esselfortium Posted November 20, 2022 1 minute ago, Gregor said: I see. The fact that they stop existing after resurrecting isn't visible through Whacked, or at least i can't see it. It just lists the actor looping A_VileChase indefinitely. I also couldn't find the code responsible for this in your DEH patch source. How would you define this in dehacked? When it finds something to resurrect, the VileChase codepointer will always jump to a hardcoded state (I'm not sure of the state number, but it's S_VILE_HEAL1 in the source code and in DEH9000) which performs the revive animation. I modified that hardcoded state to set NULL (state 0) as its next state, so they cease to exist after resurrecting one monster. # Resurrector (replaces MT_SPIDER) m = mobjinfo[MT_SPIDER] m.objectname = "Resurrector (Spiderdemon)" m.doomednum = 7 m.speed = 40 m.radius = 16 * FRACUNIT m.height = 16 * FRACUNIT m.damage = 0 m.reactiontime = 1 m.painchance = 1 m.mass = 100 m.flags = (MF_DROPOFF | MF_NOGRAVITY | MF_FLOAT | MF_NOSECTOR) states[S_VILE_HEAL1].nextstate = 0 # Resurrect one monster and then stop m.update(states.parse(""" Spawn: HISS A 1 A_Look Goto Spawn See: HISS A 1 A_VileChase Loop """)) 1 Quote Share this post Link to post
esselfortium Posted November 20, 2022 BTW, some corrections and comments for the wiki article: The Bruiser's third attack is also triggered by its pain state, not just its melee state. The Hell Warrior's shield makes it invulnerable against most attacks, but it can still be hurt by rocket splash damage. The Mauler is similar to its KDiZD counterpart, but it's a bit smarter, since it uses A_FaceTarget in its Spawn state (which is always returned to after the SkullAttack behavior stops), to prevent it from sleeping on the job as long as it has a line of sight to the player. The Hell Knight uses dehacked to recolor the Baron's sprites, so simply saying it uses the same sprites is a bit misleading. (The Nightmare Demon also works the same way, with only two states from its attack using unique sprites and the rest being recolored via dehacked. Though I'm not sure whether a lot of these implementation details are relevant to the article, outside of maybe a Trivia section or something?) KDiKDiZD isn't a community project, it was a small-team project that later became a solo mapping project. The other KDiKDiZD contributors really shouldn't be relegated to a single line of vague credits at the bottom of the map list. The full credits for each level are listed in the txt (the standalone version of the txt has been updated recently for better clarity). To explain further, all of the levels have been completely or nearly-completely rebuilt from scratch, with thing placement mostly unrelated to their KDiZD counterparts, and both the layout and visuals have been heavily editorialized in every map (some more than others, with Z1M5 and Z1M8 in particular being the most drastically different, Z1M7 having its layout flow completely rearranged with new areas added to make it work, Z1M9 having its visuals completely redone in a different style, Z1M4 having many of its added areas redesigned, etc). The first section of the article says that KDiKDiZD is using the same set of custom monsters as KDiZD, but this is only partially true. There are a number of differences between them (which are already covered in the Custom Monsters section further down). 6 Quote Share this post Link to post
Gregor Posted November 20, 2022 30 minutes ago, esselfortium said: BTW, some corrections and comments for the wiki article: Thanks for the additional information! I'll update the article accordingly. 1 Quote Share this post Link to post
The Dommo Posted November 20, 2022 16 hours ago, esselfortium said: Hmmm... Did this happen after playing the entire level, or did you noclip to the switch? Some of the scripts are chained together on the same voodoo doll conveyor. It seems to be working here if I run through the rest of the level first (and Z1M1 itself hasn't been updated since build 2, I think). sorry for the late reply, i played normally on dom retro, and idkfa'd on dosbox. 0 Quote Share this post Link to post
esselfortium Posted November 20, 2022 11 minutes ago, The Dommo said: sorry for the late reply, i played normally on dom retro, and idkfa'd on dosbox. Thanks. That's weird, I haven't been able to replicate it so far. Thanks for the report, in any case. 1 Quote Share this post Link to post
