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Valiant: ZDaemon edition

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Joined: 13 Oct 2012
Location: Czech Republic

PostPosted: Mon Dec 12, 2016 9:27 pm    Post subject: Valiant: ZDaemon edition Reply with quote

ZDaemon edition


I have decided, due to the many reguests to fully remake Valiant.wad into a fully functional WAD for a TNS group session and all of you!
It'll be separate WAD which will not collide anymore with original like the patchwad did.

Original thread on doom world:

So yeah, I'll be working on it in given free time, this is open for any change, suggestion, improvement and so on. I'll be continually updating this thread.

Recommended settings : (they are optional but note below)
GameMode = Coop / Survival
DMFLAGS = 33636580
DMFLAGS2 = 131088

Because of boom mechanics make sure to have a VooDoo doll compatibility always ON

An extra thanks for help to Keyboard_Doomer for a lot of informations and help with debuging.
Additional thanks to original author and creator of Valiant Paul "skillsaw" DeBruyne for his kind attitude, help and giving a thumb up!

The TO-DO list from Skillsaw
Note: Some of the map errors are related to boom. I possibly do convert some of them into a zdoom because it already is a pain to do anything.

MAP10: Game seems to crash when approaching the Cyberdemon lair toward the end of the map. As a result I was not able to test the Cyberdemon pit triggers to see if the map is completable. ZDaemon crash info: https://www.mediafire.com/?4haew5c1takah26
- I rushed thru the map and found many ugly HOM's - FIXED
- The mechanics of entering the pit and killing cyberdemon works, then voodoo boom mechanics should raise floor (there should not be reason for it not to work)
I also run into the crash but couldnt determinate its cause, need to analyze crashdump

MAP30: The monster closets positioned around the outside of the final boss arena do not open.
- Actually they do, its just really slow. Checked boom mechanic sectors and it should work. ZDaemon seems to implement boom scroll speed here differently (this is known, reported and needs boom compat. flag)

Current version:

V1.0 - Beta

I do not suggest to use this on a server until you decide so. It is ment for testing.
I am fully aware that I most likely broke ANIMDEFS textures. Feel free to test.

- Huge clean up in textures, patches, sprites and flats (This freed a lot of space but also breaks animation which I will fix later).
- Fixed a bug "MAP25-MAP28: Incorrect sky. Should be the blue earth sky instead of SKY1." in the process.
- Removed OGG music and restored original midi's
- Removed annoying ACS startup message.
- Reduced disk space slightly.
- Removed valiant's "badly-made" pallete/colormap and instead used fixed doom colormap.
- Used different approach in map nodes. They are now fully rebuilt using ZenNode with full REJECT and BLOCKMAP rather than leaving them blanks. They can speed up things for a bit



Version "d" gets skipped to "e" instead because i used it in online testing.
- I have fixed ugly TuttiFrutti in map01. There is a mess in textures.
- I touched intermission and map01 music.
- Fixed the BigOrb freezing because of MBF expectation.
- Added missing red key string (absent in original completly).
- I have applied Decorate strings into our DeHackEd.

Except : Lightning Orb, Suicide Bomber
Because in original they are replacing doom2 objects and there is no ability to assign them any string unless I re-create them into new ones, completly.


Changelog :
First i do have to apology, I didn't wanted to release 3rd ver. in such short amount of time... Thing is that a minor change in this causes whole chain reaction, which I resolved. There were 2 major issues with RedArchvile.
First causing him to freeze during attack because of MBF expectation.
And second was a short blink during Injury again because of MBF.

- fixed issues with archville boss and the rest


The code expects the engine to act like MBF, this is not happening here.
So sometimes i gotta check what the code expect the engine to behave.
The BlurSphere is a zdoom side-effect and I described it HERE

- Fixed blinking SuperImps
- Fixed RedArchivle appeareance after picking up a blursphere

Old downloads were removed, not to confuse anyone

Some stuff remains, so only pre-release.

- Tottaly remade stuff inside, re-structured whole dehacked.
- New M_DOOM logo
- Removed all unused lumps by ZD.
- Rewrote MAPINFO into a ZD's format.

Since the ending (story) text is only displayed in singleplayer
I have decided not to use these...

- All maps should load now, no more missing SSECTORS
Found HOM? Please DO report it.
- Merged with original Valiant v2b patchfile.

Old downloads were removed, not to confuse anyone

Last edited by Aeyesx on Tue Aug 25, 2020 8:53 pm; edited 33 times in total
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Joined: 29 Oct 2011

PostPosted: Wed Dec 14, 2016 7:06 pm    Post subject: Reply with quote

You're the man, thanks a lot for the hard work!
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Joined: 19 Aug 2011
Location: #FS #Ducks YouTube: Rosh Fragger

PostPosted: Thu Dec 15, 2016 10:05 pm    Post subject: Reply with quote

This WAD is Effing Epic!
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Joined: 13 Oct 2012
Location: Czech Republic

PostPosted: Sun Apr 22, 2018 2:04 pm    Post subject: Reply with quote

Giving out V1.0 - Beta.

News are mentioned in a changelog. I consider it as a step forward that was necessary but sacrafices have been made.
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