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Topics - __Sidle

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Projects & Creative / Campaign Language Lump
« on: December 08, 2023, 02:27:56 PM »
   This was originally to come alongside a more elaborate vanilla campaign expansion/tweak project, but a number of people said they would appreciate having it quicker all on it's own, so here it is.
    - Most text in the singleplayer campaign is now stored within "LANGUAGE.enu".



    - Editing most existing text is now as simple as creating a new WAD, putting a language lump in it, and copying over the text you personally want changed. Once in-game, make sure your language is set properly (default is "language enu" in the console), and you should see your custom text in place of the original.
    - A few instances of text are located as graphical patches, with the text baked into the image. Those require manual editing outside of language lump capabilities, and are not affected by language settings. (This feature doesn't exist in Zandronum afaik, and is currently dummied out of ZDoom's source. If that feature returns, they will be integrated proper.)

    - Full music credits exist now!
    - Ever wanted to know where that one boss/intense track that only ever plays during a map comes from? Well now the list in the language lump is completed. (Only the UNKOWN maps have their boss music mapcards updated, arenas don't have any new functionality to display them.)

   I might've left in a few random things from my bigger project (like fixing Roll's Skin Wardrobe getting stuck on the first and last entries with the speed buttons), but there's not major sweeping changes to core components. It's just v6b with a bunch of l:"_" and "$_" under the hood. If you have any questions, or I missed a spot, make a post in this thread or [#modtalk] in MM8BDM Unofficial.

mery chrimus

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I've wanted to suggest some new visuals to potentially help newer players remember and recognize their kit easier: making the icons for weapon/item tokens distinct from each other.




All of the items that were previously in a normal box are rotund, similar to the Beat letters of MM5. Most of the original art can be cropped into this new form with little hassle, but not all.

(click to show/hide)

I believe that having items and weps in different "containers," in addition to the more varied artwork ends up making them much more identifiable at a glance than they are currently.

Test it out in-game at your own leisure!
https://allfearthesentinel.com/zandronum/download.php?file=rotund.item.icons_rev01.pk3

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Bugs/Suggestions / [BUG] v6A Singleplayer Bugs (+footage!)
« on: January 12, 2021, 03:18:59 PM »
Went ahead and recorded some storymode bugs to hopefully be fixed in v6b.

https://i.imgur.com/pXX5fbQ.mp4
When being replayed, the cutscene before MM10DW1 is skipped. Similar entry scenes like MMBKIN are also missing upon replay, despite not being scenes that let you walk around in the main Light Labs hub section of the map ala MM8DUO.

https://imgur.com/xewBE2l
King is set to face a specific direction every time he puts out his shield to protect. Since he never corrects for where the Golem's head is, there are certain positions he'll jump to guard that the bullets easily sneak around.
https://imgur.com/Cl10pom
Duo normally is set to aim his energy fists at the capsule where Wily is. Upon the Golem's death (be it from him or the player), Duo will start targeting the neck instead.

https://imgur.com/XJlyuo4
When Sunst-ER is going to use Total Eclipse as his next attack, he preemptively faces the center. If Sunst-ER is between you and the center during this time, you'll be able to see the back tentacles move in front of his body as he fires off his three floor lines.
(click to show/hide)
During the escape-pod cutscene, all visible NPCs turn to the window in concern, with the sole exception of Treble.

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