The Dommo Posted November 20, 2022 8 minutes ago, esselfortium said: Thanks. That's weird, I haven't been able to replicate it so far. Thanks for the report, in any case. i dont know if it matters, but i also iddqd'd on dosbox. sorry for the constant replies. 0 Quote Share this post Link to post
Pezl Posted November 20, 2022 I saw this thing on youtube, can't wait to play it!! 0 Quote Share this post Link to post
DMPhobos Posted November 20, 2022 Just completed my playthrough using Cripsy Doom (build 4) On Z1M4 there's a couple of spots that don't do any damage to the player in the reactor toxic zone, haven't checked if it's due to missing the damage flag or because of the microdetail, but might be worth checking. It's still present on build 5 Spoiler I'm not a big fan of the original KDIZD gameplay but i was really curious about checking it out. It's extremely impressive for vanilla and i really appreciated some of the changes made to the original encounters and layouts. One thing i do have to comment on is how much i loved the music (specially z1m4 and z1m8). Overall really impressive work, and despite the fact that i don't like the original kdizd much i really had fun playing the demake 1 Quote Share this post Link to post
esselfortium Posted November 20, 2022 2 hours ago, DMPhobos said: Just completed my playthrough using Cripsy Doom (build 4) On Z1M4 there's a couple of spots that don't do any damage to the player in the reactor toxic zone, haven't checked if it's due to missing the damage flag or because of the microdetail, but might be worth checking. It's still present on build 5 Reveal hidden contents I'm not a big fan of the original KDIZD gameplay but i was really curious about checking it out. It's extremely impressive for vanilla and i really appreciated some of the changes made to the original encounters and layouts. One thing i do have to comment on is how much i loved the music (specially z1m4 and z1m8). Overall really impressive work, and despite the fact that i don't like the original kdizd much i really had fun playing the demake Thanks for playing, glad you enjoyed! I think the non-damaging parts you ran into are due to the use of self-referencing sectors in that area. I'm not sure whether I can do much about it. 1 Quote Share this post Link to post
TasAcri Posted November 21, 2022 (edited) How do i reach the blue armor secret in map 6? The obvious elevator that leads to it doesn't move and i searched around for hours and can't find anything XD Edited November 21, 2022 by TasAcri 0 Quote Share this post Link to post
esselfortium Posted November 21, 2022 4 minutes ago, TasAcri said: How do i reach the blue armor secret in map 6? The obvious elevator that leads to it doesn't move and i searched around for hours and can't find anything XD You can run out of the window at the stairs nearby it, if you start from the top of the stairs. 0 Quote Share this post Link to post
Mr Masker Posted November 21, 2022 (edited) Hi, I'm trying this out on Eternity and for some reason after the first map, it plays the same music again for the second map. I don't think this is on my end because the music from standard doom works just fine. On most recent version of Eternity (dev build) Edited November 21, 2022 by Mr Masker 0 Quote Share this post Link to post
skillsaw Posted November 21, 2022 7 minutes ago, Mr Masker said: Hi, I'm trying this out on Eternity and for some reason after the first map, it plays the same music again for the second map. I don't think this is on my end because the music from standard doom works just fine. On most recent version of Eternity (dev build) I noticed the same issue in Eternity -- it turned out it was a symptom of (mistakenly) playing with the Ultimate Doom IWAD instead of Doom2.wad. Might be worth checking your IWAD since the music seems to work for me on a recent EE dev build. 0 Quote Share this post Link to post
Mr Masker Posted November 21, 2022 (edited) 3 minutes ago, skillsaw said: I noticed the same issue in Eternity -- it turned out it was a symptom of (mistakenly) playing with the Ultimate Doom IWAD instead of Doom2.wad. Might be worth checking your IWAD since the music seems to work for me on a recent EE dev build. Oh, you're not supposed to play with Ultimate Doom? I should really read these details more often Edited November 21, 2022 by Mr Masker 1 Quote Share this post Link to post
TasAcri Posted November 21, 2022 (edited) 3 hours ago, esselfortium said: You can run out of the window at the stairs nearby it, if you start from the top of the stairs. Edit: Nvm, i found it, thanks! Edited November 21, 2022 by TasAcri 0 Quote Share this post Link to post
