Project 115: Version 1.6
RE: Project 115 Zandronum WAD (1 Year Anniversary Update)
Created a trailer for Mob of the Dead (also on the first post)
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RE: Project 115 Zandronum WAD (1 Year Anniversary Update)
Big Notice about Project 115
I know I haven't posted in 3 months on this thread. I have been really busy with my high school junior year, receiving a lot of homework. Since I've been occupied completing my school work, what does this mean for Project 115? First off, this mod is NOT DEAD. Second, If it's not dead, then when will the next update be? Since I got done with some heavy assignments, possibly in 1 or 2 months. I still have errors to fix from I last remember, balance weapon damage, and decorate some maps.
I'm hoping I can get the chance for at least a week to majorly work on version 1.6 and everything from the images will be available in the next update.
I know I haven't posted in 3 months on this thread. I have been really busy with my high school junior year, receiving a lot of homework. Since I've been occupied completing my school work, what does this mean for Project 115? First off, this mod is NOT DEAD. Second, If it's not dead, then when will the next update be? Since I got done with some heavy assignments, possibly in 1 or 2 months. I still have errors to fix from I last remember, balance weapon damage, and decorate some maps.
I'm hoping I can get the chance for at least a week to majorly work on version 1.6 and everything from the images will be available in the next update.
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RE: Project 115: Version 1.5
This has improved ten-fold since the last time I played it. You've busted your ass working on this, and it really shows. I especially like the main menu system you've set up, the weapon variety, the fact that every weapon features iron sights, and the character voiceovers and sound effects. The maps are very cool as well.
Although I'm not a Call of Duty fan, I've always enjoyed the franchise's Zombie mode and I can only applaud you for putting so much effort into recreating that experience in Doom (and, in my opinion, succeeding on almost all fronts).
Although I'm not a Call of Duty fan, I've always enjoyed the franchise's Zombie mode and I can only applaud you for putting so much effort into recreating that experience in Doom (and, in my opinion, succeeding on almost all fronts).
Last edited by Chubzdoomer on Fri Oct 10, 2014 12:11 am, edited 1 time in total.
RE: Project 115: Version 1.5
The final update is ready for download! Go on an play the heck out of it. Check the first post for details of the update and download link
RE: Project 115: Version 1.6
1.6 is so much better than the previous ones. The ones before were very unfinished, I found myself bored in a few minutes. Although this one, is much more complete.
Great job on this mod.
Great job on this mod.
<Sean> .broadcast FateLord has a massive, hard wallhack
<Exciter> Global broadcast sent.
<Exciter> Global broadcast sent.
RE: Project 115: Version 1.6
Thank you so much FateLord. Im glad you have enjoyed the final version of Project 115FateLord wrote: 1.6 is so much better than the previous ones. The ones before were very unfinished, I found myself bored in a few minutes. Although this one, is much more complete.
Great job on this mod.
Re: Project 115: Version 1.6
I've tried running Project 115 with the most recent version of Zandronum 3 - Dev Build, and it won't run. The game opens but just goes to regular Doom 2.
Project 115: A New Threat, however, works great with the aforementioned build... I wonder what is causing this? Do i need to down-grade my build of Zand?
All in all, I applaud your work here! Especially for a junior high school student! I tried doing this in High school (doom modding) but never could grasp it! Good job dude!
Project 115: A New Threat, however, works great with the aforementioned build... I wonder what is causing this? Do i need to down-grade my build of Zand?
All in all, I applaud your work here! Especially for a junior high school student! I tried doing this in High school (doom modding) but never could grasp it! Good job dude!
Re: Project 115: Version 1.6
I'm uncertain why it is not playing in the current Dev Build of Zan 3.0. My best guess is that a few things where changed in the Dev Build compared to the latest complete version of Zan 2.x. I'll look into it and make it compatible with the current Dev Build. For now, play it using Zan 2.xDebaser94 wrote:I've tried running Project 115 with the most recent version of Zandronum 3 - Dev Build, and it won't run. The game opens but just goes to regular Doom 2.
Project 115: A New Threat, however, works great with the aforementioned build... I wonder what is causing this? Do i need to down-grade my build of Zand?
All in all, I applaud your work here! Especially for a junior high school student! I tried doing this in High school (doom modding) but never could grasp it! Good job dude!
Thank you so much for playing the sequel. I'm glad you enjoyed it overall. I greatly appreciate it
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Re: Project 115: Version 1.6
There was one thing or more I had to change in my wad (NZ:DE) in order to get it to work on 3.0 such as:
- Had to change SpecialGrenades actor and keyconf names to SpecGrenades, it was causing issues with Zandro 3.0 and GZDoom (Because it doesn't want you using the word special)
I think there's more but for whatever reason I can't find it in my changelog, the dogs rounds required some sort of change in order to get it working such as instead of having a random round I have to use a specific round which kind of irks me.
- Had to change SpecialGrenades actor and keyconf names to SpecGrenades, it was causing issues with Zandro 3.0 and GZDoom (Because it doesn't want you using the word special)
I think there's more but for whatever reason I can't find it in my changelog, the dogs rounds required some sort of change in order to get it working such as instead of having a random round I have to use a specific round which kind of irks me.