• Doom Series V2 - Knee Deep in the Thread
    5,000 replies, posted
[QUOTE=ZeroTimesCookie;46868153]basically that riot police mod (not Terrorists!, it was a terry WAD) or something? except not made by an immature foreign 12 year old?[/QUOTE] Actually it's a set of weapons suggested by people from various anonymous (and not anonymous) dudes from /vr/, a few weapons I'm thinking about letting other people offer a suggestion. That shotgun you see there has already been tweaked a little, it USED to require manual pumps between shots but really that could get grating after awhile, especially with something like the shotgun, a Doom staple. Altfire will lash out with that pipe you see there, which I'll be making it cause nasty knockback, and ping projectiles away. That being said, another law enforcement themed mod would be rad as hell.
The Trailerblazer ([url]http://forum.zdoom.org/viewtopic.php?f=19&t=47494[/url]) came out recently. It's been in development for awhile and it's pretty awesome to play. It's very fast with hard hitting, accurate weapons, so unless you're playing a hard mapset you're going to need some tougher monsters for it to balance out. Luckily it just uses vanilla monsters, so you can swap them out for most things; SmoothDoom monsters, Helsturm monsters, whatever you feel like using as long as it doesn't mess with weapons. [url]http://www.youtube.com/watch?v=y4EXwSff-AE[/url]
I'm in love with the Trailblazer's machete and the dual shofield revolvers, it's a great looking mod too
Yeah, it reminds me a lot of Accessories to Murder, but it's more fun to play.
Just played around with it, is there any way to turn of the dashing? Because the only use I found for it so far is launching myself of ledges to my death
Aww yiss I finally got Strife and Hexen working on my GCW-Zero. Now I can cross "open world game" off the checklist of games I need for this system.
[QUOTE=gufu;46866839]Also, anyone who mods doom sure if there is anything special has to be done to make ASC scripts map-independent?[/QUOTE] Define the .acs file as a [URL="http://zdoom.org/wiki/Libraries"]library[/URL] and you should be able to call any script from any map.
[QUOTE=Xubs;46883602]oh I didn't even know about Trailblazer, it... kinda looks like a wad I've been developing for awhile. Welp, back to the drawing board.[/QUOTE] Show us, or tell us about it. Just because something has been done before, shouldn't stop you from creating stuff.
I'd be happy with more mods like Trailblazer. Demonsteele is a bit too anime-ish for me, so Trailblazer fills that crazy niche well for me.
[QUOTE=Kegan;46887919]Show us, or tell us about it. Just because something has been done before, shouldn't stop you from creating stuff.[/QUOTE] Yeah, let me be blunt, Xubs. Make what you want to make, because its what you want, for whatever that reason is. Millions of people will make millions of things, and they will always be similar to each other, but its the nuances and human soul we give our projects that determine their uniqueness. Look at the greatest artists of our time, many of their works were directly inspired by real events or objects around them. Do you really think Doom is unique? It is, sure; but at the same time its not. Its just a dude shooting shit like Wolfenstein. But its the unique soul and spirit put in by everyone on board that defined it as something special. Its what they did with that inspiration and concepts and molded it into something they wanted. Whether its to entertain yourself, friends, a community, or to just do it for the sake of it, do it because of your reasons and yourself.
[QUOTE=Xubs;46883602]oh I didn't even know about Trailblazer, it... kinda looks like a wad I've been developing for awhile. Welp, back to the drawing board.[/QUOTE] it has...guns and over the top action? that's like half the Doom weapon mods buddy [editline]9th January 2015[/editline] basically ^
Added bonus for Trailblazer, it works fine in both Hexen and Heretic as well.
[QUOTE=Ghost101;46889133]Added bonus for Trailblazer, it works fine in both Hexen and Heretic as well.[/QUOTE] Are you sure it works in Hexen? I tried it and I couldn't get any more ammo for my pistol, nor any new weaponry.
[QUOTE=Starlight 456;46889450]Are you sure it works in Hexen? I tried it and I couldn't get any more ammo for my pistol, nor any new weaponry.[/QUOTE] As far as I can tell, the player automatically stands-in for the Mage's position and has to use magic drops for ammo. Which means you'll be using the knife a lot.
[QUOTE=RikohZX;46889464]As far as I can tell, the player automatically stands-in for the Mage's position and has to use magic drops for ammo. Which means you'll be using the knife a lot.[/QUOTE] I didn't even find any magic pickups, they didn't spawn for me.
[QUOTE=Starlight 456;46889520]I didn't even find any magic pickups, they didn't spawn for me.[/QUOTE] It should spawn, it's just the first pickups you find are near the first portal of the first hub area. But in the current version of Trailblazer, it looks like they forgot to bind the Pistol to the magic ammunition properly. v:v:v
[QUOTE=Starlight 456;46889520]I didn't even find any magic pickups, they didn't spawn for me.[/QUOTE] The pistol is broken right now, I think; it's still using its old ammo type. Shotguns worked fine for me as they just used blue mana instead of shells. I think the Frozen Shards spell is supposed to be something else, but they're going to fix that. The machete was easily powerful enough to last me till I got the shotgun, and I haven't run out of ammo for it yet since it drops most enemies in a shot or two. And your mod sounds fun, Xubs, you should keep working on it. GoW has some great sounds and very satisfying to use weaponry so all the better if it's based off that.
