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REKKR - V1.16


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7 hours ago, brightentayle said:

You've heard of REKBONUS version 1...

  

...now get ready for REKBONUS version 2!

 

doom11.png.b12a501fc5c0f315ebeacf3b7193ff6a.png

 

Duh.

 

Notable changes:

  • All of E5 has deathmatch exits now
  •  E5M1's starting area has been modified due to 1) nodebuilder fuckery that ruined the girder by the ruin, 2) multiple push linedefs by the lamp which could rise the platform juuuuuuuuuuust a little too high, getting you softlocked, basically
  • E5M2 has multiplayer-only shotgun and health potion in the starting room, just to make them a bit more viable in DMs
  • One area in E5M4, with pillars, now has its' ceiling lowered. You know, just so there's no space between both of those things. That's architectural crimes, right there
  • The only voodoo doll in E5M6 has been unlifed due to him not opening the door with -nomonsters on (I mean, how could he, when he doesn't exist?)
  • Didn't modify or add a new DM arena to E5M7, sorry for not making it FFA-friendly
  • E5M8 has a separate DM arena, which, for all the pixies it's got flying around, now also has an actual mana weapon, and a proper exit
  • E5M9 has a separate DM arena with more axes, weapons and an immediate exit
  • E5M9's museum section now also has Djinn, Runeportal and Gardien from Sunken Land for you to crush
  • For you marathon runners, I've put back the original versions of Flurrious and home.wad as E1M10 and E5M10 respectively, with working exits (no DM ones, though)

How to use: drop the fucker into the REKKR: Sunken Land folder. Presto.

 

It should technically support Unity Doom now, but you'd need to merge REKKRSL.iwad and REKBONUS.wad for it to work (Unity Doom can only do one PWAD at a time (good port lol)).

Hell yeah he's BACK!

 

So does that mean the rekkbonus is finished or are there still things left to do?

Edited by OpenRift

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7 hours ago, Revae said:

Dope. Although I don't remember what the doll did in E5M6 (and I'm not at my computer to check). In what way wasn't it necessary?

AFAIK it unlocked the exit door in singleplayer, like, immediately. It stays locked in multiplayer no matter how many times I fire my weapons, so... yeah.

 

4 hours ago, OpenRift said:

Hell yeah he's BACK!

 

So does that mean the rekkbonus is finished or are there still things left to do? 

Other than support for other ports and separate DM arenas for M7 and maybe M2, not much. Hell, I still haven't put the waves from home.wad back, so that one's next.

Edited by brightentayle

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5 hours ago, brightentayle said:

AFAIK it unlocked the exit door in singleplayer, like, immediately.

I'm pretty sure that was supposed to be on an elevator (timer), to keep you locked in the arena until the exit opens up.

Dunno if it was broken somehow somewhere.

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Just now, Revae said:

I'm pretty sure that was supposed to be on an elevator (timer), to keep you locked in the arena until the exit opens up.

Dunno if it was broken somehow somewhere. 

...huh, didn't look like it was on a timer, but I may be wrong.

Imma check on it again and maybe bring the doll back next time.

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I could've broken it ages ago and forgot to fix it. If it were functioning as intended it would be on an elevator most likely. 

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Hey, so I know it's a little late to be reporting this (just haven't gotten around to it, sorry 'bout that), but I noticed some texture issues on a couple maps in Episode 1 while playing in vanilla/DOS.

 

On E1M1, there's a serious medusa effect on the backside of the secret waterfall that causes some serious slowdown.

rekkrsl_000.png.1d3a3b5a9acb84d81250a0a084910da7.png

 

Then on E1M5, we have a very similar situation on another waterfall out in the open.

rekkrsl_001.png.372e8f5cceeb6470ff5182e3d85b8e5f.png

 

Hope you haven't completely retired from the project @Revae ;)

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By the way, which lump are the new cheat codes stored? I want to try implementing them in the next version of my DOS package.

Edited by OpenRift

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1 hour ago, OpenRift said:

By the way, which lump are the new cheat codes stored? I want to try implementing them in the next version of my DOS package. 

It's at the very start of ZSCRIPT. Some cheats are new to REKKR, too, like the mirror mode.

