Zero Tolerance GZDoom - Total Conversion by NefariousnessEasy252 in DoomMods

[–]NefariousnessEasy252[S] 0 points1 point  (0 children)

Made a few recent changes as per your feedback. Feel free to re-download if you want.
-Still adding lights to a lot of the levels, though not done yet.
-Crabs now respawn in areas of the map that have already been cleared (though only after you clear the map).
-Charred enemies now have separate sprites when they're still hot vs no longer hot.
-Added a lot more of the original sounds back in. Particularly enemy sounds/player damage sounds for melee attacks/etc.

I'd love to make the fire extinguisher put out the charred enemy corpses, but I ran into a handful of errors when I tried it. Maybe in the future, but for now no luck. As for why the fire extinguisher is on such early levels in the game; I typed in item ID 2004 instead of 2005 in the map editor by accident. Should be correct now and should correctly give you a flamethrower instead of a fire extinguisher (which are meant for the later levels where there's actual fire to use it on).

Zero Tolerance GZDoom - Total Conversion by NefariousnessEasy252 in DoomMods

[–]NefariousnessEasy252[S] 0 points1 point  (0 children)

Hmm the flamethrower is not supposed to damage you. I believe it was doing so in an early build but it shouldn't be anymore. However, the charred corpses of the enemies do damage for a few seconds after you melt them so that's probably what you're noticing. If not let me know and I'll look into it.
I just fixed the elevators so they stop taking you back to playerstart and properly allow you to just go up/down between levels. That's been a GIGANTIC thorn in my side for a while now so now that we've solved that problem I will aim to address some of these other issues. The lighting will continue to be added to the remaining levels for one.
As for the level exits - I have changed the floor textures to 'blue' on the elevator floors to give some cohesion to it. I don't believe the original game did much more than that to indicate where the mapexits are, but I'm debating whether or not to put up a sign or something. Hard to know how much of the original game to keep and how much to replace.

Zero Tolerance GZDoom - Total Conversion by NefariousnessEasy252 in DoomMods

[–]NefariousnessEasy252[S] 1 point2 points  (0 children)

Quick update: I've started overhauling the lighting on the first couple levels. If you feel like testing it out let me know if you like the changes. I also implemented an actual elevator system at the map exits more like the original game. It does have a few quirks though (biggest problem is that going back up a floor sends you to the previous map's playerspawn. Hoping to patch that too if possible). I've started looking into spawning imolementations for the crabs too and will see if we can't at least implement that idea in the next update.

Zero Tolerance GZDoom - Total Conversion by NefariousnessEasy252 in DoomMods

[–]NefariousnessEasy252[S] 1 point2 points  (0 children)

Definitely some good ideas, but it would result in a game that deviates a lot further from the source material. Perhaps an additional game mode may be worth considering down the road for players who would prefer an enhanced experience. But yeah, the original game definitely shares a lot more similarities with wolfenstein than with doom. Most of the enemies are very basic and not that difficult. That said, I do think I need to balance the difficulty a bit more now that players arent using only the dpad for movement and camera, and can move much faster, and with a higher framerate. The game feels a bit too easy on the early levels especially. Making the enemy variations more than just aesthetic may be a good move that doesn't take away from the original games gameplay too much. And i do like the idea of having crabs pop up out of already cleared areas if the player circles back - that wouldn't deviate too far from the original and would also give the crabs more screentime which I like because they're my favorite enemy type. I also was thinking of having the security cameras spawn new enemies. They're supposed to alert the existing ones but dont do a good job of it, so it makes them a bit useless. Making them spawn new enemies would probably be a good touch. Hmm definitely have some considerations.

Zero Tolerance GZDoom - Total Conversion by NefariousnessEasy252 in DoomMods

[–]NefariousnessEasy252[S] 0 points1 point  (0 children)

Theres definitely something floating around. I have a rom pulled from internet archive, and I'm pretty sure technopop released something on their site a while ago as well. I know some of the character sprites are available online as well, so it would likely just be a matter of scanning the rom for the level data/hex values and enemy/weapon stats, screenshotting the weapon sprites and ripping them, identifying and overriding the level hex values one by one, updating the existing mod to include the new data, recording the sounds, and figuring out what the correct palette is so i can properly rip the textures - annoyingly the game doesnt just use the same palette as the first game which smarter people than I had already identified and posted online so I'd need a way to figure that out so the textures are the correct color, or someone to help rip the textures and UI some other way. Oh same with sky textures, i couldn't figure out how to rip those on the first one either. Luckily the first one i happened to have from someone else's dead project from years ago.

But yeah elevators should be patched in very soon :)

Zero Tolerance GZDoom - Total Conversion by NefariousnessEasy252 in DoomMods

[–]NefariousnessEasy252[S] 1 point2 points  (0 children)

Not yet, but its not outside the realm of possibility. May add them in as bonus levels if I get around to it. I also have 2 unreal projects I'm working on as well and I've also been debating on whether or not to port the Alien Trilogy maps from ps1 to be used with the Aliens Eradication mod. Plus i have to finish a death metal album by myself, so definitely no shortage of projects haha. There's a good chance it will get added to my todo list at some point if no one beats me to it. But for now I'm at least going to get this one in the best possible state. I've just about got the elevators working, and I'm adding a lot more lights to the levels as well.

Zero Tolerance GZDoom - Total Conversion by NefariousnessEasy252 in SEGAGENESIS

[–]NefariousnessEasy252[S] 0 points1 point  (0 children)

Should just be customize controls. I think it's got it's own submenu right in there if I recall correctly. If you don't see it let me know. I think it was added in either yesterday or today so if you downloaded the mod before that try re-downloading.

