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Orb of Dilaaria released!
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Adam Biser
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PostPosted: Sun Jun 11, 2006 9:06 am
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From: http://mods.moddb.com/2466/the-orb-of-dilaaria/news-features/

Quote:
After three years of development, Orb of Dilaaria has been released. Though based on the Wolfenstein 3-D engine, you will find that it has been greatly expanded to create a game that is in a class by itself while retaining the feel of the original. A completely new world and indepth storyline was formed in order to provide the player with a more enjoyable and immersive experience. There are too many additions to the engine to list them all, but they include:
- multi-texture floors and ceiling,
- cloud, parallaxing sky, and ceiling mixtures,
- more than 20 different character types, each with their own special abilities,
- and many other improvements over the original engine.

Thanks:
A big thanks to everyone who contributed to the ZDoom Monster WAD Resource. Their great artwork was my inspiration to make Orb more than just a simple total conversion. At first, I thought I could tackle this mod on my own, but it was soon apparent that I lacked several skills and I'd like to thank the development team for stepping up to the challenge. I could not have asked for a better team. Ack did 99% of the maps, Majik Monkee did several guards, and Ringman helped with most of the wall, flat, and object graphics. I should also mention the great testing team: AReyeP, Arielus, and Liza Walley. Without them, the game would have been riddled with annoying bugs. Their help and suggestions are much appreciated. And finally to the makers of all the original graphic and sound sources upon which this game bases its graphics and sounds (a complete list is found in the game). Last, but not least, my wife, for providing the text and voice for the monks.

I hope you enjoy it!


Latest screenshots from moddb.com:
http://mods.moddb.com/gallery/image/43879/
http://mods.moddb.com/gallery/image/43880/
http://mods.moddb.com/gallery/image/43881/
http://mods.moddb.com/gallery/image/43882/

Download: http://mods.moddb.com/2466/the-orb-of-dilaaria/downloads/
Looks like moddb.com has approved the download.

I've also sent the ZIP off to Schabbs for the news site.


Last edited by Adam Biser on Mon Jun 12, 2006 6:47 am; edited 2 times in total
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PostPosted: Sun Jun 11, 2006 9:23 am
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Sweet!

I'm going to have to keep my eyes open for a download; even though I haven't been following it diligently, Orb's been one of the names on the mod scene I haven't been able to forget. Probably will only be able to run it properly on the laptop, but as long as I can play what looks to be a very excellent game, I'm happy.

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PostPosted: Sun Jun 11, 2006 9:23 am
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I'll check out soon.
Maybe sending something to Deathwish for his WolfSource, he'll appreciate that.

- lwmxynedtodth

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PostPosted: Sun Jun 11, 2006 9:36 am
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Get prepared, mere mortals, because this shit is gonna blow your ass away!

Ariel.

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PostPosted: Sun Jun 11, 2006 12:40 pm
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EDIT: They approved the download...
http://mods.moddb.com/2466/the-orb-of-dilaaria/downloads/

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Last edited by Adam Biser on Wed Jun 14, 2006 5:51 am; edited 2 times in total
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PostPosted: Sun Jun 11, 2006 2:00 pm
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I have just played only few levels but I am impressed.

Orb of Dilaaria is one of the best Wolf-3D mods I have jet played
(or is it anymore right to compare this game to Wolfenstein? The difference
I let you decide....).

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PostPosted: Sun Jun 11, 2006 2:31 pm
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Nice surprise, will check in the morning.

Edit: I couldn't resist... Embarassed

I have to comment with a review, since this was my most anticipated add-on.
I've been following the development since the announce.

Anyway, here's what I think, in a nutshell...

I gotta tell you, it was all I expeted, and even more. This is not only one of the best mods
I've ever played, it is the best. I'm just overwhelmed What? I don't think another add-on
will ever even compare, and I'm not just saying. One thing there is however, and I know
you cut it for memory reasons, is the lack of shading. It's not that I hold it against you, not
at all, it kind of adds depth to the scenery, makes it easier to navigate. Without shading the
textures kind of "blend together".

I played the first two levels, didn't bother to read the story right
now, (because it's 1:00 am as I'm writing Yawn ) but browsed through the readme it was well
designed and explained the main features. Also the between levels "help screen", the pictures
and the simplicity fits great. The variable console messages, while they're not such a
revolutionary change, they add to the flavor Razz . Also I noticed the fading console text, and
If I'm not mistaken the "soul" or whatever rising from dead enemies was translucent (?).