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21 minutes ago, brightentayle said:

It's at the very start of ZSCRIPT. Some cheats are new to REKKR, too, like the mirror mode.

It's strange because I know you can change existing cheat codes in standard dehacked. Looks like I'll have to do it the old fashioned way.

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3 hours ago, OpenRift said:

Hope you haven't completely retired from the project @Revae ;)

I sooorta have (I have a small addition I've put some work into, but it's backburnered ATM, may never complete).

 

I'm not sure I can fix that anyway though without it being a bit too much of a pain. The way the waterfall works is that all the liquid fall patches use the same texture. So it might be as simple as panning the texture over a bit (but I went through every map to do that already, so if they're still screwy then idunno). Or I'd have to separate them and then replace them in every map.

Anyway. I can load it mup myself and check on it, but it may never happen at this point.

 

On the cheats: I didn't do it in dehacked because a lot of ports just ignore it anyway. ZScript let me add in new cheats too. Like 0690, and 80085

Edited by Revae

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57 minutes ago, NightFright said:

Is there a way to get Sunken Land working with Crispy Doom still? Just loading the iwad won't do it. I see it was discussed here back in October, but was a solution found? There are Youtube videos of people that play this with Crispy, so apparently there is a way...

You gotta load Doom as the IWAD, REKKR as the PWAD.

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6 hours ago, NightFright said:

Oh man... I was trying it the other way all the time. Thanks a lot!

Correction: load The Ultimate Doom (or equivalent) instead. That'd actually help even more if you decide to run it in either Choc or DOS.

 

P.S. Oh, also Crispy Doom won't play correct songs on most of Sunken Land's maps (aside from M1, M7 and M8 - and technically M9 even if it uses an old song). REKBONUS.WAD fixes that and adds the Crispness menu item, among other few things.

Edited by brightentayle

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On 3/9/2022 at 7:28 PM, Revae said:

I could've broken it ages ago and forgot to fix it. If it were functioning as intended it would be on an elevator most likely. 

Right, I've just checked it, and the elevator can only be triggered by coming out of that one shaft with a corpse in it (i.e. player 1 start, which is also a DM spot). Still thinking on what to do with it, since there's a slim chance it won't get crossed in coop w/o player 1 it doesn't have co-op player starts unlike most other maps in the Bonus episode, for some reason

Edited by brightentayle

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Finally found the time to play through the Sunken Land episode. A great fourth episode and definitely much better than Thy Flesh Consumed and The Ossuary! I definitely was not expecting the modern urban setting in E4M7. I am usually not a fan of attempts at realistic environments in Classic Doom, but I must say, you did quite a good job there! All in all, the level reminds me a lot of Duke It Out In DC's 'Smithsonian Terror'.

Edited by Rudolph

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Personally, I'd say that it's E2M7 that was a lot more similar to Smithsonian Terror both in terms of progression and theming (giant-ass museum with different expos); E4M7 is closer to The Dungeon from Blood's Post Mortem (a ginormous hub condensed into one huge-ass level)

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On 3/15/2022 at 4:54 PM, brightentayle said:

Correction: load The Ultimate Doom (or equivalent) instead. That'd actually help even more if you decide to run it in either Choc or DOS.

 

P.S. Oh, also Crispy Doom won't play correct songs on most of Sunken Land's maps (aside from M1, M7 and M8 - and technically M9 even if it uses an old song). REKBONUS.WAD fixes that and adds the Crispness menu item, among other few things.

Yeah, I somehow forgot that non-Ultimate Doom exists.

I wonder, does Crispy fail to play the correct songs because it orders the tracks that aren't replaced with a new track by the order of UDOOM tracks since it uses doom.wad as an iwad?

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4 hours ago, rzh said:

 

I wonder, does Crispy fail to play the correct songs because it orders the tracks that aren't replaced with a new track by the order of UDOOM tracks since it uses doom.wad as an iwad?

The IWAD doesn't matter. Like, literally, not at all.

 

It's how the song order is hardcoded, and the same """"""""""""""""bug"""""""""""""""" will inevitably happen in vanilla and Chocolate regardless of what The Ultimate Doom replacement you're using.

