• Doom Series V2 - Knee Deep in the Thread
    5,000 replies, posted
[img]http://i.imgur.com/j7riOnN.png[/img] PowerslaveEX confirmed for kill. Heartfelt sympathies go out to Kaiser, a true bro who wanted to keep the history of FPSes alive.
[QUOTE=TerminusEst13;47862550][img]http://i.imgur.com/j7riOnN.png[/img] PowerslaveEX confirmed for kill. Heartfelt sympathies go out to Kaiser, a true bro who wanted to keep the history of FPSes alive.[/QUOTE] goddammit why did i put off downloading this anyone got a mirror?
[QUOTE=cdr248;47862622]goddammit why did i put off downloading this anyone got a mirror?[/QUOTE] [URL="https://mega.co.nz/#!A8B0XQLR!i4MwWxIGlBxHD0uTiwZcWSJxDO_sdoTWkI7GIMz4Bsk"]Doomers don't leave Doomers behind.[/URL]
[QUOTE=Doom14;47862729][URL="https://mega.co.nz/#!A8B0XQLR!i4MwWxIGlBxHD0uTiwZcWSJxDO_sdoTWkI7GIMz4Bsk"]Doomers don't leave Doomers behind.[/URL][/QUOTE] Why was it taken down, though? [editline]2nd June 2015[/editline] Would be nice for the dev to give us a reason instead of going "lol nothing happened shut up"
[QUOTE=ZeroTimesCookie;47862973]Would be nice for the dev to give us a reason instead of going "lol nothing happened shut up"[/QUOTE]He simply posted "Have a guess" in one of the blog post comments sections.
[QUOTE=TerminusEst13;47862550][img]http://i.imgur.com/j7riOnN.png[/img] PowerslaveEX confirmed for kill. Heartfelt sympathies go out to Kaiser, a true bro who wanted to keep the history of FPSes alive.[/QUOTE] That sounds eerily like the copyright holder stamped down on them, because I doubt anyone's bringing Powerslave back like Strife Veteran Edition.
[QUOTE=Doom14;47862729][URL="https://mega.co.nz/#!A8B0XQLR!i4MwWxIGlBxHD0uTiwZcWSJxDO_sdoTWkI7GIMz4Bsk"]Doomers don't leave Doomers behind.[/URL][/QUOTE] Thanks man!
[QUOTE=RikohZX;47863021]I doubt anyone's bringing Powerslave back like Strife Veteran Edition.[/QUOTE]Night Dive are apparently trying, but haven't tied down the rights yet. Kaiser has been contracted by Night Dive in the past to do Strife Veteran Edition and the upcoming Turok EX. In short, oops.
[QUOTE=Kegan;47848110]The combat in the first golden souls is a pain in the tits to be quite blunt, grand level design though. The second one improves the combat and gunplay MASSIVELY though[/QUOTE] That's because I learned everything I know about Doom Modding with Golden Souls,I Spent 2 years and a half making it, and now I'm putting everything I learned to good use with Golden Souls 2. I started the project by fixing what people didn't like of the first one (it's also more organized code-wise).If Golden Souls had 18 maps, this one will have at least 32 maps.By the way I'm also working on making a new version of Gs1 that fixes some of the problems starting from the stiff jumping of the player.
If all else fails, I guess I'll make a modder's resource pack of Powerslave like I am doing with Duke. The dream must live on.
[QUOTE=ZeroTimesCookie;47862973] Would be nice for the dev to give us a reason instead of going "lol nothing happened shut up"[/QUOTE] it's quite obvious, isnt it there was another, official remake in progress keiser's work could affect the sales, considering the fact his remake would probably be better then anything the other team could do
Nothing sours me more than following this one mod for Command and Conquer: Zero Hour that was Halo-themed, then it was shut down by copyright drones. A year or two later: [B]Halo Wars! A 360 Halo RTS exclusive.[/B] [t]http://i.imgur.com/sjItI2m.png[/t] RIP
Could someone help me fix my gzdoom? Basically, the gun textures don't draw, and the statusbar texture (the stuff on either side of the main bar) becomes a HoM. Ive tried everything now. I've -wiped my config -reinstalled doom2.wad multiple times -reinstalled the svn build of gzdoom multiple times -checked doom2.wad in slade to see if all the stuff is there (it is) i'm just stumped any ideas would be awesome.