Ar_e_en Posted November 21, 2022 I really love the transparent/shiny floor trick in this! Can't wait for others to use this trick in future maps! 0 Quote Share this post Link to post
Gregor Posted November 21, 2022 (edited) @esselfortium I noticed that there are some minor discrepancies between the .txt files in KDiZD and KDiKDiZD concerning KDiZD's map credits: KDiZD lists you as a secondary mapper for Z1M1 but the KDiKDiZD.txt omits that. There is also a secondary mapping credit given to Vader for Z1M7 that the KDiKDiZD.txt doesn't include. Edited November 21, 2022 by Gregor 1 Quote Share this post Link to post
esselfortium Posted November 21, 2022 3 minutes ago, Gregor said: @esselfortium I noticed that there are some minor discrepancies between the .txt files in KDiZD and KDiKDiZD concerning KDiZD's map credits: KDiZD lists you as a secondary mapper for Z1M1 but the KDiKDiZD.txt omits that. There is also a secondary mapping credit given to Vader for Z1M7 that the KDiKDiZD.txt doesn't include. I don't know why I'm credited as a secondary mapper on Z1M1, I only did a few revisions for the 1.1 update (since I was around already for TSoZD) and wasn't involved in its original creation at all. In any case, KDiKDiZD was based on the original 1.0 release of KDiZD. I can add Vader's credit to Z1M7. 1 Quote Share this post Link to post
Gregor Posted November 21, 2022 2 minutes ago, esselfortium said: I don't know why I'm credited as a secondary mapper on Z1M1, I only did a few revisions for the 1.1 update (since I was around already for TSoZD) and wasn't involved in its original creation at all. I can add Vader's credit to Z1M7, though. Alright, than i add Vader in the wiki. Btw, why does the flare rifle use DSDBLOAD instead of DSPLASMA for its firing sound? 0 Quote Share this post Link to post
esselfortium Posted November 21, 2022 Just now, Gregor said: Alright, than i add Vader in the wiki. Btw, why does the flare rifle use DSDBLOAD instead of DSPLASMA for its firing sound? Playing the sound from the weapon itself (via the A_LoadShotgun2 codepointer) instead of from the projectile prevented some noticeable sound dropouts I was getting with it in vanilla. 0 Quote Share this post Link to post
Gregor Posted November 22, 2022 1 hour ago, esselfortium said: Playing the sound from the weapon itself (via the A_LoadShotgun2 codepointer) instead of from the projectile prevented some noticeable sound dropouts I was getting with it in vanilla. That's actually very interesting. I never really focused on the fact that the plasma gun firing sound gets overridden by the impact sound of the projectile. DSPLASMA and DSFIRXPL complement each other really well, and i guess the high firing rate of the plasma gun allows DSPLASMA to play between gaps of DSFIRXPL (?); as a result it isn't normally really all that noticeable, but still - curious technical limitation. 0 Quote Share this post Link to post
Gregor Posted November 22, 2022 (edited) i noticed that the SSG firing sound is a lower quality version of the same sound used in KDiZD, while the flare rifle uses the firing sound of its KDiZD counterpart at seemingly the same quality. Why did the SSG sound had to be compressed that way but not the rifle sound? EDIT: Sorry for the overload of questions. I just wanna make sure i got the info right before i put it in the wiki. Edited November 22, 2022 by Gregor 1 Quote Share this post Link to post
esselfortium Posted November 22, 2022 8 hours ago, Gregor said: i noticed that the SSG firing sound is a lower quality version of the same sound used in KDiZD, while the flare rifle uses the firing sound of its KDiZD counterpart at seemingly the same quality. Why did the SSG sound had to be compressed that way but not the rifle sound? EDIT: Sorry for the overload of questions. I just wanna make sure i got the info right before i put it in the wiki. Hmm, I don't really have an article-worthy answer for that one. I probably converted it 15 years ago using different tools or simply with less knowledge of what vanilla could handle, and I never noticed it afterwards. I guess I could convert the SSG sounds again. 3 Quote Share this post Link to post
Redneckerz Posted November 22, 2022 @esselfortiumBecause this is such a benchmark mapset, i am going to add a section on the article where it highlights what this WAD does. Perhaps you can add a little bit to it: What are the real technical tricks demonstrated here? I plan on doing do similar for Batman Doom which also does a lot of DeHacked trickery. So far i got: Spoiler Camera textures (Animated displays can be done with Giffy, for instance) Reflective floors through midtextures Vanilla scripting through Mikoportals/Mikoveyors/Voodoo Dolls Modified COLORMAP, allowing for colored light sectors Modified PLAYPAL? DeHacked trickery: Finite resurrecting monsters 0 Quote Share this post Link to post
