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1.3
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MataKrow committed Sep 20, 2022
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25 changes: 24 additions & 1 deletion .test.bat
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Expand Up @@ -4,17 +4,19 @@ REM sets some initial Variables.
REM remove the "." from ".gzdoom.exe" to allow it to work with your build of gzdoom
set GZPATH=D:\Doom\SourcePorts\Z-Based\GZDoom
set ZANDROPATH=D:\Doom\SourcePorts\Multiplayer\Zandronum
set ZPATH=D:\Doom\SourcePorts\Z-Based\Zdoom
set ProjName=Checkpoints




:choice
set /P c="1-GZDOOM 2-ZANDRONUM 3-GZDOOM Multiplayer test : "
set /P c="1-GZDOOM 2-ZANDRONUM 3-ZDOOM 4-GZDOOM Multiplayer test : "
echo.
if /I "%c%" EQU "1" goto :opt1
if /I "%c%" EQU "2" goto :opt2
if /I "%c%" EQU "3" goto :opt3
if /I "%c%" EQU "4" goto :opt4
if /I "%c%" EQU "0" exit
goto :choice

Expand Down Expand Up @@ -63,6 +65,27 @@ Zandronum -noautoload +vid_fullscreen 0 +idmypos 1 +vid_fps 1 +am_cheat 2 +noise
exit

:opt3
@echo off
echo Ready to Start.
echo Step 1: Packing
echo Packing...
cd src
..\7z a -r -x!src\ -x!acs\*.acs -x!maps\*.o -x!maps\*.acs -x!dialogs\ -x!*.dbs -x!*.bat -x!*.bak -x!*.backup* -x!*.db -ssw -tzip ..\%ProjName%n.pk3 "*"
echo Done packing.
echo Step 2: Replace old version
echo Replacing old version.
cd ..
del %ProjName%.pk3
ren %ProjName%n.pk3 %ProjName%.pk3
echo Done replacing.
echo Done.

cd %ZPATH%
REM Runs the project
Zdoom -noautoload +vid_fullscreen 0 +idmypos 1 +vid_fps 1 +am_cheat 2 +noise 0 +developer 2 +sv_cheats 1 -stdout -file %~dp0%ProjName%.pk3 %~dp0DOOMTEST.wad
exit

:opt4

@echo off
echo Ready to Start.
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4 changes: 2 additions & 2 deletions README.md
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Expand Up @@ -9,7 +9,7 @@ Additionally, it resurrects all players in surival.<br />
It's a solution I've made for when an autosave unexpectedly buffers the game for a second. Now players could invoke the buffer by choice.<br />
It also solves the "Running To Evil" problem present in co-op. Players can get right back into the action with little to no delay with the spawnpoint moved.<br />
## **Features**
* Zandronum and GZDoom Compatible. (Not ZDoom though)
* Zandronum and GZDoom Compatible.
* Uses an actor for it's position tracking so that it could be placed on moving sectors without any clips.
* Still Saves in GZDoom Multiplayer.
* Collision-Safe. It's unable to telefrag existing Players.
Expand All @@ -22,7 +22,7 @@ It also solves the "Running To Evil" problem present in co-op. Players can get r
* Presets.
## **Presets**<br />
The checkpoint system was primarilly designed as a resource for mappers, but the people I've shown this to expressed of adding sometype of way to place this into pre-existing maps.<br /> So I made this.<br /> A mistake I've made when first releasing this was to place this in the "Gameplay Mods" category on zdoom forums.<br />
With presets, It is a gameplay mod, but it's not the main focus.
With presets, It is a gameplay mod, but it's not the main focus.
<br /> I really care about polishing this system more and more and making presets *surprisingly* is real draining for me. Currently the only mapset supported is [AUGER;ZENITH](https://www.doomworld.com/forum/topic/123042-dbp37-augerzenith-the-cyberpunk-megawad/) but I plan to add more mapsets in the future at a snail's pace.
## Media

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