[QUOTE=Xubs;46889612] [B]If anything, it's just a motivator to add in my weirder elements like the possibility of Bioshock-like magic or a vending machine where you can buy stuff. [/B] [/QUOTE] THERE. RIGHT THERE. That's it. Don't get discouraged, get motivated to make this [B]your[/B] mod. Also in other news, say hello to the Red Wyvern, he's gonna be replacing the Cacodemon soon in GMOTA [IMG]http://i.imgur.com/P1xqlIK.png[/IMG]
[QUOTE=TheRealRudy;46890203]Also, I've been playing Doom with Brutal Doom alot lately, can anyone recomend me any wads that are fun with Brutal Doom?[/QUOTE] Use NashGore instead.
[QUOTE=TheRealRudy;46890203]So, does anyone know anything more about the new Doom game? I seriously look forward too that, was it's really been a while since the last real Doom game (Doom 3 BFG edition was just Doom 3, but then optimized). Also, I've been playing Doom with Brutal Doom alot lately, can anyone recomend me any wads that are fun with Brutal Doom?[/QUOTE] Brutal Doom usually doesn't play nice with most other gameplay mods, so I suggest getting yourself some mapsets and tear shit up that way. I personally recommend Scythe 1 and 2, though brace yourself because both go apeshit crazy past the halfway mark. Vanguard is also fun, but it gets hard quickly too.
Xubs. You could possibly look into a_spawnitemex
[QUOTE=TheRealRudy;46890707]This isn't about the creator of the mod right? Because I don't give a shit if he's a neonazi or not, I judge my games/mods on their content, not on their creator, and I really like Brutal Doom. I know the creator is a piece of shit, but so is Phil Fish, and I really like Fez aswell.[/QUOTE] Fair enough. Pretty much any WAD that only changes levels will work well with Brutal Doom. As for gameplay mods, I can't think of many, considering how BD changes weapon, monster, and lighting behavior. I'm pretty sure there was a stripped down version with only the gore effect released, so there's that.
[vid]https://dl.dropboxusercontent.com/u/8380892/WEbms/here%20there%20be%20dragons.webm[/vid] Working on them Wyverns
Question about the DOOM engine: Is it possible to have high-fps sprites in DOOM? I'm aware that there's a mod called smoothdoom but going even further?
[QUOTE=Gm10man;46897289]Question about the DOOM engine: Is it possible to have high-fps sprites in DOOM? Such as attempting to make things look smoothier? Might try it if it's possible, but just wondering about it right now.[/QUOTE] [url]http://forum.zdoom.org/viewtopic.php?f=19&t=45550[/url] no
[QUOTE=ZeroTimesCookie;46897292][url]http://forum.zdoom.org/viewtopic.php?f=19&t=45550[/url] no[/QUOTE] He already said he is aware of smoothdoom? [editline]10th January 2015[/editline] [QUOTE=Gm10man;46897289]Question about the DOOM engine: Is it possible to have high-fps sprites in DOOM? I'm aware that there's a mod called smoothdoom but going even further?[/QUOTE] I guess its possible, I don't know a lot of fancy engine spec; but what would be this "high fps" you state? As Smooth Doom has a lot of frames of animation.
[QUOTE=doommarine23;46897331]He already said he is aware of smoothdoom?[/QUOTE] I managed to edit my post after he posted. [editline]10th January 2015[/editline] Somewhat 30-60fps?
In all seriousness, yes you can, judging from that SmoothDoom mod. It'll obviously require a modern sourceport.
[QUOTE=Gm10man;46897336]I managed to edit my post after he posted. [editline]10th January 2015[/editline] Somewhat 30-60fps?[/QUOTE] [B]​TL:DR Yes[/B] Well, I guess it depends. Just like with a 3D engine with skeletal animation, the more frames = smoother movements, but more frames also = longer animations. I am unsure how SmoothDoom got away with it, but I speculate because the original animations had so few frames for the time-span they took, so adding more did not add more time to them. I don't know if there is any kind of frame-limit, for how many frames you can have in an actor's state. I'd imagine there must be one, but it is probably incredibly high. So yeah, I guess you can have faster animations, just make more individual frames and in the code, draw them for less time/tics. I never seen you around so I apologize for this in-depth explanation if you knew all this. The only limit to my knowledge is that the Doom engine runs at 35fps which is interpolated to 60 in Z/GZDoom. I am unsure how true this is however, but it pretty much means that the amount that a frame takes is calculated at 1/35tics to my knowledge. But, I don't think it really matters.
Most Monster/Player Decoration definitions can be shortened in half, doubling the animation frames. [editline]11th January 2015[/editline] Looking at ZombieMan (Generic Shooty Zombie): [QUOTE]See: POSS AABBCCDD 4 A_Chase Loop Missile: POSS E 10 A_FaceTarget POSS F 8 A_PosAttack POSS E 8 Goto See[/QUOTE] You can probably do much better with See, and Missile entry is ripe for adding more frames.
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