[QUOTE=Mike Tyson;47863983]Could someone help me fix my gzdoom? Basically, the gun textures don't draw, and the statusbar texture (the stuff on either side of the main bar) becomes a HoM. Ive tried everything now. I've -wiped my config -reinstalled doom2.wad multiple times -reinstalled the svn build of gzdoom multiple times -checked doom2.wad in slade to see if all the stuff is there (it is) i'm just stumped any ideas would be awesome.[/QUOTE] You don't have a Skins folder with anything strange in it, do you? If not, get the latest GZDoom version, make a new folder altogether just incase anything strange is going on with the current one. Alternatively did this start happening when you updated your GZDoom?
No skins folder, and no it didnt happen after an update. i started russian overkill and noticed half the guns werent visible and its been happening ever since :/
Well at least you can play yours, mine still crashes and I have no idea whats causing it.
[QUOTE=ZeroTimesCookie;47864200]Well at least you can play yours, mine still crashes and I have no idea whats causing it.[/QUOTE] Did you update recently? The latest SVN of GZDoom was a guaranteed crash for me everytime it loaded a map. I downgraded to g2.1.pre-930-gbaa775b and it works fine again.
It sucks that the likely course of events for a Doom 4 SDK will most likely boil down to "never" Even if the game was amazing that would just suck. Hell I'd even take a Halo Reach-style forge mode where you could construct SP and MP maps over [I]nothing[/I], but even that's probably asking for too much.
I'd fucking take a random mission generator or something so I could keep playing. Anything, just anything, please.
[QUOTE=Doom14;47863699]Nothing sours me more than following this one mod for Command and Conquer: Zero Hour that was Halo-themed, then it was shut down by copyright drones. A year or two later: [B]Halo Wars! A 360 Halo RTS exclusive.[/B] [t]http://i.imgur.com/sjItI2m.png[/t] RIP[/QUOTE] Whoever owns the rights to Powerslave, assuming it isn't Night Dive ready to do an official PC version, better get off their asses and give us a way to play the game legally. I'd even take a PS1 Classic release, something other than them sitting on the IP and issuing C&Ds against people who want to keep the game alive. Powerslave is my favorite shooter and I don't want to go back being to being doomed to obscurity.
Ok, Durrsly my homeboy help me out. I am gonna go play the PC and PSX versions later for research, but it would help if you told me if anything was different about the weapons or monsters right now, if you knew; hell if anyone else knows too. I know they are on different engines, different levels and feel very different, but I am just trying to get an idea if the weapons and monsters are different before I do hours of play-testing and watching vids or whatever autistic shit I do. I cannot promise this week, this month, or next month, but something Power Slave based for Doom will come.
Wasn't there a sort of [url=http://forum.zdoom.org/viewtopic.php?f=19&t=47821]tech demo conversion[/url] a couple months ago to GZDoom?
Oh, well there we go. MY WORK IS DONE THANK YOU. People can still tell me though if they want, because I might sneeky peeky in.
[QUOTE=doommarine23;47865376]Ok, Durrsly my homeboy help me out. I am gonna go play the PC and PSX versions later for research, but it would help if you told me if anything was different about the weapons or monsters right now, if you knew; hell if anyone else knows too. I know they are on different engines, different levels and feel very different, but I am just trying to get an idea if the weapons and monsters are different before I do hours of play-testing and watching vids or whatever autistic shit I do. I cannot promise this week, this month, or next month, but something Power Slave based for Doom will come.[/QUOTE] TBH I haven't played much of the PC version. I've mostly played the PS1 version because I don't like the movement in the PC version. The Wikipedia article for the game actually lists some differences between how the guns behave in the PC version.
[QUOTE=doommarine23;47865553]Oh, well there we go. MY WORK IS DONE THANK YOU. People can still tell me though if they want, because I might sneeky peeky in.[/QUOTE] Well you could try emulating the original pistol animation in Powerslave since the one in the Doom mod/EX are terribly simplified versions.
