[QUOTE=ZeroTimesCookie;45454260][URL="http://forum.zdoom.org/viewtopic.php?f=19&t=45060"]Doom Ambient Pack[/URL]
Replaces all of the music with total ambience. No kick-ass metal, just water drips, computer drones, and that noise that pipes make when they're really rusty.[/QUOTE]
Combine this with [url=http://forum.zdoom.org/viewtopic.php?f=19&t=46174]Sneaky Doom[/url]'s dark_doom.pk3 and the PSX sound effects and you get a very PSX-esque atmosphere that supports other wads ([url=http://zorasoft.net/doom.html]QuakeStyleZX[/url] goes extremely well with this combination). I would also recommend some sort of [url=http://forum.zdoom.org/viewtopic.php?f=19&t=29792]brightmap[/url] [url=http://www.realm667.com/index.php/sfx-shoppe-mainmenu-139/1077-iwad-brightmaps]mod[/url], just so you can actually see the enemies.
Can anyone suggest any other games or mods for games that have a similar style of MSX? I really love the blend of Crysis/halo weapons, health and suit powers with the very fast, enemy swarm gameplay of doom
Looks like somebody is making a really gory mod for quake
[url]http://quakeone.com/forums/quake-mod-releases/works-progress/10513-riftquake-2.html[/url]
[video=youtube;eEPwGh7Jk6Y]http://www.youtube.com/watch?v=eEPwGh7Jk6Y[/video]
[t]http://i.imgur.com/W6y5SoE.jpg[/t]
[t]http://i.imgur.com/BBymzR8.jpg[/t]
[QUOTE=Mysterious;45459487]Really the only sound from the only weapon sound I liked from the final Doom 3 release was the plasma rifle, and even that could've been better.[/QUOTE]
Really? I found the plasma rifle sound fairly generic IMO. The weapon feels way better if you replace that sound with a hires version of the classic sound.
I like the reload sound though
EDIT:
Damn, it's like the fallout 1/2 plasma weapons
[video=youtube;eoww2MI4vUg]http://www.youtube.com/watch?v=eoww2MI4vUg&list=UUlWqzi33S5Csv1kmZaTupbg&index=4[/video]
[QUOTE=Bloodshot12;45467741]Looks like somebody is making a really gory mod for quake
(Brutal Quake stuff)[/QUOTE]
Hmn, I like the gore, but I hope there's some way to play the original maps with it. I'd rather it just be like brutal Doom where it's a gameplay mod and you use your own maps.
It is?
I mean it's not just an enhanced quake mod but as long as you play ID1/Custom quake maps for vanilla quake it'd work fine.
You could even play maps from other mods to varying degrees of success depending on their reliance on custom entities/monsters.
Is there a way I can modify Project MSX to work with my monitor? I have a weird resolution (1680x945) and I get a message saying (invalid resolution - blah blah blah) when I get hit
Tried using SLADE, but Jesus I don't even know what to do
[QUOTE=RockmanYoshi;45468944]Is there a way I can modify Project MSX to work with my monitor? I have a weird resolution (1680x945) and I get a message saying (invalid resolution - blah blah blah) when I get hit
Tried using SLADE, but Jesus I don't even know what to do[/QUOTE]
Try just playing in a 'regular' sized window, most doom huds and stuff are meant for lower res anyway and look better when you don't stretch 'em out
I favor 1024x576 (which is a weird res, but the ratio's 16:9 so it works fine) and MSX works fine for me:
[img]http://puu.sh/amITb/4dd943d104.jpg[/img]
note that I use GZDoom, also older mods might not look so good in 16:9 but changing the res is just a click away and when you're playing in a window you won't have to bother with the game stretching and looking wonky
[editline]22nd July 2014[/editline]
thanks for reminding me to play it again, by the way! forgot how super fun it was
[QUOTE=M.Ciaster;45469185]Try just playing in a 'regular' sized window[/QUOTE]
Does windowed mode properly lock your cursor? I dunno why I haven't thought to try that before but fullscreen is annoying on a multimonitor setup because it doesn't lock the cursor. (At least on Skulltag/Zandronum, since that's based off GZDoom and really only modifies multiplayer I'd assume GZDoom is the same.)
