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Everything posted by esselfortium
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Only software mode is supported for KDiKDiZD due to the effects used. If you play in hardware rendering on GZDoom, all of the lights will be unlit, and the translucency and reflection effects won't display at all. I'm also not sure if it'll work well with mods because the dehacked patch makes very substantial changes all over the place.
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Public build 4 is up: Downloab The major new features are GZDoom support (with caveats: GZDoom currently has some issues with the palette, so you'll see bright white pixels that shouldn't be there), and a rare crash fix for Chocolate and vanilla. This build also sets some more defaults for Eternity users. Hopefully the GZDoom palette issues can be fixed soon. I believe the issue is that GZDoom "steals" what it thinks is a duplicate palette color to use internally as a transparency color, but it doesn't check to see if the COLORMAP is the same between the two colors it's comparing, so all normal white pixels get erroneously turned into KDiKDiZD's glow-in-the-dark white. Thank you to Mikolah and Kinsie for the GZDoom support, and Eevee for the vanilla troubleshooting! edit: WHOOPS, JUST REUPLOADED AGAIN WITH THE ACTUAL DEHACKED FIX INSIDE THE WAD
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Thanks, I should probably put that in the OPTIONS lump. KDiZD doesn't use any Doom 2 assets at all, so they needed to do new SSG sprites. It would be possible for you to edit KDiKDiZD to use the original Doom 2 sprites instead if you want that, but I think the KDiZD SSG has a different number of animation frames than the Doom 2 one, so it would possibly be awkward to do without also modifying the dehacked patch.
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The thing placement and monster changes in KDiKDiZD are my work, and a lot of layout flow changes have been made as well, so I don't feel like the blame should be entirely placed on KDiZD for things you didn't like, even though there is of course a lot of KDiZD in this by virtue of its concept. Thanks for the feedback.
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Thanks for playing! I think the chaingunner here has identical behavior to the Doom 2 chaingunner. Skill settings are fully implemented and have fewer of the most difficult monsters. I tested easy skill by playing keyboard-only with no strafing. Most of the KDiZD backtracking was eliminated here, but there's still a bit in some places, yeah.
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This hasn't been tested in any DOS engines other than Doom2.exe itself, so I can't really advise on that. The damage and health pickup is how the vanilla conveyors are activated. The voodoo dolls each receive a single health bonus, then a perpetual explosion generator blows up a barrel near the doll, dealing 1% damage to each doll, pushing it onto the "conveyor".
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Public build 2 is online: Downloab Fix List: Internal demos added UMAPINFO cleanup Z1M1: Add signage for easily-missable lift Z1M3: Fix tutti-frutti in exit area Z1M4: Fix breakable lift sector Z1M5: Fix rare bug that could cause scripts to break Z1M7: Fix missing texture Z1M9: Fix solidsegs overflow (hopefully) Z1M9: Fix texture misalignments Thanks everyone who played and reported issues!
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