[FINAL] Project 115 - Despair (Apocalypse Update Now Available)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Fabysk
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[FINAL] Re: Project 115 - Despair (Ascension Update Now Available)

#21

Post by Fabysk » Fri Sep 29, 2017 8:05 pm

October 16! The end is near.
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Video is also on the first post.

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[FINAL] Re: Project 115 - Despair (Severance Update Now Available)

#22

Post by Fabysk » Mon Oct 16, 2017 7:35 pm

The Severance Update is now ready for download!

Click Here To Download!

At this time, I have been working on the next title update. This may take the same amount of time to release.

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[FINAL] Re: Project 115 - Despair (Severance Update Now Available)

#23

Post by Fabysk » Sat Oct 21, 2017 9:09 am

The next title update is nearly completed and may be released early November. Pretty quick I must say.

Due to college work and other circumstances, I can not provide so much in this next update. I will be saving that for the final title update (or in this case the grand finale update to close Project 115).

What will be seen in this next update?
  • 2 survival maps (EndGame and Slaughter Flick)
  • 2 new perks (PHD Flopper and Tequila Blood Lust)
  • Not 1, not 2, but 5 new PowerGums
  • Of course bug fixing
There will be more to discover in this next update :cool:

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[FINAL] Re: Project 115 - Despair (Severance Update Now Available)

#24

Post by Fabysk » Thu Nov 02, 2017 4:11 am

Finally optimized for the next title update, Despair will be compatible with GZDoom! Doing play testing on all maps to see if there is anything to fix for GZDoom compatibility.

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[FINAL] Re: Project 115 - Despair (Severance Update Now Available)

#25

Post by Fabysk » Thu Nov 09, 2017 5:18 am

To be used in the next update :cool:
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[FINAL] Re: Project 115 - Despair (Severance Update Now Available)

#26

Post by Konda » Thu Nov 09, 2017 5:51 am

Still waiting for june 2018 to play tho

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[FINAL] Re: Project 115 - Despair (Severance Update Now Available)

#27

Post by Fabysk » Thu Nov 09, 2017 7:19 am

Konda wrote:
Thu Nov 09, 2017 5:51 am
Still waiting for june 2018 to play tho
Maybe something on that day :cool:

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[FINAL] Re: Project 115 - Despair (Severance Update Now Available)

#28

Post by Fabysk » Fri Nov 10, 2017 7:56 pm

It's show time! November 13, 2017
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[FINAL] Re: Project 115 - Despair (EndGame Update Now Available)

#29

Post by Fabysk » Mon Nov 13, 2017 9:24 pm

It has arrived. The final update to change the outcome of the story. Download link in the first post.
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[FINAL] Re: Project 115 - Despair (EndGame Update Now Available)

#30

Post by Fabysk » Mon Nov 27, 2017 5:24 am

So I want to say something. More about the rush with the updates and the final update.

In the form of a TL;DR, I'm in college. Lots of school work so no update for a while.

If a detailed form:
Development for Despair began April of 2016 and released May of this year. Since I have graduated from high school this May, I began to work on the Ascension Update. While all was going well, I had to start enrolling myself into my college classes. Now that I'm in my classes, I've had little time to work on Despair due to all the mountains of homework I was assigned. My solution to have more time on Despair was to complete the assignments ahead of time. While this did work while making the Severance Update, the EndGame Update did not get enough light to be worked on. Again, the classes; no time on my hands and making up the left over time I had left for the day to fix minor bugs and progressively worked on new features. Not only classes, but also other situations I am apart of that I won't go into detail. That's why the updates feel rushed and barely anything was added. I apologize for that.

Now about the final update. When will it be released? What new features will be added? etc...
The update to conclude Project 115 as a whole will be called the Apocalypse Update.
These are the features that have been added so far. More to come of course:
  • 4 PowerGums
  • Nuketown Zombies (Remastered)
  • M8A5 (4-Round burst assault rifle)
You can go ahead and submit features you'd like for me to add. I'll gladly test them out.