[QUOTE=Alice3173;45469270]Does windowed mode properly lock your cursor? I dunno why I haven't thought to try that before but fullscreen is annoying on a multimonitor setup because it doesn't lock the cursor. (At least on Skulltag/Zandronum, since that's based off GZDoom and really only modifies multiplayer I'd assume GZDoom is the same.)[/QUOTE]
Never actually paid any attention to it, but I just checked and menus don't lock the cursor, but the gameplay does
pretty sure it shouldn't be that much of a problem even on a multimonitor setup 'cause you won't be spending a lot of your time in the menu + you're way less likely to wildly wave your cursor about when in the menu :v:
also Skulltag's based on a super old version of (GZ)Doom and lacks a lot of its features, that's what I heard at least?
[QUOTE=M.Ciaster;45469185]Try just playing in a 'regular' sized window, most doom huds and stuff are meant for lower res anyway and look better when you don't stretch 'em out
I favor 1024x576 (which is a weird res, but the ratio's 16:9 so it works fine) and MSX works fine for me:
[img]http://puu.sh/amITb/4dd943d104.jpg[/img]
note that I use GZDoom, also older mods might not look so good in 16:9 but changing the res is just a click away and when you're playing in a window you won't have to bother with the game stretching and looking wonky
[editline]22nd July 2014[/editline]
thanks for reminding me to play it again, by the way! forgot how super fun it was[/QUOTE]
Thanks, I owe you one. I didn't think to go windowed (although I did try changing to a different resolution on fullscreen and I couldn't stand it)
Zandronum community can be toxic at times.
in what way?
i use doomworld and zdoom forums, so
[QUOTE=M.Ciaster;45469302]also Skulltag's based on a super old version of (GZ)Doom and lacks a lot of its features, that's what I heard at least?[/QUOTE]
It's normally a version or two behind the current version of GZDoom. To update their base they have to ensure their changes are compatible so it can take awhile.
And not binding the mouse on menus is a good thing in my opinion. It's kinda dumb to pause a windowed game and still have to alt+tab out of it. (Plus on menus you can clearly see your cursor while in the game you kinda can't.)
-snip, failed automerge-
[QUOTE=riki2cool;45469342]Zandronum community can be toxic at times.[/QUOTE]
I'm kind of getting tired of all the MM8BDM servers out there.
I mean, some are great but now most of them are either Justified Classes or that one Jumpmaze ripoff
[QUOTE=riki2cool;45469342]Zandronum community can be toxic at times.[/QUOTE]
ZDaemon just might be worse.
By the way, I just tried HDoom and... it wasn't what I was expecting
[sp]I like it[/sp]
[QUOTE=RockmanYoshi;45469363]I'm kind of getting tired of all the MM8BDM servers out there.
I mean, some are great but now most of them are either Justified Classes or that one Jumpmaze ripoff[/QUOTE]
The guy who made the Donkey Kong Country and Mortal Kombat 3 mods for Doom started dabbling in remaking the gameplay of Mega Man X, and one of the first suggestions people made was mixing it with MM8BDM. Needless to say, people weren't happy with that one person just popping in to suggest it.
[QUOTE=RockmanYoshi;45469339]Thanks, I owe you one. I didn't think to go windowed (although I did try changing to a different resolution on fullscreen and I couldn't stand it)[/QUOTE]
yeah I hardly ever play windowed but some games just don't work well in fullscreen at all (old ones, mostly - shit looks terrible when stretched out)
and no prob, yo
[QUOTE=Alice3173;45469353]It's normally a version or two behind the current version of GZDoom. To update their base they have to ensure their changes are compatible so it can take awhile.
