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    Klooni Released

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    Schabbs
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    Klooni Released

    Post by Schabbs on Sat Dec 08, 2007 10:55 am

    Codetech has released 'Klooni' which is a Doom to Wolf 3D conversion. Needs Doom2 or Final Doom to play (see the enclosed text file).

    There's a lot of info/pics about it, and the download, at http://www.kfhgames.com/ .


    Last edited by Schabbs on Fri Aug 19, 2011 7:17 am; edited 1 time in total



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    Re: Klooni Released

    Post by Schabbs on Tue Dec 11, 2007 5:33 am

    This is very good conversion. It's come out really well. Lots of levels and excellent atmosphere. Smile



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    Re: Klooni Released

    Post by TheUbermutant on Thu Dec 20, 2007 1:29 am

    It's good.Really good.Those guys done a good job.



    http://www.youtube.com/watch?v=Qe93PdYTBtk[url]

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    Re: Klooni Released

    Post by Codetech84 on Wed Dec 26, 2007 1:17 am

    Thank you very much.

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    Re: Klooni Released

    Post by Codetech84 on Mon Jun 16, 2008 10:07 am

    Update: All those involved in Klooni modding have now recieved the latest mapping files!

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    Re: Klooni Released

    Post by Codetech84 on Fri Dec 19, 2008 5:19 am

    I have wonderfull news to Nexion and other players who experienced statusbar corruption when launching a new game. I finally found the cause and patched it up. Also I finished my own Klooni mapset and I'm working furiously to get this update out soon.

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    Re: Klooni Released

    Post by Codetech84 on Tue Jun 15, 2010 12:10 am

    I know this is not the update you guys were waiting. But recently I've started porting Klooni to SDL, most of the stuff is allready working (thanks to Wolf4SDL design). Also I'm going to upload the DOS update the same time with the SDL Version. It's allready fully playable but still there's work to do.

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    Re: Klooni Released

    Post by Codetech84 on Sat Jul 16, 2011 7:11 am

    I'm pleased to announce that Klooni SDL is now out in Public Beta (1.3)!

    You can go grab it from our website, or follow this direct link.

    Enjoy! And be sure to report any issues. Very Happy

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    Re: Klooni Released

    Post by WolfForever on Sat Jul 16, 2011 8:11 am

    There still isn't enough ammo on some maps because the ammo pickups from enemies have been reduced. Either that needs to be reversed (if you think it just isn't worth rebalanced), or it needs to be rebalanced.

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    Re: Klooni Released

    Post by Schabbs on Sat Jul 16, 2011 9:14 am

    I've tried the new beta and it throws out straight away. I have DOOM2.WAD in the same folder. My comp has Windows XP Service Pack 3.





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    Re: Klooni Released

    Post by Codetech84 on Sat Jul 16, 2011 9:18 am

    Oh yeah, I forgot to mention, those who are upgrading from previous beta, you should go and delete the file "saves/klooni.cfg", that should do it I hope.

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    Re: Klooni Released

    Post by Schabbs on Sat Jul 16, 2011 9:33 am

    @Codetech84 wrote:Oh yeah, I forgot to mention, those who are upgrading from previous beta, you should go and delete the file "saves/klooni.cfg", that should do it I hope.

    Just tried that and it's still not working. Sad

    EDIT: I since tried running from a batch file and it works.

    Batch file is "Klooni SDL.exe" --res 640 400








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    Re: Klooni Released

    Post by Codetech84 on Sat Jul 16, 2011 10:16 am

    I may have an idea, would you mind testing another exe for me?

