a Dehacked issue, but I won't be able to tell anything from those logs.
  • While SIGIL uses the same episode structure as Inferno, the bonus episode of Rekkr was stuck with Thy Flesh Consumed. Which means you can beat the whole thing in five maps, skipping from E5M9 straight to E5M7. Whoops. Guess I could also push the secret exit further away from E5M2, but if I'm doing that, I'll defo release it as a separate WAD.
  • Dubious compatibility with lr-prboom, but honestly, it's always been a nasty port to work with. Like, did you know at one point it couldn't run at least three maps from Plutonia 2 (Skull Island, Arch-Villainy and Assassin, I think), even though both the DOS Doom executable and standalone PrBoom could?
Edited by brightentayle

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You could always do what I did the the interpic and put a strut coming up against the old texture. Or some other sort of barrier, to alleviate the load. Vines or some such.

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I wanted to do exactly that, but I didn't know what to put for the strut, so the way I'm winging it rn is making the wall more overgrown with moss the closer it gets to the sides. And darker, too, that should make it less of a pain.

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8 hours ago, brightentayle said:

IDK if anyone's still interested, but progress on the bonus round restoration patch

 

image.png.b849e096eb103a26ed2195dceb2a7d8b.png

 

Bucket list of things I didded and diddnotdooded yet:

actually, the bonus interpic was the same as the help screen but without the letters.
So search inside the rekkrsl.iwad the lump help1w, and replace the center pic with the one from the bonus interpic and you will have a widescreen version of it.

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Oh yeah. I forgot I made a wide screen of that. It's the same (almost) as the title.

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Have at it, boys!

Further updates for the bonus episode patch pending, I'm too tired right now.

 

DOOM0004.png.d84db89f12d0348d669e82a67fcebbd4.png

 

How to use: put it in the Rekkr folder, and edit Rekkr's Launch Options in Steam to include -file REKBONUS_V1.wad (or just add this param to the command line for the source port of your choosing, whatever).

Edited by brightentayle : Updated the link so I wouldn't have to rename it every single time

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Damn, E2M1 really is unforgivingly hard. I would not mind it so much if it were not for the damaging flames: sometimes, you can run past one without taking any damage, but in other cases, you will always lose a massive chunk of health, no matter how careful you are. It is almost as if there are flames missing in some places or something.

 

@brightentayle So the bonus episode is not going to be added through an official patch?

Edited by Rudolph

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I dunno, maybe Revae could implement it either directly into the game or as a DLC, but I'm not him, I didn't make the game, why are you askin' me

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3 minutes ago, brightentayle said:

I dunno, maybe Revae could implement it either directly into the game or as a DLC, but I'm not him, I didn't make the game, why are you askin' me

Well, the way you have been talking about the game gave me the impression that you were somehow involved in the development.

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Bonus ep probably won't be added through a patch. It'll just be for the free version. But this patch is quality. Seems to work great.

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1 hour ago, Revae said:

Bonus ep probably won't be added through a patch. It'll just be for the free version. But this patch is quality. Seems to work great.

since it won't be added as a patch, you could add it on the autoload settings of the steam version, maybe?
And when the people that bought REKKR on Steam knows about the free bonus Ep., they just need to download it and put it on the same folder as REKKR.exe for it to be detected by the autoload setting. ;)
That way, people will not need to learn to handle the config file to load it :D

 

You could add this patch with the bonus episode in your own site.

And it works also to bring more people into Doom XD

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1 hour ago, Rudolph said:

Has anyone been able to beat E2M1 on UV without quicksaves?

 

I'm up to e2m6, no quicksaves, bow start. e1m7 and e1m8 were the hardest so far, I think I died like 3 or 4 times in each of them. e2m2 was a tough one too, with its abundance of damaging floors and stingy weapons distribution early. e2m1 wasn't particularly hard... the thing with the fires is that it's the floor that damages, so you have to treat it as any other damaging floor

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5 hours ago, Rudolph said:

Has anyone been able to beat E2M1 on UV without quicksaves?

I have! I think you can actually avoid all, or nearly all, the fire damage if you walk around to the other side of that one house. I don't remember for sure though.

 

I can add the patch to the autoload I believe. That's a good idea.

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11 hours ago, Charlie Love said:

Does the patch have the demo with the ship wreck? I always thought that was a neat way to start things off.  

As a matter of fact, it does. The only thing it's missing is the waves (that also clip through literally everything, noticeable if you play home.wad on easy mode).
 

5 hours ago, Revae said:

I have! I think you can actually avoid all, or nearly all, the fire damage if you walk around to the other side of that one house. I don't remember for sure though.

 

I can add the patch to the autoload I believe. That's a good idea. 

Ooh, sweet. I'll probably call it just REKBONUS.WAD from now on, then. For convenience.

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@Revae @7Soul If you say so. I would not say the difficulty is unfair, but there are moments that felt on par with Doom's "Hell Beneath". I guess it does not help that you can only get armor fairly late in the map!

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13 hours ago, Rudolph said:

Has anyone been able to beat E2M1 on UV without quicksaves?

I beat the entire three episodes of original REKKR UV saveless from bow start.

Now I'm up to E4M6 (secret level included) but the ending keeps kicking my ass.

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2 minutes ago, rzh said:

Now I'm up to E4M6 (secret level included) but the ending keeps kicking my ass. 

Oh yyyyeah, I've had a bit of trouble with the DeathRaven rematch as well. Doesn't help the arena's now... just a smiiiiidge smaller

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3 hours ago, brightentayle said:

The only thing it's missing is the waves (that also clip through literally everything, noticeable if you play home.wad on easy mode).

You could add those back via a zscript lump without overwriting anything since it'll load multiple zscript lumps with the same name and all. They just need a projectile and a thing to fire them. 

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Is there a Rune Thrower (or whatever it is called) in E2M2? I noticed several non-secret rune pickups, but not the corresponding weapon.

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