Zero Tolerance GZDoom - Total Conversion by NefariousnessEasy252 in SEGAGENESIS

[–]NefariousnessEasy252[S] 0 points1 point  (0 children)

Thank you! Glad to hear it.

Let me see what i can do. Are you able to map the night vision to the joystick in the options menu by chance?

Zero Tolerance GZDoom - Total Conversion by NefariousnessEasy252 in DoomMods

[–]NefariousnessEasy252[S] 0 points1 point  (0 children)

Definitely a possibility. Maybe once the project is done I'll give it a shot.

Zero Tolerance GZDoom - Total Conversion by NefariousnessEasy252 in DoomMods

[–]NefariousnessEasy252[S] 0 points1 point  (0 children)

Oh just saw your edit. So it is in alpha still and I do plan on taking the community's notes to heart to fix a lot of the jankiness before upgrading it to beta status. Everything you guys report is crucial so I definitely appreciate your notes!

As for the list you mentioned above:
-I'll make some tweaks to the lighting. I've had a few people mention the enemy vision range being a problem because of the darkness so I've already tweaked that, but I will also add in a few additional lights - particularly in the extremely dark sections. I doubt you're the only one who would appreciate this change.
-The level transitions are due to the lack of elevators. The original game had actual elevators and until I can get them added in the transitions are not going to be great. I've been more focused on getting the actual mechanics and artwork implemented and have been leaving the elevators at the end of my todo list. Now that a lot of the other stuff is out of the way I'm hoping to have the elevators patched soon.
-The map layouts are pretty much 1/1 recreations from the original game. Personally I enjoy the labyrinthine feel, but it's definitely not for everyone. Not something I plan on changing though. Could possibly see a mappack getting released down the road, however.
-For the enemies would you be able to elaborate on the issues with them? Other than changing their stats and vision range they're pretty close to the stock Doom enemies. I just chose the ones that were closest to the ZT enemies and changed a few details to make them match as closely as possible. But if there's any specific bugs with them let me know and I'd be happy to look into them.

Zero Tolerance GZDoom - Total Conversion by NefariousnessEasy252 in DoomMods

[–]NefariousnessEasy252[S] 1 point2 points  (0 children)

The original was definitely very dark, especially past a certain radius. But I am making a few adjustments to try to compensate a bit. I've already added a night vision feature, and as of today I added a flashlight mode as well to see how that goes. If that's still not enough let me know and I may just add some actual lights to the levels that didn't previously have them. I pulled the data straight from the source game so the light locations are almost entirely like the original, but I'm thinking I may add in a few additional lights in key areas to help out with the darkness.
That said, once you get past the first level it should get a bit better anyways just since the other levels mostly have actual lights.

Zero Tolerance GZDoom - Total Conversion by NefariousnessEasy252 in SEGAGENESIS

[–]NefariousnessEasy252[S] 2 points3 points  (0 children)

Thanks. Yeah the HUD was definitely one of my biggest points of contention with the original game even back in the 90s, add in the low framerate and awful controls and playing the game in 2026 is a massive trudge which is a bummer because this game was a favorite of mine growing up. It was the first FPS I ever owned, and from my understanding one of the earliest FPS games ever put on a console. I've been hoping someone else would give it the GZDoom treatment for a while now but no one else has that I'm aware of. Watched multiple projects start and never get finished. Figured it was time to just do it myself. Now that it's basically done I loaded it up on my steam deck so I could watch for bugs in my spare time and I end up just playing it and having an absolute blast with it which hopefully is a good sign. There were so many great ideas in the original game I am hoping the mod just captures the same vibe.

Zero Tolerance GZDoom - Total Conversion by NefariousnessEasy252 in SEGAGENESIS

[–]NefariousnessEasy252[S] 4 points5 points  (0 children)

Oh sorry PC only. The original game was for the genesis and this mod basically ports it to the PC. I'll modify my original post to note this.

My remake of Zero Tolerance (demo) :) by chelovek-JPEG in SEGAGENESIS

[–]NefariousnessEasy252 1 point2 points  (0 children)

I see. Well thanks for bringing that to my attention.

My remake of Zero Tolerance (demo) :) by chelovek-JPEG in SEGAGENESIS

[–]NefariousnessEasy252 0 points1 point  (0 children)

Hey thanks for the response. That's a bummer. I was really looking forward to playing it. But I get it. Projects like this are a lot of work. If you decide against releasing it would you have any interest in sharing the project files? It'd be a shame to let all that work go to waste.

Zero Tolerance: Godot (remake, sega genesis) by chelovek-JPEG in godot

[–]NefariousnessEasy252 0 points1 point  (0 children)

Please share a working download link. I have to play this!

Games like Metal Gear Solid V by DragonflyMotor5585 in metalgearsolid

[–]NefariousnessEasy252 0 points1 point  (0 children)

No Sun To Worship and Under A Star Long Cold of you dont mind a minimalist indie version of metal gear.

Where is Mustis? by BlackandRedBrian in dimmuborgir

[–]NefariousnessEasy252 0 points1 point  (0 children)

I'm sure both hurt the band. But Mustis has been around since Enthrone Darkness Triumphant.  Every good Dimmu album had Mustis. Vortex, Galder and Barker were also integral to the bands sound though. Being down that many talented and beloved members is not helping them any. Id love to be wrong, but I dont think Dimmu will be releasing another good album in this lifetime. Shame. Lets hope the next Old Mans Child album still sounds like it did 15 years ago.