Ok folks, I've finished converting Zanzan to Gzdoom. Obviously there are some technical mismatches, but the TC also has some new stuff (the relighting work in most darker areas). It's not fully finished yet (the only thin that's missing is the dynamic lighting for projectiles), but I need opinions on how stuff works, bug testing. I'm especially asking for Graf's opinion as he has the most extensive Gzdoom knowledge.
Please take a moment to test it.
Update:
2nd Test
*Fixed player being kiled at the beginning of the game
-swapped flickering lights to regular static ones
+added dynamic lights for monsters' projectiles
Update:
Screw it. Wad has been uploaded to /idgames. I hope it'll appear in this week's newstuff. Hooray.
Last edited by Paul on Fri Sep 08, 2006 13:29, edited 2 times in total.
This is fucked up as the same happens in the original.. I think. The dying thing I'm talking about. Try at ITYTD.
Models-I can do nothing about it, they had limited ammounts of frames. If I had original 3ds, boned and rigger, I could create some more frames to smooth the animation out. Let's hope Graf considers adding interpolation once more productions start using models.
Paul, it's awesome that finally someone puts in some effort to make this great TC working under a newer port Can't test it yet (due to my internet issues) but I will do so asap!
Wow this is awesome TC!!!
There's only two bugs i found which is extreme threat! TC is playable only on ITYTD on higher difficulties it kills you damn paul eliminate that bug and now second bug.... change dynamics lights from flickering to static lights! if you need some beta-testing you can count on me always
*Double post*
I tried this out and I thought it was pretty neat, though I think the weapons are WAY unbalanced, I mean come on, the hammer is the only strong weapon there? the rest of the weapons hardly delt any damage to the enemies.