NightFright Posted November 22, 2022 (edited) I have just reached the secret level and so far there were already quite a few scenes I never expected to see in a vanilla pwad, or at least haven't seen for a really long time. Like when you push objects around or blow up walls with explosives (not to speak of the security monitors). Extrordinary achievement for a project with vanilla limitations. The levels themselves are still as complex and (sometimes) confusing as I remember them from playing the original, but it's part of the throwback experience. Finding all the keycards in the third level is definitely something, for example! Oh, and shouldn't forget to mention that the MIDIs absolutely kick ass here. I dunno why, but the S-YXG50 VSTi seems to produce especially remarkable renditions of these tracks. Had to check whether digitized music is used, it sounded THAT good. Edited November 22, 2022 by NightFright 0 Quote Share this post Link to post
holaareola Posted November 22, 2022 On map 6 atm. It's been incredible. It really pleases me to think that had there been the knowledge and tools this could have been released in '95. Hard to imagine more than this ever being eked out of our humble doom2.exe again. Some parts of this must have been absolute torture to make! Love the ingenuity with all the vanilla FX, magicking bugs into features. The transparent floors are so convincing and gave me flashbacks to the stippling in my first can't-afford-a-gpu experience of Quake 2. The coloured flashing area in M2 is incredibly well done- the careful selection of enemies kept the effect believable, felt like I had a bit of an perceptual illusion with my brain tinting the sprites the rest of the way to the ambient colour. The sum of all these tricks is so convincing, the eye gets used to slopes, transparency and coloured lighting. It's funny, because I remember back in the 90s thinking it was really crappy and hacky when seeing lighting baked onto textures etc. But really, why quibble whether an engine is actually calculating a pattern and colour of light on a surface? What is a 3d game if not an illusion anyway? It's objecting to one trick at one layer and ignoring a hundred others elsewhere. The effect is all. I've really enjoyed the downbeat and haunting reimaginings of the original soundtrack too (E1M4 aside). E1M9 has been my favourite map so far, incredibly atmospheric. But they've all been very fun so far, with a constant stream of enjoyable encounters, cool bits of imaginative architecture and visual design -- somehow so ingeniously packed into the punitive vanilla constraints that it appears to have been made without any constraints at all. Map 6 has certainly been the most sprawling so far, but very intelligently routed around the central control room so that it's remained quite navigable. Bbetween the grim visuals and music, it's very funny too, from the re-enactment conceit to the demon energy -> 120v converter. Plan phase 1: make demons leave. So good! Utterly inspiring stuff, perhaps especially to a vanilla masochist like me. The shield mechanic is surely a dehacked first? Looking forward to playing the rest! 1 Quote Share this post Link to post
esselfortium Posted November 22, 2022 1 hour ago, Redneckerz said: @esselfortiumBecause this is such a benchmark mapset, i am going to add a section on the article where it highlights what this WAD does. Perhaps you can add a little bit to it: What are the real technical tricks demonstrated here? I plan on doing do similar for Batman Doom which also does a lot of DeHacked trickery. So far i got: Hide contents Camera textures (Animated displays can be done with Giffy, for instance) Reflective floors through midtextures Vanilla scripting through Mikoportals/Mikoveyors/Voodoo Dolls Modified COLORMAP, allowing for colored light sectors Modified PLAYPAL? DeHacked trickery: Finite resurrecting monsters Camera textures: Type 1: Created using screenshots and Photoshop, disassembling the scene into multiple layers and then arranging those layers in Doom Builder as thin self-referencing sectors that can be moved using floor/ceiling actions. Type 2: Created using videos and Photoshop, reducing the video to a small set of frames that a script can step through ingame by instant-lowering a series