Update on New Maps (2021-01-19)

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Enjay
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Re: Update on New Maps (2020-04-12)

Post by Enjay » Tue Apr 21, 2020 1:18

Rex Claussen wrote:
Sun Apr 12, 2020 5:41
even though I put the whole bollocksing shite together.
Have you been spending time in the UK? :lol:

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Re: Update on New Maps (2020-04-12)

Post by Rex Claussen » Thu Apr 23, 2020 1:31

Enjay wrote:
Tue Apr 21, 2020 1:18
Have you been spending time in the UK? :lol:
Not recently. But I have been re-reading John Constantine: Hellblazer, which is mostly set in the UK, with the primary characters being British, Irish, and Scottish. Hence, the "native" parlance.

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Re: Update on New Maps (2021-01-19)

Post by Rex Claussen » Tue Jan 19, 2021 15:52

Update on January 19, 2021

The overhaul of the original 5 maps of Paranoia is well on its way to completion. [Didn't I say that before? But this time it's not a deep fake.]
The 4 Xen space maps are still where they were as of my last update.
I have more-or-less completed 3 maps in The Deimos Syndrome expansion pack, with plans to do at least one, possibly two, more maps.

At one point I considered having the Deimos expansion pack serve as the Blue Shift episode. However, because the expansion pack uses DooM weapons & ammo, this won't work.

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Re: Update on New Maps (2021-01-19)

Post by Ed the Bat » Wed Jan 20, 2021 18:47

In regard to using Doom weapons or monsters... the code for them all exists in GZDoom, so if we continue with the ipk3 method (which is still not exactly a hard requirement), we'd just need to include sounds and graphics. We could perhaps come up with some alternative resources, like from Freedoom (just as an example; I have mixed feelings about using them wholesale), or our own creative ideas for replacements.

On the other hand, if you're really set on them looking and sounding like the actual Doom weapons, we can scrap the ipk3 idea and go back to using Doom2 as the iwad.

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Re: Update on New Maps (2021-01-19)

Post by Rex Claussen » Thu Jan 21, 2021 2:39

No, I'm not really set on anything specific, such as using weapons that look and sound like in the original DooM. The idea of using DooM weapons, as I mentioned in the Deimos thread, was to follow Graf Zahl's suggestion. We can easily improvise as necessary, as long as we retain the behavior of the original weapons. In fact, when I developed Paranoia ZDooM had no support for DECORATE or ZScript. Therefore, I used Half-Life weapon graphics (and, perhaps, sounds as well, but I don't remember). The behavior remains unchanged. This can easily be the path we take, as it will allow us to have an IPK3

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