 

Thankfully, Crispy recognises lumps D_E4M1 to D_E5M9, though that's also why Postern has the correct song playing out, - a new song, - but Tourist Trap, the following level, takes its' theme from the E3M2 slot... where GZREKKR plays the MIDI from E1M8. Well, GZREKKR and ports with varying degrees of MAPINFO support. REKBONUS.wad fixes that the blunt way, by duplicating music lumps from vanilla.

Edited by brightentayle

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On 3/20/2022 at 6:18 AM, brightentayle said:

Right, I've just checked it, and the elevator can only be triggered by coming out of that one shaft with a corpse in it (i.e. player 1 start, which is also a DM spot). Still thinking on what to do with it, since there's a slim chance it won't get crossed in coop w/o player 1 it doesn't have co-op player starts unlike most other maps in the Bonus episode, for some reason

An oversight I guess. They were all supposed to have coop spawns. Probably easiest to just throw in some more spawn tunnels for the coop spawns that all trigger the hellevator.

Something I should probably get around to, but may not.

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I figured I'd ask here since it's the main REKKR thread, but what sourceports besides GZDoom are mostly or completely compatible with the REKKR Sunken Land version? I've heard some don't work with it well or need to run it in a specific way, and I can't tell if Woof! is supposed to run it on it's own (it does run like it's an IWAD if it's changed to REKKRSL.wad, somehow).

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6 hours ago, Eddie 2077 said:

I figured I'd ask here since it's the main REKKR thread, but what sourceports besides GZDoom are mostly or completely compatible with the REKKR Sunken Land version? I've heard some don't work with it well or need to run it in a specific way, and I can't tell if Woof! is supposed to run it on it's own (it does run like it's an IWAD if it's changed to REKKRSL.wad, somehow).

It *should* run on just about anything, if you run it as a pwad with ultimate doom, or freedoom.wad (and in some cases the deh file, if the source port doesn't read internal deh files). Some source ports have (very generously) been told to accept it as an iwad. Which is dope as hell.

The consistent thing you have to do to run it under something that's not GZDoom is change .iwad to .wad

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1 hour ago, Revae said:

It *should* run on just about anything, if you run it as a pwad with ultimate doom, or freedoom.wad (and in some cases the deh file, if the source port doesn't read internal deh files). Some source ports have (very generously) been told to accept it as an iwad. Which is dope as hell.

The consistent thing you have to do to run it under something that's not GZDoom is change .iwad to .wad

 

I've already changed it from .iwad to .wad, so I'm good there. I'll probably continue using Woof! considering it seems to accept it as an iwad, and it looks pretty good with the crispy rendering.

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12 hours ago, Eddie 2077 said:

I figured I'd ask here since it's the main REKKR thread, but what sourceports besides GZDoom are mostly or completely compatible with the REKKR Sunken Land version? I've heard some don't work with it well or need to run it in a specific way, and I can't tell if Woof! is supposed to run it on it's own (it does run like it's an IWAD if it's changed to REKKRSL.wad, somehow). 

Short answer: literally anything that supports Dehacked.

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Oh, there is a rekkrgz.wad that won't play nice with anything except GZDoom. Has brightmaps, and decals in it... That sort of thing. But it doesn't affect anything gameplay wise. Just GZDoom fluff.

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  • 1 month later...

I was going to download the standalone version of REKKR but found that the site manbitesshark.com is down - domain name not renewed? I was able to find a link on the archive.org backup of the site, but I thought I'd let you know here in case you weren't aware.

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1 minute ago, Shepardus said:

I was going to download the standalone version of REKKR but found that the site manbitesshark.com is down - domain name not renewed? I was able to find a link on the archive.org backup of the site, but I thought I'd let you know here in case you weren't aware.

...oh, about that, if you've downloaded version 1.15 from Wayback Machine, it's kiiiind of outdated. 1.16 is the latest, non-Sunken Land, one.

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1 hour ago, brightentayle said:

...oh, about that, if you've downloaded version 1.15 from Wayback Machine, it's kiiiind of outdated. 1.16 is the latest, non-Sunken Land, one.

I got version 1.16. The most recent archive of the downloads page, from April 12 of this year, has a Google Drive link for the download, and that link still works without going through the Wayback Machine.

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