[FINAL] Abandoned Misery - A DM Map

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Torr Samaho
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[FINAL] RE: [WIP]TGRDM3 - A Deathmatch Project

#41

Post by Torr Samaho » Wed Aug 20, 2014 5:03 pm

Tiger wrote: As of revision 1054 (includes: r1051), I have officially broke compatibility with Zandronum 2.0 [ZDoom 2.5.0] -- There is specific ZMAPINFO settings from ZDoom [2.6.0 -> 2.7.1] that are not yet available in ZDoom 2.5.0.
I'm very curious: Which ZMAPINFO feature is so important for the gameplay you envision that it warrants sacrificing the Zandronum 2.0 compatibility we just established?

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[FINAL] RE: [WIP]TGRDM3 - A Deathmatch Project

#42

Post by Tiger » Thu Aug 21, 2014 3:21 am

Torr Samaho wrote: I'm very curious: Which ZMAPINFO feature is so important for the gameplay you envision that it warrants sacrificing the Zandronum 2.0 compatibility we just established?
There is one particular flag that is ultimately crucial and was only implemented in ZDoom 2.6.1, PlayerStartZ flag. In addition, as my 'Optional Dependencies' idea ultimately backfired, I will now have to include the files into the main project. With doing just that, I will fall dependent on a much more recent ZDoom version. Already knowing that the inevitable is going to happen in regards to compatibility conflicts, I have already started thinking of a way to - - bridge this issue, by means of a WYSIWYG Compatibility Patch.

Despite that I am going to continue pushing forward (contemplating on targeting GZDoom 2.0), I will try to find a solution to address the compatibility issues with GZDoom 1.5.0 (Zandronum 2.0) through means of a patch (or series of patches, not yet determined) that will have zero effect to the main project -- This will cost literally nothing to the main project, but there will exist an additional PWAD that will overwrite data or nullify features for compatibility means only. This matter will not be addressed any time soon, however. There's still much more work to be had within the inner-core of the project.
Last edited by Tiger on Thu Aug 21, 2014 3:25 am, edited 1 time in total.

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Torr Samaho
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[FINAL] RE: [WIP]TGRDM3 - A Deathmatch Project

#43

Post by Torr Samaho » Thu Aug 21, 2014 6:08 am

Tiger wrote: There is one particular flag that is ultimately crucial and was only implemented in ZDoom 2.6.1, PlayerStartZ flag.
I see, that is certainly relevant for the gameplay. There already is a backport request for it. If you'd like to see it in Zandronum rather sooner than later, it won't hurt to vote for it in the ticket.

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[FINAL] RE: TGRDM3 - A Deathmatch Project

#44

Post by Tiger » Mon Aug 25, 2014 11:42 pm

Just letting everyone know of the current developments going on; I am taking a break from Abandoned Misery map, but I am currently slowly working on the inner-core of the project instead. The inner-core contains MapInfo, OpenGL lighting, Decorate items, and the like. For those that want to try-out an early alpha version of the inner-core and send feedback, check out this topic.

WARNING: The Inner-Core is NOT compatible with Zandronum 1.2!
Last edited by Tiger on Mon Aug 25, 2014 11:46 pm, edited 1 time in total.

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[FINAL] RE: TGRDM3 - A Deathmatch Project

#45

Post by Tiger » Thu Aug 28, 2014 7:58 pm

Here is a testing build that contains the entire TGRDM3 build as-is. The only maps that are playable is only 'map04' (Abandoned Misery). With this build, Abandoned Misery now contains weapon placements, which now users are now able to play the map. Feel free to play around and send feedback. I am going to try to stay away from this project for now before I ultimately drop this project.

Have fun


Download

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[FINAL] RE: TGRDM3 - A Deathmatch Project

#46

Post by Tiger » Fri Aug 29, 2014 8:41 pm

This project has been locked; more news later.

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[FINAL] RE: TGRDM3 - A Deathmatch Project [Activity Locked]

#47

Post by Tiger » Sat Aug 30, 2014 3:15 pm

The TGRDM3 project development has been cancelled for GZDoom; the project is going to shift over to another engine away from Doom.

The forum moderators are free todo what they wish with this entire topic.

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[FINAL] RE: TGRDM3 - A Deathmatch Project [Activity Locked]

#48

Post by Tiger » Wed Sep 10, 2014 12:55 am

After receiving some feedback from Edward850 (a known member in the ZDoom Community), I am going to try to better organize my posts and revision news-flashes and see how it well goes from there. Though, it will take me awhile to start the development again as I have been extremely busy with other tasks lately....
Nicholas Gautier

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[FINAL] RE: TGRDM3 - A Deathmatch Project

#49

Post by Tiger » Tue Oct 21, 2014 3:44 am

Still working on the outside area in Abandoned Misery; here's my work so far:

Note: click on the images to see it larger.

