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Knee-Deep in KDiZD: Released! It's KDiZD for doom2.exe - 1.7.1 is now on /idgames


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Or more precisely, it'll have to be a hardware renderer that supports KDiKDiZD. The current ones are just built wrong and don't handle Doom's draw ordering properly. It's not impossible however, Strife has something close that could do it.

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Just now, Edward850 said:

Or more precisely, it'll have to be a hardware renderer that supports KDiKDiZD. The current ones are just built wrong and don't handle Doom's draw ordering properly. It's not impossible however, Strife has something close that could do it.

Right. I don't really expect that to happen any time soon though :p

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I've been having a lot of fun with this and need to find time to finish it finally (I'm at Z1M6)

 

"Hanger Danger" sounds like it needs to be played live by a band. Is that something you've considered doing?

 

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15 minutes ago, SyntherAugustus said:

I've been having a lot of fun with this and need to find time to finish it finally (I'm at Z1M6)

 

"Hanger Danger" sounds like it needs to be played live by a band. Is that something you've considered doing?

 

I haven't, but that would be awesome to hear!

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I'm doing my 2nd playthrough on 1.6 and i'd like to comment on the slopes. I think the ones that have a solid color on the supposed sloped surface (instead of textures) look great and it's impossible to see the trick/gap while you are changing the view angle (since the insides are a solid color obviously).

 

The textured ones look good at first glance and do the job, especially in lower res. But if you focus on them a bit more you can see the how there is no surface and it's just a gap inside a paper cut shape. Have you thought of making them all solid color? Some of the textured ones are still pretty great, like the ones that look like you are in a sewer pipe. But some of the sloped surfaces in the first map for instance (like in the very first area, on the stairs before you enter the building, or the ones before the first green armor) would look better if they were solid color IMO.

 

Later maps have mostly solid color ones, it's only the first map that has some obvious looking gaps IIRC and it feels like the change came up later in development, after you finished the first map.

Edited by TasAcri

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No, I’m not planning on changing it. These maps are done and I am satisfied with them. I wouldn't release with something I didn't think was good just because it was done first.

 

And the first map was one of the later ones to be finished, actually. (It was somewhere in the middle, to be more specific.) The slope methods used were mostly dependent on the needs of each scene, because each method has different benefits and drawbacks.

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I was bored last night (I'm usually out and about in Bushwick seeing live bands) and made a cover of Hanger Danger with the plugins I've been using lately to make my music (Roland Zenology is the bulk of the synth, Archetype Petrucci for the guitars). I think I did pretty well with the mix but it's clearly different than the original midi. If I end up covering it live, I can use the synth parts in realtime thanks to the Fantom-08 and Ax-Edge I have.

 

Here's a 96khz WAV.

https://drive.google.com/file/d/1KUWcI-ynjuYcaNga6HRDASDRfz1rgEWZ/view?usp=share_link

 

edit: That reverse cymbal was really neat! I want to learn how to use that in my tracks. The zenology sample featured in this cover blended really well with Superior Drummer.

 

Edited by SyntherAugustus

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What's an easy to miss item in map 7? I must have scanned it 3 times with noclip but i'm still missing 1 item. Found all secrets already. My OCD is killing me, lol

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Congrats on the Cacoward, Essel! I've just started playing it, really impressive so far! Didn't read the thread, but in case nobody pointed it: at the first map, there are instructions to use the bomb at the rock wall at the yellow key room, but the rock wall is actually at the red key room. 

Edited by Darch

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9 minutes ago, Darch said:

Congrats on the Cacoward, Essel! I've just started playing it, really impressive so far!

Thanks!

 

Quote

Didn't read the thread, but in case nobody pointed it: at the first map, there are instructions to use the bomb at the rock wall the yellow key room, but the rock wall is actually at the red key room. 

Well, it is the room you got the yellow key in, so I thought it made more sense to call it the yellow key room. The red key room could refer to the lights-out room that you got the red key and shotgun in. I guess it's a bit ambiguous, though. I'll probably just leave it as-is...

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I see. To me, it makes more sense to call the rooms by the doors that lock them, since the actual key is no longer there to orient the player, and we usually rely on automap in this type of situation, where we can see the doors colors. But it's your call, of course.

Edited by Darch

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No, I strongly disagree, the yellow key room is where you find the yellow key!

The rock wall is either in the yellow key room, or the red door room.