Alongside with this, I will be releasing some sort of "mod tools" for Despair sometime in the near future. Essentially just the Wall Weapons, Perk Machines, PowerGum Machines, Mystery Box, Doors, and Pack-A-Punch with all the code done for you so you can copy and paste them anywhere you want and will work when play testing.

I plan to release the Apocalypse Update sometime in June of 2018. Yes a long time away. Just like the last update I made for the first Project 115, it took a long time to release. I also want to take a break from working on Despair and work on other side projects or simply relax.
Thank you for understanding. Have an excellent day!

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[FINAL] Re: Project 115 - Despair (EndGame Update Now Available)

#31

Post by marco75 » Tue Nov 28, 2017 1:54 pm

There are 0 files in the .RAR! What am I doing wrong?

I tried downloading twice from the link at

http://www.mediafire.com/file/kyu79mweu ... ate%29.rar

My browser is Firefox 57.0 (64-bit)
First time I used built-in downloader, second time I used Free Download Manager 5.1.32.6573 (f3e32c1)

I always get a 373,844,532 byte file with hashes as follows:
CRC32 : 954C7041
MD5 : 754DD9FA90BD7D31F3459FAA75837D7C
SHA-1 : 9FBFC57E3580DC3A5EB009E527713DF49BE718CE

My compression app is IZArc 4.1.6

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[FINAL] Re: Project 115 - Despair (EndGame Update Now Available)

#32

Post by Fabysk » Tue Nov 28, 2017 7:01 pm

marco75 wrote:
Tue Nov 28, 2017 1:54 pm
There are 0 files in the .RAR! What am I doing wrong?

I tried downloading twice from the link at

http://www.mediafire.com/file/kyu79mweu ... ate%29.rar

My browser is Firefox 57.0 (64-bit)
First time I used built-in downloader, second time I used Free Download Manager 5.1.32.6573 (f3e32c1)

I always get a 373,844,532 byte file with hashes as follows:
CRC32 : 954C7041
MD5 : 754DD9FA90BD7D31F3459FAA75837D7C
SHA-1 : 9FBFC57E3580DC3A5EB009E527713DF49BE718CE

My compression app is IZArc 4.1.6
It is working fine for me, using the latest version of FireFox. I don't know about IZArc. Stick with WinRAR.

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[FINAL] Re: Project 115 - Despair (EndGame Update Now Available)

#33

Post by Fabysk » Wed Feb 21, 2018 10:08 am

Spoiler: New map update. Well, remaster from Project 115 - A New Threat (Open)
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[FINAL] Re: Project 115 - Despair (EndGame Update Now Available)

#34

Post by Fabysk » Fri Mar 02, 2018 4:06 am

3 screenshots of maps.Still in the works though.
Spoiler: (Open)
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Image
Image

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[FINAL] Re: Project 115 - Despair (EndGame Update Now Available)

#35

Post by Fabysk » Sun Jun 03, 2018 3:28 am

Just an update on the development of this final update. It is almost complete. I have been doing tons of play testing day in and out. Adding new features and stomping many bugs from the current update released.
Here is the current change log for the update:
Spoiler: Version 5.0 ChangeLog (Open)
Version 5.0
[General]
- Texture Changes.
- Changed PowerGum over-world design

[Campaign]
<Major>
- (GZDoom) Fixed cutscenes where some actions do not happen.
<Minor>
- Re-done customization.

[Survival]
<Major>
- Remasterd West Washington Exo-Suit Factory as Der Riese (Project 115 - A New Threat).
- Remasterd Nuketown Zombies (Project 115).
- Added a new survival map The Darkest Hope.
- Updated Quadratic Drops PowerGum as Multi-Flavor Drops(Spawn All Five PowerUps [1x Use]).
- Added a new PowerGum (Certified Electrician 3x Uses [Spawn A Static Carpenter PowerUp]).
- Added a new PowerGum (Quantum Discharge 6x Uses [Kill nearby enemies when taken damage]).
- Added a new PowerGum (Radius Medic Lasts 3 Round [Regenerate other players health faster simply by standing next to them]).
- Added a new PowerGum (Free Loan 1x Use [All players gain 2000 points at the end of the round]).
- Added a new PowerGum (Locksmith 2x Uses [Open a door for free]).
- Added a new PowerGum (Quantum Discharge 6x Uses [Kill nearby enemies when taken damage]).
- Changed the PowerGum System.

