Page 3 of 7

Re: [DM] Morgenstern - Atmospheric Beta {WIP}

Posted: Wed Apr 06, 2016 21:48
by Tiger
Image
Good news, everyone!

I have just published a new beta build!

Some changes: >> DOWNLOAD <<

Re: [DM] Morgenstern - Atmospheric Beta {WIP}

Posted: Wed Apr 06, 2016 23:01
by Rachael
That might work. :) And I am happy to see the new package up! :)

Re: [DM] Morgenstern - HONEY, I SHRUNK DM3 Beta {WIP}

Posted: Thu Apr 07, 2016 21:16
by Tiger
Eruanna wrote:That might work.
I hope it does too, otherwise - I can't do anything further to make it smaller. I received an e-mail a couple of days ago in regards to dealing with the music and minimizing the bloated size of the project. In the e-mail, this individual did a comparison between two files, the original version that I provided, and one that he or she generated - but without the music at all.
Image

~29MB is okay, but - perhaps I could do better. So I tried to compress every texture that I could - that wasn't already - using SLADE's optimization tool, which thankfully, I was able to squeeze the project's filesize a bit tighter.


Otherwise, I am rather happy of the results. Thanks to the critical feedbacks I have been receiving, I think this change is for the better.

Re: [DM] Morgenstern - MAKE JUMP PADS GREAT AGAIN! Beta {WIP

Posted: Mon Apr 11, 2016 2:03
by Tiger
Image
A new build is now available!

List of changes:
  • Added BotSkillPicName property (for Zandronum only)
  • Revised most of the jump pads


Together, we can make jump pads great again!
>> DOWNLOADS <<

Re: [DM] Morgenstern - MAKE JUMP PADS GREAT AGAIN! Beta {WIP

Posted: Tue Apr 12, 2016 0:46
by Tiger
NeoHippo, if you're still interested, I finally made the article as to how to generate TGRDM3 builds and assets. I might add a few more images for clarity, however - I think its finished for the most part.

Sorry it took me this long to get that finished.


EDIT
Also, the article doesn't talk about saving presets, but I would suggest making one first in the Bootless Star program and then update your settings in the TGRDM3 module. If you take that approach, you wont have to reconfigure the program at each startup.

Re: [DM] Morgenstern - MAKE JUMP PADS GREAT AGAIN! Beta {WIP}

Posted: Wed Apr 20, 2016 5:57
by Tiger
Sssshhhh... Don't tell anyone ;)

Here's the latest biggest changes in TGRDM3, and this is quite obvious ;)


Image
Image
Image
Image


Also, ever wondered how weird things can get during testing? Well....
Image
Don't ask me how this happened, the only thing I can say is this.

Re: [DM] Morgenstern - MAKE JUMP PADS GREAT AGAIN! Beta {WIP}

Posted: Wed Apr 20, 2016 14:03
by Rachael
Yep. Something happened alright. :P

Re: [DM] Morgenstern - Voxelize Your World Today! Beta {WIP}

Posted: Thu May 05, 2016 8:43
by Tiger
Image
A new build is now available!

List of changes:
  • Added Voxels!
  • Added player jumping sound.
  • Tried to standardize ammunition
    • This changes Skill Levels; all previously defined skill's have been thrashed for 'Standard' which uses 'Nightmare' GameSkill.
  • Revised Item Respawning Timers
    • Weapons now spawn every 5 seconds instead of 30 seconds
    • Spheres now take 40 seconds to respawn
    • Health and Armour bonuses respawn at 20 seconds
    • All else is 30 seconds
  • Added help screens
  • Added Intermission screens
  • Revised the grenade's gravity
  • Changing weapons is now slightly faster
  • Minor fixes

>> DOWNLOADS <<

Re: [DM] Morgenstern - Voxelize Your World Today! Beta {WIP}

Posted: Fri May 06, 2016 2:27
by Tiger
A new minor build is now available:

List of changes:
  • The railgun now reloads, this behavior is adjacent SkullTag's Railgun.
  • Fixed THING Z-Height placements in map Adios.

>> DOWNLOADS <<

Re: [DM] Morgenstern - Voxelize Your World Today! Beta {WIP}

Posted: Thu May 12, 2016 15:07
by Kappes Buur
A small typo in GAMEINFO which affects the menu
  • DimAount = .5 //Half translucent

Re: [DM] Morgenstern - Voxelize Your World Today! Beta {WIP}

Posted: Thu May 12, 2016 22:30
by Tiger
Thanks! Fixed in [ b4f3ce2 ]
Rather strange that (G)ZDoom never complained nor provided an warning message in the console... Never the less, good catch!

Re: [DM] Morgenstern - Internal Core Updates {WIP}

Posted: Tue May 24, 2016 3:13
by Tiger
Image

A new beta is now available, though the changes are merely within the internal project and most of them wont be entirely noticed - while others will be noticed. With this beta, I think the internal core is ready - and after testing, I don't think I'll add any new features. Thus, this could be the last beta build. Please let me know of any bugs that you come across and anything that might need to be changed.