And not binding the mouse on menus is a good thing in my opinion. It's kinda dumb to pause a windowed game and still have to alt+tab out of it. (Plus on menus you can clearly see your cursor while in the game you kinda can't.)[/QUOTE]
yeah, it's totally a good thing, but like you mentioned I can imagine it being a total bitch when rolling on fullscreen with a multimonitor setup
didn't know that about skulltag/zandrononononum either, guess someone somewhere misled me or something!
[QUOTE=ZeroTimesCookie;45469405]ZDaemon just might be worse.[/QUOTE]
It's been over 7 years since I played that. It was my first time playing doom online. I joined a rocket jump server and thought "wow this is shit." Then I started using skulltag. The end.
[QUOTE=Wulfram;45465161]Can anyone suggest any other games or mods for games that have a similar style of MSX? I really love the blend of Crysis/halo weapons, health and suit powers with the very fast, enemy swarm gameplay of doom[/QUOTE]
I can't really think of anything that's similar in all aspects, but X-Weapon ([url]http://forum.zdoom.org/viewtopic.php?t=37254[/url]) is kind of cool for the weapon and enemy variety. The closest I can think of that really changes things would probably be the Predator mod: [url]http://forum.zdoom.org/viewtopic.php?f=19&t=45192&sid=c380da6ac79b25ffe52db9667871115a[/url]. I also recommend QuakeStyle for a great somewhat vanilla wad with lots of weapons and enemies.
[url]https://www.youtube.com/watch?feature=player_embedded&v=FLwK3y-8_4c[/url]
EDIT:
Oh and one other I just remembered: The Guncaster, which is playable in all IWADs. ([url]http://forum.zdoom.org/viewtopic.php?t=37066[/url])
[url]https://www.youtube.com/watch?feature=player_embedded&v=Hwu0peifvuw[/url]
Sorry, can't remember how to fix this so it embeds correctly.
In my opinion the low point is playing as a DeviantArt-tier dragon, but the rest of the features are great. Flying, spells, good gun variety, a shop to buy various upgrades and items.
Small update for RiftQuake with weapon models/descriptions
[url]http://quakeone.com/forums/quake-mod-releases/works-progress/10513-riftquake-29.html#post149124[/url]
[QUOTE]Time for an update on the arsenal so far. A few of these you've seen, but are finalized in all aspects. Also, I've included the descriptions from my working game manual (yes, manual...no one likes to read READMEs so it's gonna be a PDF with pictures that us dumb Quakers can read :lol:).
[B]1)Combat Axe:[/B] Standard issue old-school weaponry for all Slipgate Rangers. This is your last resort when all other ammo runs dry and you find yourself cornered in some dim-lit god-forsaken place that's crawling wall to wall with the undead. It's gotten you out of tight spots before, and likely will again...but don't put too much faith in that.
Pros: Deals a massive amount of damage if you're tough enough to get up close and personal.
Cons: Using it probably means you're out of ammo.
Capacity: N/A
Alt Function: N/A
[B]2)'Stinger' Assault Rifle: [/B] The MD86 .300 BLK Assault Rifle, aptly named the 'Stinger', is a fully-automatic standard issue assault rifle. Tried and tested, aged but reliable, it will not let you down when the combat situation calls for sheer volume of bullets. It's a pretty hardy weapon against soft-bodied combatants that can feel pain, but larger beasts and the undead will shrug off the comparatively small .300 Blackout rounds. Note that firing in full-auto significantly reduces the accuracy of the rifle. The longer you hold the trigger, the worse it gets. Firing in short, controlled bursts will give this firearm a respectable range. Lastly, recent upgrades include an MD GLX4 'Smart' Laser. The laser projects a conical beam, making it pin-point accurate up close but easily viewable from afar. It is normally bright red in color, but turns a light yellow when an enemy is traced. Great for scanning dark rooms for lurking predators without drawing attention.
Pros: Incredible rate of fire and reservoir magazines.
Cons: Limited range and terrible recoil in full-auto, and doesn't handle large enemies well.
Capacity: 60 per mag, 360 total.