<Minor>
- Decreased Death Machine PowerUp time to 30 seconds.
- Added a new PowerUp (Static Carpenter).
- Fixed a bug where certain zombies on the lower rounds won't give the player points.
- Fixed round sequence sounds.
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- Fixed a door price in the starting room on Power Mill.
- Changed game over camera angles.
- Changed Project 115 (First Installment) zombie sounds.
- Added the MX-GL Grenade Launcher.
- Added the RPG Rocket Launcher.
- Added the B23R Pistol.
- Added the Ray Gun.
- Balanced the damaged for the Raygun Mark II, X4-Jasper, and all Elemental Staffs

[Arcade Mode]
<Major>
- Fixed a bug where zombies do not spawn in Zombie Run.
- Players can no longer respawn in Apocalypse Island.
<Minor>
As a side note, this mod has been my best work in the Doom community and I have had a lot of fun making it. I really appreciate that it is being downloaded and watching the download count increase little by little every other day. That may not seem like a huge success, but it brings me joy that people are interested in checking out my mod. The end of Project 115 is coming soon and I can not wait to have this final update released.
Spoiler: Screenshots (Open)
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[FINAL] Re: Project 115 - Despair (EndGame Update Now Available)

#36

Post by Combinebobnt » Mon Jun 04, 2018 3:37 am

hey this supports zan mp right?

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[FINAL] Re: Project 115 - Despair (EndGame Update Now Available)

#37

Post by Fabysk » Mon Jun 04, 2018 6:40 pm

Combinebobnt wrote:
Mon Jun 04, 2018 3:37 am
hey this supports zan mp right?
Yes this supports Zandronum multiplayer as well as GZDoom.

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[FINAL] Re: Project 115 - Despair (Apocalypse Update Now Available)

#38

Post by Fabysk » Fri Jun 22, 2018 11:14 pm

The Apocalypse Update is now available for download!
I have also included a link in the first post along with an updated change log, screenshots, and a thank you message.
I hope you enjoy it through. I will continue to update to support the coming Zandronum and GZDoom updates. It was a blast making Despair!

Click here to download

*Note: the gameplay in the update is different in terms of textures. This video was created a week before I changed a few textures. Gameplay wise, it is the same.
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[FINAL] Re: Project 115 - Despair (Apocalypse Update Now Available)

#39

Post by Fabysk » Sat Jun 23, 2018 5:06 am

Apologies for the double post. Updated Despair as a hotfix with two fixes
- Fixed B23R where the crosshairs shows up while ADS (HotFix)
- Fixed a mistake where the Ray Gun can not be upgraded on all maps (HotFix)

Also updated the link in the first post.
Click here to download the update hotfix

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[FINAL] Re: Project 115 - Despair (Apocalypse Update Now Available)

#40

Post by Fabysk » Wed Sep 05, 2018 8:26 pm

I will be continuing to update Despair to ensure that it works with all upcoming builds of Zandronum. Future updates will not have a title (Apocalypse Update, Severance Update, etc.). They will just have a version number. So the next update will be Version 6.0, or V6.0, etc. These updates will be bug fixes along with texture updates to make their resolution higher along with a new HUD for survival mode. I will also try to make performance enhancements so certain maps run smoother than before (i.e. The Iron Shield). This will be the only update with a new weapon which has replaced the B23R entirely. No new maps or PowerGums will be added. This update will be a slow process, but I will make sure it works for sure.

Texture update comparison
Spoiler: Before (Open)
Image
Spoiler: After (Open)
Image

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