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    Re: Klooni Released

    Post by Codetech84 on Sat Jul 16, 2011 10:19 am

    In original Wolf4SDL it's, but this value is not possible for unsigned variable.
    Code:
    unsigned screenBits = -1;

    In Klooni I have this, but...
    Code:
    unsigned screenBits = 0;

    since screenBits is an unsigned value, this line should always fail, as screenBits is initialized at 0.
    Code:
    if(screenBits == -1)
    {
      const SDL_VideoInfo *vidInfo = SDL_GetVideoInfo();
      screenBits = vidInfo->vfmt->BitsPerPixel;
    }

    And once we get here, the bitdepth gets set at 0, that can't be good.
    Code:
    screen = SDL_SetVideoMode(screenWidth, screenHeight, screenBits, (usedoublebuffering ? SDL_HWSURFACE | SDL_DOUBLEBUF : 0) | (screenBits == 8 ? SDL_HWPALETTE : 0) | (fullscreen ? SDL_FULLSCREEN : 0));

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    Re: Klooni Released

    Post by Per-Scan on Sun Aug 07, 2011 4:26 am

    I just wanted to say that the latest beta (1.4) runs like a dream for me. So far, and I'm halfway through episode 3 I haven't found any bugs in the gameplay.

    There is an issue with the overlay map in that if you use a screen size 70% or less there are map artifacts left in the border...

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    Re: Klooni Released

    Post by Codetech84 on Fri Aug 19, 2011 6:46 am

    Yes thank you for that, it's now fixed. Also I realized that now with the Doom fonts, I can allow the 80% viewsize as well.

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    Re: Klooni Released

    Post by Per-Scan on Fri Aug 19, 2011 6:51 am

    Cool! So, you managed to fix the map, then? I was worried you'd have to scrap it... Smile

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    Re: Klooni Released

    Post by Codetech84 on Fri Aug 19, 2011 9:33 am

    Yes, I just settled fixing the artifact alone and not improve the automap drawing at all.

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    Re: Klooni Released

    Post by Codetech84 on Sat Mar 17, 2012 5:11 am

    Hello everyone we just updated our projects again, here's Klooni SDL 1.5 and it's out of public Beta stage. The pressure to release this version was because there was demand for a Fraps enabled version, well now there is one. Though I must warn, the melting screen feature is a bit buggy with the fraps option on due to it relying on page flipping, so use the fraps option only if you really need it.

    Here's the ful list of changes:

    - Experimental support to Fraps (enable it via "--fraps" commandline option).
    - Now that you can define automap button, "Tab" is an allowed key.
    - A few more textures now affect the light level of the tile.
    - Lamps and other static objects are now lit.
    - Enemy attack frames are lit.
    - Removed the 70 fps framerate restriction (unlinked gamelogic and framerate).
    - Updated to Wolf4SDL 1.7 revision 261.
    - Tuned explosion damage logic.
    - Rockets and plasma adjusted to look like they actually come from the barrel of gun.
    - Hit detection for projectiles and hitscan weapons is a lot more accurate now.
    - New cheat (not counted as cheating though) "STARTE#", will change the episode.
    - Added a developer's console.
    - Fixed automap artifacts when using overlay mode on screensize 80% or less.
    - Re-enabled 80% viewsize. Border overlapping is gone since font change.


    Get it here: http://www.kfhgames.com/projects.php?project=klooni_-_a_doom_clone
    Very Happy

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    Re: Klooni Released

    Post by Codetech84 on Sat Jan 05, 2013 1:19 pm

    The same message I wrote up on diehardwolfers, but as we're kind of the same community it suits here too, so here goes:

    I've been thinking (also developing a new version in kind of secrecy),



    I know there's been a lot of debate of different aspects of this game,
    weapon power (shotgun), enemy speeds and whatnot, but how does it feel
    now, after all these years. Has anyone ever returned to this after the
    DOS times? The reason I'm wondering, is that I've been wanting to
    organize a community mapset for this (no deadline for now) a long time
    for now, would there be any interest in such a thing?



    If possible, it would be nice to have a mapset of around 20 maps or so
    from this community. Because I really almost feel the whole modding
    concept was a waste of time. It was made use of, but it seems it was
    very little value to the community. Has anyone ever played any mapsets
    in Klooni? I admit Klooni didn't get a lot of mapsets, kudos for Serpens
    though for being the only third party releasing a set. A lot of people
    did express interest, but I never saw any mapsets apart from Earth
    Anomaly that came from a third party.



    What do you guys say, would you be up to the task?

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