Oh yeah almost forgot, I see you tweaked enemy movement AI, makes them more "human" when
they're actually keeping some distance, atleast when not in direct visual contact. Can't find anything
to complain apart from the lack of shading, based on what I've seen so far. And I understand some
sacrifices had to be made due to memory limitations.

Anyway, a hell of mod all in all, I guess tha sums it up...
Rating: 10/10 Thumbs Up

Ps. Sorry for grammatical errors, I'm tired, going to bed now... Night-Sleep

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PostPosted: Sun Jun 11, 2006 6:24 pm
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Thanks, WLHack and Codetech84.

I assume you mean the E/W and N/S wall shading, right? I got rid of that, yes, for memory reasons. I also thought, well, Doom and newer games don't have specially darkened textures, they use the room shading and such. Granted Wolf3D doesn't have this to the same degree. *shrug* A small sacrifice in my opinion, at least.

The souls aren't really translucent. They just move quickly and aren't very "solid" let's say.

Thanks for the 10/10 rating. Smile

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PostPosted: Sun Jun 11, 2006 8:09 pm
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Absolutely awesome Adam! Shocked Really spectacular work.

I know it took a long time to come out but it was well worth the wait!
To all others Wolfers, you gotta play this thing...NOW!

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PostPosted: Sun Jun 11, 2006 9:10 pm
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*organ spasms*

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PostPosted: Sun Jun 11, 2006 9:50 pm
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Awesome! (to say the least) (there goes my chance at winning this months award *Sigh*)

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PostPosted: Sun Jun 11, 2006 10:02 pm
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played the first level. quite nice...small thing i noticed...messages FADE instead of just disappear...nice effect. luv the animated floor liquid effect as well.

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PostPosted: Mon Jun 12, 2006 12:16 am
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For those that are blown away by what they've seen in the first few levels, well, let's just say you ain't seen nothin' yet!!! I can't say how many times my jaw dropped whilst playing this game ... just when you think you've seen it all you'll find you've only just scratched the surface. It keeps getting better the further on you play, and you'll really wonder if this is the Wolfenstein engine behind this game, but the other huge plus is that the gameplay throughout is flawless. Did I mention attention to detail btw? This game has it all!

Without any doubt whatsoever, Orb gets my vote for the best mod of all time!!!

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PostPosted: Mon Jun 12, 2006 12:53 am
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it DOES rate among the best thats for sure man Wink And it must be good if ur willing to spend ur time posting on it Smile

[EDIT] Adam, did you use, like 3 different pushwall map defines for the movement Smile ? I noticed that coz i have no life, different pushwalls moved different tiles. Embarassed Sorry if you don't want these things revealed, but they're so awesome!!!

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PostPosted: Mon Jun 12, 2006 3:32 am
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.....


Last edited by Thomas on Sat May 28, 2011 3:51 pm; edited 1 time in total
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PostPosted: Mon Jun 12, 2006 4:29 am
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Thomas wrote:
Sweet! Another "Big One" released. I really like the effects... Spectacular! Thumbs Up


*The Big One*

[taboo='Blasphemy']
With all the hype surrounding EOD, I thought it was going to be a great game. It was, but not as good as I hoped. A good game is one that makes me play it to the end. Wolf3D did that, SOD did not. DOOM did that, ROTT did not, QUAKE did that, Quake4, well im still working on that last one. EOD, I cannot seem to play...no matter how hard i try. It had nice graphics, polished weapons, good gameplay and concepts, but didnt do it for me.
Dilaria, on the other hand, i can assure u, I WILL be playing all the way through. It has everything you'd want, plus alot of smaller *detailed (AReyeP, i see it and agree)* tidbits. It is a grand mod, and meets my approval, unlike EOD, it captures and HOLDS my attention.
[/taboo]

[EDIT]

lwmxynedtodth wrote:
I'll check out soon.
Maybe sending something to Deathwish for his WolfSource, he'll appreciate that.

- lwmxynedtodth


I would appreciate it; and thanks Lwmxyned. But lets leave it up to Adam as to whom he sends it to.

[EDIT]

Bloody hell man, how many damn save slots do u think we need? And is that a new font i spy? The w in deathwish in the save slot is different...?

[EDIT]

And wat the hell? one data file? nice. to stop stealing?

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PostPosted: Mon Jun 12, 2006 6:08 am
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Much appreciated all. Smile

Though I started the project on my own, it was finished by a team and I don't think I can thank them enough. Without any one of them, Orb would have a greater weakness in a particular area. ack is the map magician. He did things with the Orb engine that made *my* jaw drop. And the artwork of Majik Monkee and Ringman are spectacular. If I did all the artwork it would've better been titled 'Orb of Bland-aaria'. And the testers - Arielus, AReyeP, and Liza - were great for making sure that gameplay was up and typos were out. I thank each one of them.

