Project 115 - A New Threat Version 1.5 Now Available

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Fabysk
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RE: Project 115 - A New Threat (EndGame Update Coming This July)

#61

Post by Fabysk » Sat Jun 06, 2015 12:33 am

Some teaser I made for the EndGame Update. Nothing too big, but its release date
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(This video is also on the first post)
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Fabysk
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RE: Project 115 - A New Threat (EndGame Update Coming This July)

#62

Post by Fabysk » Tue Jun 16, 2015 3:36 am

After an unfortunate computer error, which lead to a BSOD, the new map data for the EndGame Update have been erased, except for one that survived, but has a couple of errors. Completely frustrated after those hours of mapping, new maps will no longer be part of the EndGame Update. The one that survived will be counted as a bonus map. This map will not be a part of the story.


Spoiler: Screenshots (Open)
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Fabysk
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RE: Project 115 - A New Threat (EndGame Update Coming This July)

#63

Post by Fabysk » Wed Jun 17, 2015 9:11 pm

The EndGame Update Gameplay Trailer is here to see what I have done so far. Everything looks to be finished, but I'm still fixing some exploits I have came across.

The video is also on the first post
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RE: Project 115 - A New Threat (EndGame Update Coming This July)

#64

Post by Fabysk » Tue Jul 14, 2015 7:26 pm

Added a new feature to the next update. Distraction Drones
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The reason why the zombies are getting hurt is because the drone uses the A_Explode function to hurt the zombies at 1 point of damage in order to get their attention.
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RE: Project 115 - A New Threat (EndGame Update Coming This July)

#65

Post by Fabysk » Wed Jul 22, 2015 9:40 pm

Tomorrow, your battle with Christian will be available.

[spoiler]Image[/spoiler]
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RE: Project 115 - A New Threat (EndGame Update Now Available)

#66

Post by Fabysk » Thu Jul 23, 2015 8:36 pm

It's time. The final update has arrived. It's been really fun making this mod. Adding new features with every update to make the mod as fun as possible for players to enjoy endless waves of zombie. If you have made it this far with all the updates or have played this mod in general. Thank you so much for doing so.

Here is the download link for the last update. It is also on the first post.

Click Here To Download Version 1.4
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RE: Project 115 - A New Threat (EndGame Update Now Available)

#67

Post by Fabysk » Thu Jul 23, 2015 11:21 pm

Updated the mod due to multiplayer bugs when I first started up a server for it. Here are the fixed bugs:

Version 1.4.1
- Fixed An Issue Where Weapon Recoil Spins The Player During Multiplayer
- Fixed An Issue Where The Player Can Not Use The Exo-Jump Ability On Virology Center

Download Version 1.4.1 Here

If I encounter other bugs in multiplayer along the way, I'll fix them and update the mod.
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RE: Project 115 - A New Threat (EndGame Update Now Available)

#68

Post by Fabysk » Thu Sep 03, 2015 3:44 am

Time for another update. Even I thought that the EndGame Update was going to be the last one. In the end, I have another one in production. Nothing to fancy of an update name, just Version 1.5 Update.

So... what will be in the next update?
First off, the update will be released on January 21, 2016 (aka my birthday).
Now for the details:
  • Nuketown Zombies returns. Same map layout, but most of the map is now accessable
  • 2 Fresh New Maps
  • New Weapons
  • Brand New Character Preset Perks
Along with this update, I'll be making a Software Render Version of this mod for those who can't play it, even when the setting is set to Software Render. The Software Rendering Version will include the following:
  • Removal of All 3D Floors (Replaced by Transfer Heights)
  • Removal of All Particle Spawners
  • Removal of Fog
  • Same Brightness On All Maps
  • No Nuketown Zombies (OpenGL Exclusive)
These features may not be final. I am taking notes on what could be added and testing if they work.
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NachtIntellect
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RE: Project 115 - A New Threat (EndGame Update Now Available)

#69

Post by NachtIntellect » Thu Sep 03, 2015 6:33 am

I am still trying to to do a software rendering version for NZDE, but yay it's back, I can't wait to play it.
Last edited by NachtIntellect on Thu Sep 03, 2015 6:34 am, edited 1 time in total.
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MrEnchanter
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RE: Project 115 - A New Threat (EndGame Update Now Available)

#70

Post by MrEnchanter » Fri Sep 04, 2015 9:09 pm

Can't wait to play this, version (1)1.5 will be fun. We should get the server up again and do some co op once this is released!
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RE: Project 115 - A New Threat (EndGame Update Now Available)

#71

Post by Fabysk » Sat Sep 05, 2015 4:47 am

WhiteAce wrote: I am still trying to to do a software rendering version for NZDE, but yay it's back, I can't wait to play it.
MrEnchanter wrote: Can't wait to play this, version (1)1.5 will be fun. We should get the server up again and do some co op once this is released!
Glad to know you two are enjoying this mod. Version 1.5 will focus on multiplayer fixes.

Anyhow, here's Nuketown Zombies. Old v.s New (WIP)
[spoiler]Image[/spoiler]
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Fabysk
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RE: Project 115 - A New Threat (EndGame Update Now Available)

#72

Post by Fabysk » Sat Sep 05, 2015 10:23 am

Teased much? Getting close to finishing the map. Then it's onto new maps.
Spoiler: Nuketown Zombies Remake (Open)
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RE: Project 115 - A New Threat (EndGame Update Now Available)

#73

Post by Ænima » Sat Sep 05, 2015 1:13 pm

Looks much better now. The texture usage and colors were very chaotic before.
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Fabysk
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RE: Project 115 - A New Threat (EndGame Update Now Available)

#74

Post by Fabysk » Sat Sep 05, 2015 11:45 pm

Ænima wrote: Looks much better now. The texture usage and colors were very chaotic before.
It sure was. Looking back at it and looking at the remake of that map, the new one looks even better.

New video up! How does this map look so far?
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MrEnchanter
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RE: Project 115 - A New Threat (EndGame Update Now Available)

#75

Post by MrEnchanter » Sun Sep 06, 2015 2:47 pm

Holy shit you know how to make trailers! Looks amazeballs!

ALSO HOOOLY SHIT A THUNDAHGUN!!
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Fabysk
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RE: Project 115 - A New Threat (EndGame Update Now Available)

#76

Post by Fabysk » Sun Sep 06, 2015 9:05 pm

Not really player bots, but maybe this can work for offline games. What do you guys think?
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Ivan
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RE: Project 115 - A New Threat (EndGame Update Now Available)

#77

Post by Ivan » Sun Sep 06, 2015 9:17 pm

The weapon rips look horrible to be honest.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Fabysk
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RE: Project 115 - A New Threat (EndGame Update Now Available)

#78

Post by Fabysk » Sun Sep 06, 2015 9:20 pm

Ivan wrote: The weapon rips look horrible to be honest.
I know. I'll try to fix them by their size if that's what you're talking about
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RE: Project 115 - A New Threat (EndGame Update Now Available)

#79

Post by Ivan » Sun Sep 06, 2015 10:03 pm

That's not what I meant. For one they clash with the environment. Their colors are out of place, they are blurry, they are big. They just don't fit.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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Fabysk
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RE: Project 115 - A New Threat (EndGame Update Now Available)

#80

Post by Fabysk » Sun Sep 06, 2015 10:11 pm

Ivan wrote: That's not what I meant. For one they clash with the environment. Their colors are out of place, they are blurry, they are big. They just don't fit.
As much as I like these sprites, I am going to fix them based on that you stated, except for "They just don't fit".
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