of very thin sectors in sequence. In some cases, type 1 and 2 are combined for different parts of the scene, so a rising bridge will be a type-2 frame by frame animation while the nukage surrounding the bridge will be a separate layer in front using a looping animated texture. The camtexture near the original Military Base exit in Z1M9 uses type 1 for the lowering barrier and type 2 for the raising bridge. Half-cylinder projections instead of 90-degree lines are used for two reasons: This allows for more pixel detail to be fit into a smaller window shape. Using angled lines allows for much smaller gaps between each layer of the display, within the limitation of Doom's 1-mapunit grid size, so that multiple animation frames and masking layers can appear to all be a single layer. Scripting: These use a modified version of Linguica and Nine Inch Heels' Mikoportal-based scripting setup. My first modification is using an Explosion Generator (a dehacked object that calls A_Explode every tic) to blow up the barrels that slightly push the voodoo doll, rather than relying on a crusher, which is unreliable on barrels (crushers can randomly turn them into gibs and not explode). My second modification is using a dedicated thing type created in dehacked to temporarily block the voodoo doll until a script has been activated. Originally lost souls were used, but this broke in nomonsters for obvious reasons. For the final script action when the Bruisers are defeated at the end of Z1M8, a door is opened via A_KeenDie which allows an Explosion Generator to destroy the dehacked object blocking the voodoo doll's path. This was for some reason more finicky than the other Mikoveyor setups, which is why the voodoo setup for it is rotated 90 degrees in the final map (as otherwise the script would fail due to the doll not keeping its momentum). Sliding doors: The sliding doors in Z1M4 and Z1M5 use Mikoveyor scripts and a sequence of instant-lowering sectors. The sliding door seen from a camtexture in Z1M2's computer maze was an actual polyobject sliding door, spawned in the map using an ExtraData lump and recorded as video, then reconstituted as a series of thin instant-lowering self-referencing sectors using the "type 2" camtexture method described above. PLAYPAL and COLORMAP modifications: Dark reds incorporated from BTSX palette, so that red doesn't turn brown in dim areas. This is done by increasing the contrast on the low end of the red and desaturated-red ramps, so it doesn't use up any additional space in the palette. 38 fullbright colors squeezed in by eliminating duplicate and near-duplicate colors from the palette, to allow for bright lights in non-fullbright sectors, without sacrificing any standard color ranges. "Baronheist 451" Green, brown, desaturated red, and gray ranges rearranged heavily in order to use Dehacked's multiplayer sprite remapping flags (which normally turn greens into one of three other colors) on Barons/Hell Knights, Demons/Nightmare Demons, and the xdeath sprites for Imps/Dark Imp. The first step was to turn the 32-color brown and desat red ramps into two non-contiguous 16-color ramps each, putting the odd-numbered colors into one ramp and the even-numbered colors into another. Because the color remapping flags only utilize the bottom 16 colors out of these 32-color ranges, I needed to do this so that the affected monsters' sprites could retain their entire dynamic range, in a quantized form. The second step was to swap the ranges' placements around so that the usual green ramp is now desat red, desat red ramp is now the green ramp, etc. This was necessary so that Barons' desat red skin could be remapped without affecting their green hands. The third step was to rearrange these rearranged ramps a second time to put them out-of-order (but keeping them all in the same order as each other, for remapping to work), so that the brown color used for lines in the automap would still be in the same place Doom expects it to be. The fourth step was to remap the actual sprites in Slade, quantizing skin tones into the remappable desat-red ramp. For the Doomguy sprites, I needed to first quantize the desat reds in those sprites (i.e. blood) into the non-remappable desat red range, then move the greens into the remappable desat red range. The fifth step, done a while later, was to swap some of the darker grays from elsewhere into the palette into the remappable gray range, so that Nightmare Demons could be higher-contrast and better-looking. Lastly, the dehacked patch applies the color remap flags as