@Deathwish: I thought WolfSource was just for your projects, but if you want to post a download there, that'd be great.
The 60 save slots were added at the request of a tester. We didn't want anyone to run out or anything. And yes, the fonts are different. I tried to make sure that everything was changed in the data files. The one data file is there to deter stealing and cheating.

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PostPosted: Mon Jun 12, 2006 6:11 am
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*Pounces on freshly posted-on thread*

nice.

And Im making Wolfsource as a Dome-Alternative. *Refers to thread in the Wolf3D section*, so any submissions are welcome to keep it alive. I'm gonna try and strive to get a wiki working on it so I can create a database on Wolf mods Smile as well as code tutorials, etc.

but back on topic, wat about these pushwalls? was i right in that each one seems to have a different set number of tiles to move?

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PostPosted: Mon Jun 12, 2006 6:14 am
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wiki... that reminds me. I need to update the Orb page at my site's wiki.

Yes, there are two different pushwall codes. Laughing But that's all the more I say at the moment.

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PostPosted: Mon Jun 12, 2006 6:17 am
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lol ok. i understand. great mod but damn u! i cant get MY wiki working becoz of evil DotEasy MySql errors Evil or Very Mad

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PostPosted: Mon Jun 12, 2006 6:36 am
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Argh, and now I've found a bug... one slipped through the cracks. And the updated exe will wreck your save games....

Once they approve the update, it will be found here:
http://mods.moddb.com/2466/the-orb-of-dilaaria/downloads/

In the meantime:
http://www.wolfenstein3d.co.uk/news.htm

You'll have to start over from the beginning if you switch to 1.01. Sad

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Last edited by Adam Biser on Mon Jun 12, 2006 10:47 am; edited 1 time in total
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PostPosted: Mon Jun 12, 2006 6:48 am
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Wow! Really A-W-E-S-O-M-E!
Great features, first few levels good too.
Gonna play this gem from the beginning to the end Mr Green

- lwmxynedtodth

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PostPosted: Mon Jun 12, 2006 6:52 am
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Thanks!
Be sure to grab the update before you get much further because your savegames won't work in the new version. Sorry!

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PostPosted: Mon Jun 12, 2006 6:54 am
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Adam Biser wrote:
Argh, and now I've found a bug... one slipped through the cracks. And the updated exe will wreck your save games....

Once they approve the update, it will be found here:
http://mods.moddb.com/2466/the-orb-of-dilaaria/downloads/

In the meantime:
http://winwolf3d.dugtrio17.com/orb-v101.zip

You'll have to start over from the beginning if you switch to 1.01. Sad




Nothing like testing a mod for more than six months and then finding a bug the second day it's been out...

My pride is wounded.

Ariel.

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PostPosted: Mon Jun 12, 2006 6:59 am
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Not at all, don't. It's a coding bug and there's such a small chance of it happening that it almost wasn't worth the update, but I decided to do so for completeness and ease of mind. I only hold it against myself. It would only happen when saving while a pushwall was in motion, and even then would only have a negative effect on certain pushwalls.

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PostPosted: Mon Jun 12, 2006 7:36 am
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I'm in too deep to try with the update, will download though. If I may ask, what was the bug, anything of any significance?

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PostPosted: Mon Jun 12, 2006 7:39 am
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If you want to stick with 1.00, I understand. Just don't save your game while a pushwall is in motion and you're fine. In some situations, reloading the game will cause it to move further than it should and therefore block your progress.

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PostPosted: Mon Jun 12, 2006 8:18 am
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Ok, will do.

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PostPosted: Mon Jun 12, 2006 10:44 am
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What a brilliant mod, I downloaded it last night the moment I saw and started playing it immediatley.

I love all the features: earthquakes, enemies that stop you in your tracks, triggers that cause certain effects, etc, unbelievable how well this was put together... Very Happy Very Happy Very Happy Very Happy Very Happy

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PostPosted: Mon Jun 12, 2006 11:15 am
   Subject: Re: Orb of Dilaaria released!
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Ok, this is getting annoying, I can't shoot straight with the crossbow. Sometimes the arrows fly randomly to 45 degrees left or right, also sometimes when they hit obstacles they change direction almost randomly. I'm using DosBox 0.65. If I could give you more information I would.

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