Edited by jeff-d

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3 hours ago, esselfortium said:

Since it was suggested, I decided to do a self-cover of Hanger Danger today!

 

 

Do you have a 96khz WAV version? 

 

I do love the cover! 

Edited by SyntherAugustus

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8 minutes ago, Quagsire said:

Probably a stupid question, but is it compatible with Crispy?

It should be, yes! You'll want to disable Crispy's brightmaps to ensure there are no asset conflicts.

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Also wanted to make special note of the attention to the soundtrack. The original Doom episode one OST is tattooed in my brain and hearing it evokes a lot of nostalgia - but the reinterpretation of the songs adds so much depth.

 

It’s less “of its time” hard rock/grunge (which again, I still enjoy), but here it’s like hearing Doom music if it had been arranged by Nobou Uematsu, Michiru Yamane, or even John Carpenter on some levels.

 

Outstanding work, just outstanding.

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14 minutes ago, Felix_Margarita said:

Also wanted to make special note of the attention to the soundtrack. The original Doom episode one OST is tattooed in my brain and hearing it evokes a lot of nostalgia - but the reinterpretation of the songs adds so much depth.

 

It’s less “of its time” hard rock/grunge (which again, I still enjoy), but here it’s like hearing Doom music if it had been arranged by Nobou Uematsu, Michiru Yamane, or even John Carpenter on some levels.

 

Outstanding work, just outstanding.

Thanks so much! I really wanted to avoid having yet another set of "everything is metal guitar now" Doom remixes for these (though those can be nice, too, there are already a lot of them). It was really fun to take these tracks that we all know so well and push them in some different directions.

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3 hours ago, esselfortium said:

Thanks so much! I really wanted to avoid having yet another set of "everything is metal guitar now" Doom remixes for these (though those can be nice, too, there are already a lot of them). It was really fun to take these tracks that we all know so well and push them in some different directions.

Id be dying for an mp3 or Spotify release. It sounds so good.

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One of the songs (Map 4, IIRC) has a high frequency midi solo that goes forever and it's way too loud. But other than that, the remixes are great and that's from someone who very rarely likes remakes/remixes of songs (i always prefer simple remasters with better sound quality).

 

Finished the game on UV. For some reason i missed

Spoiler

the ending Doom cute maps

in my first playthrough.

Edited by TasAcri

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On 11/20/2022 at 3:38 PM, esselfortium said:

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.

as long as the self referencing sectors' floors are lower than the pain sector and not larger than the player it should clear this up.

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2 minutes ago, MarketAnarchy said:

as long as the self referencing sectors' floors are lower than the pain sector and not larger than the player it should clear this up.

They have to be higher than the solid floor because they're being used as invisible bridges for "swimming".

 

8 hours ago, Gothic said:

One minor thing that always annoyed me, but I never bothered to report, is how low quality the SSG reloading sound is, so I rerecorded it in better quality, if you want to use it before the very final version.

important_game_breaking_bug_fixed.zip

Thank you! I'll look into adding this.

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On 12/9/2022 at 7:34 PM, esselfortium said:

KDiKDiZD 1.7, now with a more honest numbering system!

 

Downloab

 

Fixlist:

√ Bruisers now more closely match their vanilla behavior in GZDoom (mostly)

√ Z1M6: Removed caco that teleports back into maze room after exiting maze

√ Z1M7: Disable forcefield again when approaching blue key door, to prevent softlocks

√ Fixed translucent imp in map22 in GZDoom

√ Added COMPLVL lump for DSDA and Woof

√ Flagged shell closet secret in Z1M5 and rocket box secret in Z1M3

√ TITLEPIC kerning fix

√ Added an "extras for sourceports" wad with widescreen assets and fixed HUD assets for GZDoom

√ Python dehacked source is now included in the zip :)

 

Also, the latest devbuilds of DSDA-Doom have fixed the palette glitches in KDiKDiZD, so you should now be able to use it without issues, hopefully!

 

Congrats on this release, really happy to see this project come to such fruition.

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16 minutes ago, RestlessRodent said:

 

Congrats on this release, really happy to see this project come to such fruition.

Oh hey, welcome back! I may not have met you before, but it's always nice to see old-time members come back after quite a while.

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6 minutes ago, taufan99 said:

Oh hey, welcome back! I may not have met you before, but it's always nice to see old-time members come back after quite a while.

Hi! I am just passing by today!

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