[QUOTE=Bloodshot12;47864813]It sucks that the likely course of events for a Doom 4 SDK will most likely boil down to "never" Even if the game was amazing that would just suck. Hell I'd even take a Halo Reach-style forge mode where you could construct SP and MP maps over [I]nothing[/I], but even that's probably asking for too much.[/QUOTE] Welcome to BethWorld™, where all content is property of BethWorld™ and may be rented from BethWorld™ at BethWorld™'s sole discretion. Enjoy your stay.
Just beat Doom 3 for myself for once Lol, fun as hell; can't beat breaking open the civilians bodies\ Z-Tec zombies with a flashlight or your fists to hear those hilarious squishy noises, great fun. only complaint i got is the cavern levels towards the end of the game, they REALLY crank out the enemy respawn generator to a whole new level, shit was challenging.
[QUOTE=Xubs;47866544]Does anyone know of any vanilla-style megawads for Doom which recolor enemies or change the existing palette that [I]ARE NOT[/I] Back To Saturn X? I need to test my paletteless version of Smooth Doom before going forward and continuing development, as my project hinges on this whole 'no palettes' thing working absolutely stellar. The paletteless version of Smooth Doom is effectively done as far as I can see, I just need to wrap it up before going forward. I may just make my own palette of a bunch of psychedelic colors to test it. [editline]edit[/editline] [B]ALRIGHT[/B], my paletteless version of Smooth Doom appears to be complete. I think. I hope so. What I did is, the sprites of absolutely anything that was 'smoothed' have all been converted to PNG. This is not all I have done. I have removed all usages of palette-based translations in the DECORATE scripts, instead directly recoloring these sprites through SLADE and making new sprites. All original Doom sprites used by Smooth Doom which are used by objects unaltered have been included in the wad for consistency. FOR INSTANCE, there are some frames of the Chaingunner's attack which use the default, unsmoothed frames from regular Doom. I have merged the frames from default Doom and converted them to PNG. This is so that wads which change the palette [I]cannot[/I] recolor certain frames over others, and it maintains consistency. NOT all Doom sprites have been converted to .pngs. Objects touched by Smooth Doom which used default frames have been converted to .pngs, however objects completely untouched by Smooth Doom's reanimations (such as the two Tech Lamps) have not been altered. This is under the assumption that the wad you are playing with that has a custom palette has altered these sprites in advance. This version of Smooth Doom is intended to be playable with wads such as Back To Saturn X with little to no palette incompatibility such as off-colored frames. This will, however, mean that color changes presented to the monsters in BTSX and similar wads (such as the cacodemons having BTSX's signature neon blue insides instead of the pure blue from default Doom) WILL NOT TAKE EFFECT. However, the colors of sprites which ARE affected by Smooth Doom will remain consistent. This improves the graphical quality and makes these wads much more playable with Smooth Doom without graphical error. There are also a few miscellaneous fixes here and there -- the fancy torch odd colored pixels were fixed, and I merged any sprites from the Sprite Fixing Project where applicable (Smooth Doom's sprites are based on the Sprite Fixing Project, but a few sprites are missing and use the default Doom ones, meaning that if you did not have Sprfix15.wad there would be slight inconsistencies and what was and was not fixed, I merged them to rectify this where I could.) I may release this wad. It depends if Gifty (the author of Smooth Doom) will let me. However, I'm going to put this project to rest and begin my next project soon: PaletteDoom, which will expand this concept and allow you to customize the look and feel of Smooth Doom even further. Again, it depends if Gifty is okay with it. If he is, I will release this version and continue my fork as PaletteDoom.[/QUOTE] Maybe that Mayan Mishap set or whatever it was called? I think it had some resprites/recolors. I think Eternal had stuff like green imps as well.
Going Down's music keeps getting stuck in my head. Fair warning to anyone who tries to play that in one sitting.
[video=youtube;wWESiLE9VvI]http://www.youtube.com/watch?v=wWESiLE9VvI[/video] I'm making a second character for DemonSteele. Coming along fairly well.
Sorry, you need to Log In to post a reply to this thread.