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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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11 minutes ago, ViolentBeetle said:

Do bright red demons utilize lost soul attack for their dashes? I recently tried doing that but they crashed the game.

They do. You can check out the full source code for the dehacked patch here, or just the Mauler's code specifically:

# Monster: MAULER (replaces PoolBrain)
m = mobjinfo[MT_MISC86]
m.clear()
m.object_name = "Mauler (PoolBrain)"
m.doomednum = 3019
m.spawnhealth = 150
m.speed = 10
m.radius = 30 * FRACUNIT
m.height = 56 * FRACUNIT
m.damage = 2
m.reactiontime = 8
m.painchance = 100 # reduced from 180, though skullfly still gets halted easily
m.mass = 400
m.flags = (MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL)
m.seesound = sfx_vilsit
m.attacksound = sfx_sgtatk
m.painsound = sfx_dmpain
m.deathsound = sfx_sgtdth
m.activesound = sfx_dmact

m.update(states.parse("""
    Spawn: 
      MAUD A 1 A_FaceTarget #Avoid falling asleep on the job when SkullFly's
                            #hardcoded behavior sends us back to spawn state.
      MAUD A 1 A_Look 
      Loop 
   See: 
      MAUD AABBCCDD 2 A_Chase 
      Loop 
    Melee:
      MAUD EF 5 A_FaceTarget
      MAUD G 5 A_SargAttack
   Missile: 
      MAUD E 5 A_FaceTarget 
      MAUD F 5 A_SkullAttack 
      MAUD G 5
      Goto Missile
   Pain: 
      MAUD H 2 
      MAUD H 2 A_Pain 
      Goto See 
   Death: 
      MAUD I 8 
      MAUD J 8 A_Scream 
      MAUD K 4 
      MAUD L 4 A_Fall 
      MAUD M 4 
      MAUD N -1 
      Stop 
"""))

 

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24 minutes ago, esselfortium said:

They do. You can check out the full source code for the dehacked patch here, or just the Mauler's code specifically:

Huh, doesn't seem too different from what I've done. Wonder what I did wrong.

Anyway, it doesn't really matter for now, because I was working on MBF21 and so I didn't really need that, plus 60 units wide lost souls tend to infight too much.

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14 minutes ago, ViolentBeetle said:

Huh, doesn't seem too different from what I've done. Wonder what I did wrong.

Anyway, it doesn't really matter for now, because I was working on MBF21 and so I didn't really need that, plus 60 units wide lost souls tend to infight too much.

The crash you had may have been going back to Chase state after Missile state, instead of looping Missile (since the lost soul attack is its own special behavior that conflicts with A_Chase, and you can't force the monster to leave that state earlier than it wants to).

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21 minutes ago, esselfortium said:

The crash you had may have been going back to Chase state after Missile state, instead of looping Missile (since the lost soul attack is its own special behavior that conflicts with A_Chase, and you can't force the monster to leave that state earlier than it wants to).

Yeah, that makes sense.

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Build 5 is out: Downloab

 

This one fixes a bunch of small issues and also adds some extra clues in the Z1M3 mines.

 

Fix list:

Z1M3: Added additional navigation hints to the mines
Z1M3: 3D bridge in mines should no longer block projectiles when player leaves through forcefield entrance
Z1M3: Flipped lines 7759, 7761, 7763 and 7765 to fix projectile collision
Z1M3: Hid lots of extraneous lines visible with computer map
Z1M4: Fixed ceiling height bug in maze
Z1M6: Fixed missing texture (wrong sector height) on ceiling in power switch room
Z1M7: Add switch sound for secret comp near green key
Z1M8: Slightly tweaked zombie fight
Fixed missing music credit for Z1M7

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6 hours ago, esselfortium said:

Looks like it's been merged as of last night, so today's latest build on DRDTeam should work, at least for Windows. Hopefully there'll be a new Mac build soon also.

 

Note that autoloads and other mods can lead to hilarious unexpected breakage (I got a report yesterday of the Hell Warrior shield launching rockets), and enabling any of GZ's sprite upscaling options will break the fullbrights, even in software.

 

The mikoportals aren't a visual effect here, they're used to make the scripted events work. If the first door in Z1M1 opens, the mikoportals are working as intended.

 

Thank you!

 

Thanks again for the playthroughs, I'm glad you enjoyed it!

Looks like I missed the 4.9 update in gz. Might have been the issue 

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Hi guys!  I just finished playing through this WAD, and it was great!  I did have one problem getting it to run with Chocolate Doom:
Attempting to run the game would cause a "R_InstallSpriteLimp: Bad frame characters in lump 5689" error to pop up, and it didn't matter what order I would load the WADs in.  I am using the latest version of Chocolate Doom, 3.0.1.  What am I doing wrong?

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I also got an error with the latest build and chocolate DOOM, i just replaced the files like i did before but this time i got an error. Think it was the same one but can't be sure, i deleted the whole setup anyway since i prefer playing this in Woof anyway.

 

In Woof, i'm also getting this weird texture warping in map 3 with the latest build, though i haven't explored other maps.

 

Untitled.png.161a56bc0c249a5972fc5218c7501eb8.png

 

Is it maybe because i use a save i did with an older build?