Additionally, I have also constructed a wiki for this project. I have provided information as to what maps are included, recommended hosting DMFlags, and even compiling the TGRDM3 project. So please take a gander at the project's wiki! :)


List of Changes
  • Added Music Player
    • This feature plays all the supported songs and transitions to the next song after approximately 1.30 minute, using SetMusicVolume as a fader.
  • Added more remix midi songs from Project Doom. Any music that was defined for the maps in the ZMAPINFO has been removed.
  • Added Console Background
  • Added Title Screen
  • Added StartUp Script
  • Revised help UI to include 'R_DrawVoxels'. Thanks to Dark-Assassin for pointing this out
  • Enforce SPRITE viewing angles
  • Added Statues [Not Used at this moment]
  • Added $Angled && $NotAngled for GZDB editor
  • Fixed a typo in ZMAPINFO property 'DimAount' -> "DimAmount'. Thanks to Kappes Buur for pointing this out
  • Removed Shane Strife's music. Explanation provided here
  • Revised intermission music
  • Revised player speed; from .85 ~> 1.0.
  • Split SNDINFO to individual files for convenience.
  • Player now screams when falling at a certain speed.
  • Updated map Artis to provide a longer fall.
  • Added Proximity doors; they will now open if the player is close to them, adjacent to Quake 3.
  • Revised doors to point to a new script 'StdDoors', which is designed to unify their functionality.

>> DOWNLOADS <<

Re: [DM] Morgenstern - NOW WITH DOMINATION! {WIP}

Posted: Fri Jun 10, 2016 19:09
by Tiger
HOLY DOMINATION! ANOTHER SUPRISE BETA BUILD BUT WITH DOMINATION!!


Image


List of Changes
  • Added Domination support for the Zandronum engine
    • A very special version of Zandronum is required to play in this game mode, due to the focus of compatibility between Zandronum and GZDoom.
      • Download: Zandronum 3.0-alpha-r160519-2047M
        Special thanks to Torr Samaho for making this possible!
    • Using SECTINFO
    • Added GAMEMODE lump; teams now use the standard DM player starts (special thanks to Torr Samaho!)
  • Added RingSpawners; full credit to Tormentor667.
  • Added a new ACS Script, DominationAdapt.acs; to make lives a bit easier upon detecting the game modes and activating the Rings.
  • Modified rockets and grenades to provide less damage to the owner; this will allow rocket jumps and grenade jumps.
  • Revised how the credits appear on the screen.
  • Dropped the F1 MAPINFO support.
  • Reincluded the missing HiRes SPRITES. This will be useful if the player has voxels disabled.
  • Added the HiRes Terminator Ball SPRITES; full credit to DoomJedi.
  • Updated the Performance_Notes.txt to include:
    • R_DrawTrans <bool>
    • GL_Render_Precise <bool>
    • GL_Mirrors <bool>
  • Revised the HelpUI to mention the 'GL_Mirrors' instead of the 'R_DrawMirrors'.
    • As noted by Graf Zahl, this feature in (G)ZDoom is for debug purposes only [1].
  • Amplified music on the title screen from .3 to .8.
  • Resolved an issue with some ratios allowing the end-user to see the supporting walls as-well as the main title focus.
  • Shifted categories from the Credits to the LANGUAGE lump.


ACHTUNG! YOU MUST USE A SPECIAL BUILD OF ZANDRONUM TO PLAY IN DOMINATION!!
  • Download: Zandronum 3.0-alpha-r160519-2047M
>> TGRDM3 DOWNLOADS <<

Re: [DM] Morgenstern - NOW WITH DOMINATION! {WIP}

Posted: Fri Jun 10, 2016 20:59
by Rachael
Always nice to see a release on this project.

One thing I will note, however: 7zip files take a lot longer for ZDoom/derivs to load than regular Zip files. On my system, the load time is painfully slow, even with a newer CPU, and I have often found myself converting the project to .pk3 format, instead, despite the significant amount of space increase.

Admittedly, though, it's not as bad with recent builds - probably with the reduction in music quality.

Also - as a note for amusement - I think you just gave Graf a new mapset for GZDoom benchmarks. My 860M has dipped down to 20FPS in some places.

Re: [DM] Morgenstern - NOW WITH DOMINATION! {WIP}

Posted: Sat Jun 11, 2016 2:25
by Tiger
Eruanna wrote:One thing I will note, however: 7zip files take a lot longer for ZDoom/derivs to load than regular Zip files. On my system, the load time is painfully slow, even with a newer CPU, and I have often found myself converting the project to .pk3 format, instead, despite the significant amount of space increase.
Upon the actual release I'll start shifting over to pk3\ZIP; I did a quick test and compared the size of a 7z archive and Zip archive:

Code: Select all

PS D:\Desktop\New folder> ls


    Directory: D:\Desktop\New folder


Mode                LastWriteTime         Length Name
----                -------------         ------ ----
-a----  Fri.10.Jun.2016     11:01       31639645 TGRDM3_v1-c49dad9.7z
-a----  Fri.10.Jun.2016     20:15       38147869 TGRDM3_v1-c49dad9.zip
With using these settings:

Code: Select all

7z: LZMA2, -mx9
Zip: Deflate, -mx5
Though, the size of the project may soon start to dwindle as I'll start cutting unused assets - - maybe; its a topic I'll have to soon enter into as this project is extremely close to a release. Does anyone still use PWAD's as base anymore?