Alt Function: Smart laser with unlimited use.
[IMG]http://i.imgur.com/YPxN13K.png[/IMG]
[B]3)'Condor' Shotgun:[/B] The MD2 8-gauge Shotgun is as rugged and mean as the North American raptor it was named after. Featuring a full bodied polymer case, reinforced pump mechanism, and fully-enclosed barrel, it is basically bullet-proof and will be your best friend in every dismally dark hallway you traverse. It will shred any ugly son of a bitch in your way and leave a path of soggy, dripping gibs behind you. Firing a large 8-gauge 3-1/2" magnum buckshot shell, it's perfect for close-quarter combat in tight spaces, but almost useless at medium to long ranges. The built-in flashlight is blindinly bright and has an incredible range, but it seems to be the weak point of the weapon; field use leaves most of them shaky. Although the flashlight will light your way in the darkest of places, it will also alert any enemies that see the light to your presence, so keep that in mind.
Pros: The most powerful close-quarter combat weapon in the arsenal.
Cons: Limited range and slow rate of fire.
Capacity: 8 per mag, 64 total.
Alt Function: Ultra-high beam flashlight with unlimited use.
[IMG]http://i.imgur.com/xe4FGm8.png[/IMG]
[B]4)'Tenderizer' Flak Cannon:[/B] In a research effort to develop and deploy low-maintenance, non-lead based weapons with zero muzzle-flash, the United States Army recently contracted Fuller-Lathron Defense Technologies to produce such a firearm. One of many results is the FLT2 Flak Cannon, creatively dubbed the 'Tenderizer' by the ground-pounders equipped with it. Although still a prototype in its early stages of development, the Flak Cannon has already proven itself a reliable and deadly weapon when situations get messy. Firing 8 rounds of flak (a glorified nail) per shot, it can quickly fill a tight area with lethal projectiles given its respectable rate of fire. Instead of primer charges, the flak is launched via 8 high-tension springs, and auto-loads the next set of 8 self-indexing projectiles. In short, it's bulky and cumbersome, but is worth its weight in function. Keep in mind that launched flak has a tendency to ricochet and can turn against you in a hurry, but you can use this to your advantage to damage targets around corners.
Pros: High rate of fire, sheer volume of projectiles, and no reloading to boot.
Cons: Eats ammo like popcorn and fired flak can harm the attacker as much as the target.
Capacity: 512 total.
Alt Function: Rapid Fire mode. Flak nails are fired one at a time and are more accurate.
[IMG]http://i.imgur.com/otiguKh.png[/IMG]
[B]5)'Kodiak' Sniper Rifle:[/B] Hands-down the most lethal weapon in the entire arsenal, Grizzly Defense Arms prides itself for the Army's adoption of it's state-of-the-art big-game hunting rifle, named the 'Kodiak' after Earth's largest brown bear. The GZD48 fires a fearsome .50 BMG round with enough force to take down the largest of game animals on recently terraformed worlds. Imagine what it will do to the other-worldly scum you're about to go toe-to-toe with. There is no distance outside of its range, and it will pass through anything that isn't solid wall. See how many baddies you can line up and gib in one shot. Although it doesn't have the tactical look of other comparative military sniper rifles, it has earned its place with the best.
Pros: Nothing stops it, nothing can run from it.
Cons: It's a manual loading rifle, meaning a lengthy reload after each shot.
Capacity: 1 per shot, 16 total.
Alt Function: High-powered scope with four range settings.
