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Aeyesx Dominating!
Joined: 13 Oct 2012
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Posted: Mon Nov 28, 2016 10:05 pm Post subject: (Preview) Knee Deep in ZDaemon's (in ZDoom) conversion |
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Hi!
There is another 1:1 (as much is possible) conversion of mod Knee Deep in ZDoom
Official site http://kdizd.drdteam.org/
Convo's obviously surpasses original as they tend to fix misc. erros which i am not gonna reproduce but rather fix them.
TNS once mentioned we might try someday KDIZ, so there it is... the very
first attempt I tried!
Anyone willing to help is free to. (here or IRC)
The original reguired DOOM.WAD iwad, same applies for this.
....Is there a reason to switch to doom2.wad instead?
Changelog and releases
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V0.05 (dev)
So I was coding a StoneImp and I realized...Why the heck there are ressurect states when there is no Archvile in doom1 ?!!
- StoneImp monster recoded.
- Recoded bunch of objects again
- Further work in e1m1
DOWNLOAD (15 MB)
V0.04 (dev)
It may not look like a lot but it toke my whole day of editing heh
- E1M4 now loads. (E1M6 and E1M8 have still missing nodes *sighs*)
- Added / Converted bunches of decorate actors.
DOWNLOAD (15 MB)
V0.03 (dev)
It's here! There are tons and tons of decorations. Re-coding monster means writing hundreds of lines. daamn xD
- Much, much further progress, texture fixes.
- Converted one monster and tons of decorative objects.
- map e1m3 now loads (reduced vertex terrain in unaccessible areas and essential sectors)
- Fixed some original bugs. (listed below)
- Added custom pallete with colormap rather then original for improved feeling. (Really toke care, so u wont propably notice but looks better)
- Transfer_Heigh sectors should now use truecolor blend rather then boom one. (ACS issue, halted).
DOWNLOAD (15 MB)
V0.02 (dev)
- Further progress.
- Included rotation angle object sprites.
DOWNLOAD (15 MB)
V0.01 (Preview)
- Idea and analysis
- main PK3 to WAD conversion
- Started Decorate to DehSUPP / DeHackEd conversion
- Converted various textures/flats and skies (map01 so far)
- Internal progress and work.
DOWNLOAD (15 MB)
FEEDBACK APPRECIATED
KDiZ buglist:
Serves as my notes, those things are fixed
- Some amount of original map errors, ill fix some, ignore some
- RapidFireTrooper has double-defined N (XScream) frame. Someone dumb didn't noticed.
- There are D2 bloodpools for some reason which are obviously missing in doom.wad and those are used in KDiZ
- CarcassSittingMarine + GibsSeveredHand included in KDiZ maps is sometimes missing "singleplayer" appearance flag... was damn pain to debug.
Conclusion:
The KDiZ is a nice cool wad with nice design and de-facto sorta remake of Ultimate Doom Episode 1 using nice features which is worth convert so zdaemon players could enjoy something better than just lame obsolete broken boom wads.
The WAD was designed (sometimes in lame way[thinkin of columns]) for earlier versions of zdoom so there is no real thing that would block converting it.
Those are real screenshots taken from the zdaemon version preview
It also servers as a cool demonstration of what you can do.
You may notice that a lot of things are still missing <!>
Last edited by Aeyesx on Sat Dec 24, 2016 12:35 pm; edited 18 times in total |
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Sat Dec 03, 2016 2:38 am Post subject: |
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Oooh... best of luck with this |
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Aeyesx Dominating!
Joined: 13 Oct 2012
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Posted: Fri Dec 09, 2016 7:29 pm Post subject: |
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Working on it when excited enough and when there's freetime around. There you go with v03 with some progress made. Its a long way to go... especially ACS will be bothering since i am afraid some of it is without a source |
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GreenchiL Unstoppable!
Joined: 19 Aug 2011 Location: #FS #Ducks YouTube: Rosh Fragger
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Posted: Fri Dec 09, 2016 9:13 pm Post subject: |
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Looks good! (y) |
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Ronald Rontard
Joined: 17 Aug 2005 Location: Netherlands Clan: [QnB]
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Posted: Sat Dec 10, 2016 3:02 pm Post subject: |
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Those screenshots look amazing. |
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