needed, including on the dead marine decoration sprites so that they look as expected ingame. Dehacked: Hell Warrior shield This works by spawning a non-moving shootable "projectile" via A_CyberAttack, which lasts (nearly) the same duration as the Hell Warrior's shield-holding state. (The "nearly" is in order to allow time for its other projectile attacks to pass through it.) The player's rocket is moved to the BFG projectile slot so that A_CyberAttack can become an additional monster-only projectile type, rather than replacing one of the other monster projectile types. The projectile's radius is set to 32 so that it is wider than the Hell Warrior itself, so that it can intercept shots before they reach the Hell Warrior. Its speed is set to the lowest possible decimal value (exactly 1 rather than the usual 1*FRACUNIT) to work around an oddity in Doom's projectile spawning code where newly-spawned projectiles are moved once without updating their blockmap links. This is ordinarily not a problem in Doom because projectiles are not supposed to be in the blockmap, but a projectile can't become shootable without being in the blockmap. This could originally cause infinite-loop crashes where blockmap links would become invalid, but has been more or less fixed by reducing the total distance it's moved to only 0.000007629394531 of a mapunit, making it effectively impossible to leave its original block. Resurrecting monsters This was accomplished via invisible dehacked entities that move fast, look for a monster to resurrect via A_VileChase, and immediately stop existing after they find one. Suicide Bombers Making these less unfair in vanilla meant solving two basic problems: Their xdeath needs to skip over their A_Explode state, so that they don't explode a second time while dying. Their radius needs to be widened a bit so that the player cannot be as close to the center of the explosion, as it's not possible to customize A_Explode's parameters. Mauler Demons These use the lost soul behavior for their charging attack, similar to how they work in ZDoom. To keep them from falling asleep after charging, I inserted A_FaceTarget into their Spawn state (which the skullfly behavior is hardcoded to return to), which does nothing if they don't have a target yet but effectively gives them full surround vision if they do have a target. This means that as long as there is a line of sight between them and the player, they will wake up again and return to their See state as soon as their skullfly attack ends. Bruiser Demons For their fire attack, the lost soul is replaced with an object that calls A_PainAttack to spawn another of itself in front of itself, and then stops existing. This results in the "homing fire" effect seen ingame. A long invisible state is added at the end of the fire object's animation in order to finetune the effects of the lost soul limit, so that they will stop after enough have spawned rather than continuing to follow the player indefinitely. The original lost soul is moved to a different dehacked slot, and extra A_Chase frames of half their original duration are added to replicate the "attack twice as often" behavior that's hardcoded to their original slot. Walkable lamps Z1M1 has a floor lamp that can be walked on. It's just a non-solid decoration in dehacked combined with a self-referencing sector in the map. Seismic Bomb explosion Z1M1's timed seismic bomb explosion works by activating a voodoo script that first opens a small window allowing an Explosion Generator to kill the "bomb explosion" object, whose death state consists of three countdown beeps followed by the explosion itself. This is timed to sync up with the voodoo script's instant-lowering of the wall to reveal its exploded remains. Instakill forcefields Rather than using the old method of telefragging a voodoo doll, KDiKDiZD's instakill forcefields rely on Explosion Generators placed through small invisible windows on each side of the field. This allows them to affect monsters and co-op players that pass through, and can be turned on or off at will by opening or closing the window. Teleporting berserk pack The teleporting berserk in Z1M5 was done by making a shootable duplicate of the berserk pack, and using an Explosion Generator to push it across a teleport line. Because its death state is the same as its spawn state, it doesn't matter that it can be killed. Center guns while firing By using the misc1/misc2 fields to set weapon offsets to 1,32 while firing, vanilla can mimic ZDoom's behavior where weapon sprites are automatically