Before:
  • IMAGES ARE NO LONGER AVAILABLE!
After:
  • IMAGES ARE NO LONGER AVAILABLE!
Last edited by Tiger on Thu Oct 30, 2014 5:29 pm, edited 1 time in total.
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[FINAL] RE: TGRDM3 - A Deathmatch Project

#50

Post by Tiger » Thu Oct 23, 2014 12:44 am

Here's another nice update; there's still a lot of work to be done - mainly making the 'cutoff' from translucent water to non-translucent water less noticeable, and then add in the skybox along with other environment settings. I am going to take a small break from this project and start working on some introduction projects, so the next update will take a little while. Anyways, enjoy the pictures.


IMAGES ARE NO LONGER AVAILABLE!
Last edited by Tiger on Thu Oct 30, 2014 5:29 pm, edited 1 time in total.
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[FINAL] RE: TGRDM3 - A Deathmatch Project

#51

Post by Tiger » Tue Oct 28, 2014 1:20 am

Now I have added in the rocks, now there is no more cut-off from mirrored water and non-mirrored. Doesn't this seem more natural now? :D

IMAGES ARE NO LONGER AVAILABLE!
Last edited by Tiger on Thu Oct 30, 2014 5:29 pm, edited 1 time in total.
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[FINAL] RE: TGRDM3 - A Deathmatch Project

#52

Post by Tiger » Tue Oct 28, 2014 5:08 am

I figured I would make a special post in regards to Zandronum support. If those that have not followed with my blogs, the TGRDM3 project is officially dead. I am still continuing to work on this one map and later this year - it will see an official release. But what does this mean for those that use Zandronum? This map, as far as I know (90% sure), should work with Zandronum 2.0 and later -- TGRDM3 project killed the support due to the inner core and the maps within the project. I am still going to fight teeth-and-nail to keep the environment intact as is in the current state, but I am fairly confident that it shouldn't hinder any conflicts with the Zandronum 2.0 and later versions.

I will make one thing clear - this map will be intensive with Zandronum's current OpenGL rendering engine. I still urge GZDoom 2.0 due to it's massive renderer overhaul, - the map runs very smooth for me using that engine.
Nicholas Gautier

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[FINAL] RE: TGRDM3 - A Deathmatch Project

#53

Post by Mysyk » Tue Oct 28, 2014 9:08 am

Looking forward to host it.
The battle has begun. Enemy Titan's shield taking damage.
They are missiling our Titan's shield. Re-activate on Silos.

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[FINAL] RE: TGRDM3 - A Deathmatch Project

#54

Post by Tiger » Tue Oct 28, 2014 10:46 pm

I have just uploaded a new public beta build of Abandoned Misery [r1186]; there is an abundance of changes so I hope everyone likes the changes thus far.

Most notable changes in revision 1186:
  • Actual work on the outside of the map!
  • Added water
  • Added placements for Doom 2 Weapons
  • Added placements for Doom 2 Ammo
  • Added placements for Doom 2 Health and Armor bonuses
  • General map updates and fixes
Grab it here

Yes, this works on Zandronum 1.3; but, however, there is a few issues that are known and I will not bother fixing (mainly beyond my control):
  • Misalignments with texturing; UDMF version conflict
  • Scaling is incorrect with most textures; UDMF version conflict
  • Geometry goes missing; ancient GZDoom OpenGL version conflict?
  • Intense lag; ancient GZDoom OpenGL issue.
Thank you Qent for helping me test this.
Nicholas Gautier

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[FINAL] RE: Abandoned Misery - A DM Map

#55

Post by Tiger » Thu Oct 30, 2014 5:35 pm

This map has been officially released; please check the main topic for more details.
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[FINAL] Re: Abandoned Misery - A DM Map

#56

Post by Tiger » Fri Jun 24, 2016 3:45 am

Just to let everyone know that I will be uploading a new revision of Abandoned Misery to /idgames soon, and should be available for everyone within a few hours or 24hours.

Here's the list of changes:

Code: Select all

Revision Update (23 June. 2016)
This is a revision update from the last known release.
Updates:
    This update addresses several issues and minor changes that were resolved in the TGRDM3 project and has been imported onto this project.
    Imported the maps from TGRDM3 to AMISERY: Abandoned Misery and Abandoned Misery [Lite].  This is an updated version of the maps previously released back in 2014.
        Notable fixes: Jump Pads, Camera Textures, 3D Teleporter support
        Various and minor changes are also included.
        Any specialized TGRDM3 features that were not present in AMISERY were excluded.
        For example, Jump Pad sparkles, various sounds, ring spawners, and others, were excluded.
    Fixed the Grenade's bouncing sound.  Previously, this did not work as intended.
    Grenade now inherits from the Grenade Class defined in ZDoom.
    Updated the Performance Note
    Updated the texture credits.
Nicholas Gautier

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