[IMG]http://i.imgur.com/DIqGGiE.png[/IMG]
[B]6)'SlugPuppy' Grenade Launcher:[/B] If mishandled, the S10 25mm 'SlugPuppy' Grenade Launcher can be as deadly to its owner as to the target it's fired upon. That being said, nothing makes an enemy combatant scurry towards cover like a hail of highly bounceable grenades. The 'SlugPuppy' (often called the 'Pup') fires unique "Smart Grenades" that can be armed as conventional grenades or as proximity (proxy) grenades with the flick of a switch. By default, grenades are launched at a high velocity and, upon contact with a solid object, initiate a 1 second detonation timer. They deal blunt force damage to enemies when struck. Conventional grenades glow red in color. Proxy grenades launch at roughly half the normal velocity (to prevent pre-mature detonaton upon contact), glow blue in color, and stick to any solid surface. Any enemy in motion close enough will set off the grenade. Additionally, proxy grenades detonate automatically upon contact with an enemy while still airborne. The action of the Pup features a highly magnetic bore which aids the user in quick reloads after each shot by guiding the rubber-coated mild steel 25mm shells in.
Pros: Creates a lethal environment with highly erratic grenades and proximity mines for your enemies.
Cons: Said lethal environment probably includes you as an occupant. Take care how you use the Pup.
Capacity: 1 per shot, 48 total.
Alt Function: Proximity (proxy) grenades.
[IMG]http://i.imgur.com/6I3JgHv.png[/IMG]
[B]7)'Ragnarok' Rocket Launcher:[/B] Named after Norse mythology's apocalyptic event, the S9C 32mm "Ragnarok" Rocket Launcher may not bring about the end of the world for all, but it certainly will for your target. Firing a highly explosive 32mm shell at a respectable velocity with incredible range and accuracy, it makes the user a force to be reckoned with. Upon launch, fired rockets deploy four spring-loaded fins that keep their trajectory true, even underwater. Contact with any solid surface will induce detonation. The 'Ragnarok' features the same magnetic bore as it's 'SlugPuppy' brother, meaning quick and easy reloads after each fired shot. Also like the 'SlugPuppy', it is incredibly dangerous in close quarter combat. That 'DANGER' sticker isn't on the firearm for aesthetics. It's Alt Function re-programs the fired rocket to detonate as a scatter bomb upon impact that will deal less initial damage to large enemies, but is great for dealing splash-damage to lots of small ones.
Pros: Accurate and deadly.
Cons: Somewhat slow rate of fire, dangerous to the user up-close.
Capacity: 1 per shot, 48 total.
Alt Function: ScatterBomb detonation
[IMG]http://i.imgur.com/bLPoBKg.png[/IMG]
[IMG]http://i.imgur.com/hGNArZj.png[/IMG]
============================
Hopefully that will keep everyone tied over till the next update, which could be awhile. The Combat Axe is a dressed up (poly and texture) version of CapnBub's axe on his Ranger model, which I am using as one of the playable characters (outstanding work on that model, I aim to do it justice). The remainder of the weapons to be made are:
* 'ForceShot' Kinetic Booster (knocks enemies back and deals decent damage)
* 'HellBringer' Flamethrower
* Rift Rifle (with a deadly charge shot...think Spartan Laser from Halo3)
* Rift Phaser (full-auto)
* Rift Disruptor (breaks organic molecular bonds...this is the melting death gun :evil: )
* Rift Launcher (gruesome bone-crunching black hole)
* Rift Shotgun (only Rift energy, not lead pellets)
* possibly Bloodshot's double-barreled shotgun :)[/QUOTE]
[QUOTE=ZeroTimesCookie;45469405]ZDaemon just might be worse.[/QUOTE]
I can vouch for this. The first time I played Doom online was with ZDaemon and everything went smoothly until an Italian guy joined. For some reason, he really, really wanted to educate me and my friend on how to say 'burp' in Italian. It was funny at first, but it quickly became horrifying when he forced himself to burp into the mic until he puked.
[QUOTE=Mike Tyson;45483208]doomguy is actually bob ross[/QUOTE]
so doomguy is an ASMR master? Cool.
[QUOTE=Lyokanthrope;45483522]so doomguy is an ASMR master? Cool.[/QUOTE]
yeah man, have you played [url=http://www.doomworld.com/idgames/?file=sounds/rossdoom.zip]ROSSDOOM.WAD[/url]? perfect ASMR.
brb making Ross Doom Aniversary
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