[FINAL] [DM] Morgenstern - Released!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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[FINAL] Re: [DM] Morgenstern - Internal Core Updates {WIP}

#61

Post by Catastrophe » Thu Jun 09, 2016 6:16 am

Tiger wrote:What I don't understand - is why is there exists a total of fifty states? I am using the basic properties provided by ZDoom which only has two states defined, where is the forty-eight that the Author has not mentioned but implied that it exists?
Combinebobnt wrote:

Code: Select all

states// (there are 50)
{
TNT1 A 0 A_Explode(128, 128, XF_HURTSOURCE) //explosion part
TNT1 A 0 A_Explode(128, 128, 0)
}
}
https://www.youtube.com/watch?v=lhckuhUxcgA

Edit: Tiger, don't take bobs comment too seriously, he likes to fool around. The 50 states thing was a joke that I'm sure you'll realize in 3... 2... 1...
Last edited by Catastrophe on Thu Jun 09, 2016 6:27 am, edited 1 time in total.

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

#62

Post by Mobius » Thu Jun 09, 2016 6:22 am

Why is everyone trolling Tiger?
dewsome: i can do this all day
dewsome: do you think you're somehow special? i spent years arguing with nostar, jenova, mobius
<+Thomas13> Mobius u r inferior, go outside and get beaten up
Alfonzo ~ "I wonder who will hear him trash talk when the dirt closes over him?"

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

#63

Post by FascistCat » Thu Jun 09, 2016 8:05 pm

Tiger, ACS and DECORATE come with a lot of power (and responsabilities) to do things but there are certain limitations where only clever workarounds are the solution, like in this case.
Catastrophe wrote:Edit: Tiger, don't take bobs comment too seriously, he likes to fool around. The 50 states thing was a joke that I'm sure you'll realize in 3... 2... 1...
I call BS. There's just liquid, solid and gaseous.

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

#64

Post by Tiger » Fri Jun 10, 2016 5:01 am

I have added the support in, but this will require testing to make sure it works as intended. Thus, a new build will have to be made. I will publish a new build sometime later today.
Nicholas 'Tiger' Gautier

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

#65

Post by Tiger » Fri Jun 10, 2016 6:38 pm

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 <<
Last edited by Tiger on Sun Aug 14, 2016 11:20 pm, edited 2 times in total.
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[FINAL] Re: [DM] Morgenstern - RC1 Released {WIP}

#66

Post by Tiger » Wed Jun 22, 2016 9:47 pm

Image

I have just published a Release Candidate build, we're getting extremely close to the finish line!
Happy testing!

List of changes:
  • Imported a new map, START. This is adjacent to Quake and AlexMax's START map.
  • All maps now route to START. This is ideal for small netgames and single-player DM games, but not so much for large games. Please use Map List if running this project in Zandronum.
  • Music Player will not play in the START map.
  • TITLEMAP will now force the player to map 'START', when attempting to access the TITLEMAP when the GameType() is not GAME_TITLE_MAP.
  • Redid the map screenshots, they look much better now.
  • Purged unused assets.
  • Doom2.wad is now the default IWAD; when accessing this PWAD, it will tell (G)ZDoom to automatically include the Doom2.wad IWAD without having to prompt the user.
  • When selecting maps from the START map, all inventory and health is restored. Hopefully this resolves any issue with players spawning to a map with absolutely nothing in their inventory....
  • Added a script to warn the user if they're not using the OpenGL renderer.
  • Added a script to warn the user if they're playing in the Cooperative game mode.
  • Provided more randomness to the THING angles.
  • Revised the rain spawn size in MAP01
  • Fixed a type in the SNDINFO; AMBIENT12 was never referencing to 'World/ElectricBuzzing1' correctly, instead it previously was referencing 'World/ElectricBuzzing'
  • Revised secret door delay in MAP08; the delay was 12 octics, now 16 octics.
  • Fixed items that were leaking through the floors or various other places; thanks to Kappes Buur for finding the nasty ones
  • Weapons no longer show-up above the titlebar, thus also causing the Mug shot to never appear.
  • Updated the ReadMe
  • Minor fixes and corrections

>> DOWNLOADS <<
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[FINAL] Re: [DM] Morgenstern - RC2 Released {WIP}

#67

Post by Tiger » Tue Jul 19, 2016 5:52 am

Since I am on a holding-pattern - waiting for a new release on both Zandronum 3.0 beta and GZDoom, here is another build but with little changes:

Changelog:
  • Documentation updates
  • Revised credits
  • The script 'CheckCoopGameMode' is now has the 'CLIENTSIDE' flag
  • Fixed maps Abandoned Misery and Abandoned Misery [Pretty] were a jumping pad was previously not using the JumpPad script. Thus, causing problems if ThingStop() was to be activated after ThrustThing() call via Sector Thing Triggers.
  • Thrashed duplicated credits
  • Revised WADINFO to include 'Primary purpose : Deathmatch and Domination'
  • Remove outside boundaries and control sectors from the Automap [All maps]
  • Railgun no longer reloads; feels too weird
  • Reduced the number of Rain Spawners used in the map Dark Stone, but enlarged their area size. This might help with the framerate?
  • Thrashed superfluous MAPINFO properties
  • Very minor corrections

>> DOWNLOADS <<
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[FINAL] Re: [DM] Morgenstern - RC2 Released {WIP}

#68

Post by Tiger » Sun Aug 14, 2016 11:16 pm

I have removed the special Zandronum 3.0 build that used to be provided in this topic for the Domination game mode, please use the latest Zandronum 3.0 build [160814-2010] or better.

Thanks,
Nicholas 'Tiger' Gautier

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[FINAL] Re: [DM] Morgenstern - Released!

#69

Post by Tiger » Wed Sep 21, 2016 9:23 pm

TGRDM3 has been officially released and is now available in the /idgames DB archive! A special thanks for the feedback that everyone has provided and for those that helped during the development through all these years.
Nicholas 'Tiger' Gautier

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[FINAL] Re: [DM] Morgenstern - Released!

#70

Post by Doomkid » Thu Sep 22, 2016 4:20 am

Seeing a strange number of downvotes on idgames.. A bunch of 0 star ratings has to mean trolls, right? There's nothing here that warrants a 0, I upvoted because they're damn impressive maps that definitely don't deserve such a shitty score.
Image
Image

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[FINAL] Re: [DM] Morgenstern - Released!

#71

Post by Fonze » Fri Sep 23, 2016 3:37 am

I'm really looking forward to playing this soon! Been keeping an eye on it for a while now; great job on its release!

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[FINAL] Re: [DM] Morgenstern - Released!

#72

Post by Tiger » Sat Sep 01, 2018 10:29 am

TGRDM3 has been updated to version 1.01! This update resolves this issue [Texture Alignment Issue (MAP01 | Acerbus)]


Check the main topic for download resources!
Nicholas 'Tiger' Gautier

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