Edited by TasAcri

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16 minutes ago, S.I.M.O.N. said:

Hi guys!  I just finished playing through this WAD, and it was great!  I did have one problem getting it to run with Chocolate Doom:
Attempting to run the game would cause a "R_InstallSpriteLimp: Bad frame characters in lump 5689" error to pop up, and it didn't matter what order I would load the WADs in.  I am using the latest version of Chocolate Doom, 3.0.1.  What am I doing wrong?

Don't use merge, load both wad files, and you must explicitly load the dehacked patch (they never autoload from the WAD, that's exclusively a Chex Quest thing in Chocolate.)

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16 hours ago, esselfortium said:

Build 5 is out: Downloab

Z1M8: Slightly tweaked zombie fight

Is it possible to kill them all definitively?

Edited by ducon

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6 minutes ago, ducon said:

Is it possible to kill them all definitely?

Yes, there's a limited number of times they can come back. If you start blasting them with the rocket launcher as soon as they start spawning in, there typically shouldn't be too many stragglers.

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3 hours ago, TasAcri said:

I also got an error with the latest build and chocolate DOOM, i just replaced the files like i did before but this time i got an error. Think it was the same one but can't be sure, i deleted the whole setup anyway since i prefer playing this in Woof anyway.

 

In Woof, i'm also getting this weird texture warping in map 3 with the latest build, though i haven't explored other maps.

 

Untitled.png.161a56bc0c249a5972fc5218c7501eb8.png

 

Is it maybe because i use a save i did with an older build?

Yes.

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You guys really shouldn't update your wad while playing it. Either stick to the version you have or start over with the new one. You can always warp to the last level you played. Better than risking issues.

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1 hour ago, NightFright said:

You guys really shouldn't update your wad while playing it. Either stick to the version you have or start over with the new one. You can always warp to the last level you played. Better than risking issues.

 

Yeah.

 

But i always like to keep a save at the end/completion of a map instead of it's start.

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Can you elaborate on the -file vs -merge thing? What problem will arise if you use -merge? Usually -merge *is* what you want when loading WADs with Chocolate. 

 

Crispy automatically merges any WADs passed via the -file option. I didn’t notice any obvious issues with this but I’m only halfway through. 

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13 minutes ago, mikeday said:

Can you elaborate on the -file vs -merge thing? What problem will arise if you use -merge? Usually -merge *is* what you want when loading WADs with Chocolate. 

 

Crispy automatically merges any WADs passed via the -file option. I didn’t notice any obvious issues with this but I’m only halfway through. 

KDiKDiZD is set up to not require any merging to work with vanilla or choco. If you use -merge in Chocolate Doom, you may run into the vanilla lump limit or other unexpected behavior.

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2 minutes ago, Redead-ITA said:

i have a slight curiosity myself, Will the widescreen assets going to be added next build, or it's not possible?

It'd definitely be nice to add them.

 

What's the correct way to add wide variants for fullscreen graphics while keeping vanilla happy? I've never done it before so I'm not sure.

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10 minutes ago, esselfortium said:

What's the correct way to add wide variants for fullscreen graphics while keeping vanilla happy? I've never done it before so I'm not sure.

It's actually easier than you think

It's mostly just modifying the widescreen assets Offsets(or mostly the X side of it), so that they have the same position as the 4:3 counterparts.

it's a similar story with the huds too!

Edit: Nevermind then, i discovered choco doom gives a crash when loading it with Widescreen assets, so that might not be happening.

Edited by Redead-ITA
another sad truth

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You have to provide the assets as a separate WAD, as vanilla and Chocolate will choke on graphics wider than 320 pixels. 
 

You can either add in an offset as described above, or leave the offset at 0. The former might be more compatible across ports?

Edited by mikeday

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A width of 426px is recommended, in accordance with what Doom Unity established. Even though it won't run with that port, I guess.

Edited by NightFright

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one thing i've also noticed while i was experimenting something, i noticed that there are assets from Doom 1 in this KdiKdi_b.wad, was this left on by mistake or there was a reason? 

aside from the credits, help, titlepic.

kDfsRfn.png

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3 minutes ago, Redead-ITA said:

one thing i've also noticed while i was experimenting something, i noticed that there are assets from Doom 1 in this KdiKdi_b.wad, was this left on by mistake or there was a reason? 

aside from the credits, help, titlepic.

At one point in time this was an Ultimate Doom project, and I'm paranoid about accidentally breaking something by removing graphics when I'm not 100% sure what gets used where.

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36 minutes ago, mikeday said:

You can either add in an offset as described above, or leave the offset at 0.

 

Neither the Unity port widescreen graphics (including add-ons) nor Nash's Widepix lumps (used by GZDoom and others) change offsets. Leaving at 0 is the way to go. The intention is that the images are meant to be auto-centred on whatever display you're using. Gets a bit weird with the Bunny scroller, in that you have to author your images a certain way. But offset 0 means it'll work everywhere.

And yes, separate WAD if you want vanilla compatibility.

Edited by GooberMan

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48 minutes ago, esselfortium said:

At one point in time this was an Ultimate Doom project, and I'm paranoid about accidentally breaking something by removing graphics when I'm not 100% sure what gets used where.

well i suppose you had a good idea there, because when i tried to remove it, i noticed that the game pallete would break the letters and whatnot.

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