centered while firing. Quiet imp The imp that hides and walks away from you in The Party uses the old trick where a negative speed is set and the sprites' frames are swapped. Replacing the final state Dehacked.exe had a bug where modifying the final state in the table would cause an overflow, breaking other things. I've worked around it by leaving that final state unmodified, and instead working it and its predetermined nextstate into a sequence of other states. Texture effects: Translucent floors and reflective floors These are my vanilla version of an old Boom trick, wherein midtextures with the translucent line flag would be aligned under the floor to "bleed over" the flats and create the appearance of translucent flats. Because vanilla doesn't have translucent lines, I instead recolored the midtextures to more closely match the color range of the flats (and sometimes vice versa, recoloring both the textures and the flats), and applied a dithered transparency mask to the textures so that the midtextures can be seen through in the transparent spaces between pixels. For Z1M8's reflective marble floor, the textures were also mirrored, and upside-down recolored torches were created in dehacked to complete the effect. Because this effect breaks if there is any visible change in sector properties on the affected floor, I also applied baked-in gradient lighting to the walls and used some fullbright red ceiling flats to add contrast. Midtexture slopes: Simple ceiling slopes with solid black inside them and shadowcasting baked into the textures below them, the usual approach. (For instance, the arches in the Z1M3 mines.) Slopes using palette-fullbright solid colors inside them, as another way to create an illusion of solidity. (For instance, the slopes beside the nukage bridge in the first room of Z1M5.) Slopes using 256-brightness sectors inside them with noise-patterned textures/flats inside, with baked-in lighting to appear more solid. (For instance, the arched corridors in Z1M5 and Z1M7, the "broccoli" room near Z1M7's forcefield switch, or the sloped ramp in Z1M1's opening outdoor scene.) Slopes using 256-brightness sectors inside them with LITE5-style shading inside them, to create sloped lights. (For instance, the lit gates here and there in Z1M4 or the sloped green lights in Z1M5's small outdoor nukage courtyard.) Baked-in lighting: Rather than using individual sectors for small gradients, I often made pre-baked textures and/or flats with gradiented shadowcasting already applied to them. Areas with colored lighting were done simply by recoloring the affected textures/flats in Photoshop. Rotating objects: Z1M4's ceiling fans and hologram screen use the old method of making an animated texture with all frames transparent except for one, applied to an asterisk shaped arrangement of lines with a different animation start offset on each line. Z1M3 and Z1M5's spinning nukage mixers use a modified form of the above method that also creates the appearance of solid geometry by applying animations also to the outer sides and changing the animation starts on the backsides to be one step out of sync from the front sides. Extra keys: In maps that use more than the standard R/Y/B key arrangement, key doors were simulated using thin sectors that instant-lower when the key is picked up. That should be... most of it :-) 45 Quote Share this post Link to post
NightFright Posted November 22, 2022 Right, so nothing special, actually. (/sarkasm off) 0 Quote Share this post Link to post
NiGHTMARE Posted November 22, 2022 (edited) I loved all of the architectural and layout changes made to the original levels - I almost wish they could be backported for new version of KDIZD. The new/modified textures are also cool - I particularly liked the new silver computer textures which prominently appear in Z1M7. They look much nicer than my attempt :) Something else that might be worth noting on the wiki is that (unless memory fails me) there's some TSoZD content here in the form of the Soul Reaper. I'm curious why Z1M10 wasn't included. Obviously it couldn't be accessed the same way as in KDIZD, but perhaps it could have been reached through Z1M9 instead. Was the level just that bad, or were there technical problems such as practically impossible to avoid VPOs? I'm also wondering if the inclusion of the suicide bombers is an in-joke ridiculing the habit of KDIZD's rocket troopers to blow themselves up? Edited November 22, 2022 by NiGHTMARE 1 Quote Share this post Link to post
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