[QUOTE=Metaru;45781577]i was thinking something along the lines of wads that uses only human enemies, rather than the entire bulk of the doom bestiary.
you know, something wrere you'd need to mow down dozens of them per level. i imagined it would work as some sort of prequel to the doom games and such.[/QUOTE]
You could try [url="http://forum.zdoom.org/viewtopic.php?t=29815"]Nazis![/url], [url="http://forum.zdoom.org/viewtopic.php?f=19&t=33330"]Terrorists[/url] or [url="http://forum.zdoom.org/viewtopic.php?f=19&t=14707"]WWHC Diaz[/url] (can you tell that I really like wildweasel's stuff? :v:)
Nazis and Diaz have some non-human enemies but the bulk of them is focused on fighting humans, and Terrorists is 90s action movie: the FPS
So, how about some CONTENT?! This is a really rough video but its just to show off the new sounds, they are still not really finished. Too much distortion or echos.
[I]HD Doom audio provided by Per Kristian, used as a base and with credit.[/I]
[B]This MAP/WAD is NOT made by me and is simply a TEST of the EAX features in GZ/ZDoom.[/B]
[video=youtube;iYQFjYSuDos]http://www.youtube.com/watch?v=iYQFjYSuDos[/video]
Shown:
Pistol's Firing Animation which is buttery smooth
Pistol's Melee Animation and Sounds (briefly)
Shotgun's Firing and various pump sounds
Double Barrel's firing sound (a "double shot" sound does not exist yet)
QnA
Q: Will you make it so the gun moves as you fire/reload
A: Yes unless its not possible.
Q: Will everything have new audio
A: Yes and variational sounds as well for an ultimate experience.
[QUOTE=doommarine23;45791250]So, how about some CONTENT?! This is a really rough video but its just to show off the new sounds, they are still not really finished. Too much distortion or echos.
[I]HD Doom audio provided by Per Kristian, used as a base and with credit.[/I]
[B]This MAP/WAD is NOT made by me and is simply a TEST of the EAX features in GZ/ZDoom.[/B]
[video=youtube;iYQFjYSuDos]http://www.youtube.com/watch?v=iYQFjYSuDos[/video]
Shown:
Pistol's Firing Animation which is buttery smooth
Pistol's Melee Animation and Sounds (briefly)
Shotgun's Firing and various pump sounds
Double Barrel's firing sound (a "double shot" sound does not exist yet)
QnA
Q: Will you make it so the gun moves as you fire/reload
A: Yes unless its not possible.
Q: Will everything have new audio
A: Yes and variational sounds as well for an ultimate experience.[/QUOTE]
I notice that when the double shotgun fires one shell, two muzzle flares are still on the end. And the echo in the section with the green grass sounds like too much effect. But it's really good, though.
[QUOTE=Starlight 456;45791339]I notice that when the double shotgun fires one shell, two muzzle flares are still on the end. And the echo in the section with the green grass sounds like too much effect. But it's really good, though.[/QUOTE]
double muzzle flares is just cause the weapon isn't done. Pretty much everything I show you guys is never really finished; I just made this for a friend (the video) and thought "hey FP deserves to see this". Someday I promise to have a video all about the finished weapons, but that is sadly a long way off.
As noted too, for the "green grass sounds" these are example presets, none of them are mine and none will be in the mod (unless they fit). They're simply showing what ZDoom's audio system can do.
Thank you though for the comment.
[QUOTE=Cryomundus;45762396]Oh thank god, I hate chaingunners.
Lord Blaz still needs a hitscan-attack attack tho, there's some switches that his projectiles are too large to be able to hit.[/QUOTE]
dont you dare talk shit about my beloved chaingunners
[editline]25th August 2014[/editline]
seriously, chaingunners are such a good fodder enemy. you cant ignore them or they destroy you, making a really cool dynamic if paired with a powerful enemy
[QUOTE=Mike Tyson;45791405]dont you dare talk shit about my beloved chaingunners[/QUOTE]
Chaingunners will be upgraded in full force.
You will probably hate them.
[QUOTE=doommarine23;45791454]Chaingunners will be upgraded in full force.
You will probably hate them.[/QUOTE]
i cannot hate chaingunners ever
you could have like 5000 chaingunners with no cover and id still find a way to make it an entertaining encounter
I can acknowledge that they're good enemies from a mapper standpoint, since they do force you to deal with them, thus giving you a bit more control over the player. But from a player standpoint I hate them for that.
[QUOTE=Mike Tyson;45791405]dont you dare talk shit about my beloved chaingunners
[editline]25th August 2014[/editline]
seriously, chaingunners are such a good fodder enemy. you cant ignore them or they destroy you, making a really cool dynamic if paired with a powerful enemy[/QUOTE]
Chaingunners are responsible for about 80% of my Doom deaths strung about vanilla gameplay and mods. Usually because one of them manages to snipe my ass across the map as I'm fleeing from a horde of monsters.
They are very unpleasant.
[video=youtube;OlAEuH3tyH0]http://www.youtube.com/watch?v=OlAEuH3tyH0[/video]
New one.
[QUOTE=doommarine23;45791250]
[video=youtube;iYQFjYSuDos]http://www.youtube.com/watch?v=iYQFjYSuDos[/video][/QUOTE]
You know what's been bugging me a lot? The fact that Doomguy has 2 left hands when reloading the SSG.
[editline]9/11[/editline]
Actually wait. He supposedly lets go of the grip before he puts the shells in with his left hand, but it switches in just 1 frame so it looks incredibly unnatural.
[QUOTE=doommarine23;45791250]So, how about some CONTENT?! This is a really rough video but its just to show off the new sounds, they are still not really finished. Too much distortion or echos.
[I]HD Doom audio provided by Per Kristian, used as a base and with credit.[/I]
[B]This MAP/WAD is NOT made by me and is simply a TEST of the EAX features in GZ/ZDoom.[/B]
[video=youtube;iYQFjYSuDos]http://www.youtube.com/watch?v=iYQFjYSuDos[/video]
Shown:
Pistol's Firing Animation which is buttery smooth
Pistol's Melee Animation and Sounds (briefly)
Shotgun's Firing and various pump sounds
Double Barrel's firing sound (a "double shot" sound does not exist yet)
QnA
Q: Will you make it so the gun moves as you fire/reload
A: Yes unless its not possible.
Q: Will everything have new audio
A: Yes and variational sounds as well for an ultimate experience.[/QUOTE]
That is pretty rad.
I know this wouldn't apply to vanilla maps, but for underwater could you possibly have it done like Duke3D where the sound gets down pitched? I know its not totally realistic but it sounded so fucking cool in Duke3D.
[QUOTE=Bloodshot12;45799365]That is pretty rad.
I know this wouldn't apply to vanilla maps, but for underwater could you possibly have it done like Duke3D where the sound gets down pitched? I know its not totally realistic but it sounded so fucking cool in Duke3D.[/QUOTE]
Of course, ZDoom allows the ability to have fully swimmable waters just like in Duke3D. I'm too sure where you'd literally swim in water (I thought a cool area would be swimming in nukage with a suit perhaps), though definitely expect some deep blood pools. So yes, any underwater/submerged areas will have sound modulation, I promise; I'm a huge fan of that, so much I'd just sit and listen to the bassy audio. :v:
I don't want to say too much right now, cause a lot of this is still in planing, but; what other kind of areas do you see or expect in sci-fi, that are like water? :wink:
extremely low/no gravity areas?
[QUOTE=Bloodshot12;45799470]extremely low/no gravity areas?[/QUOTE]
ding ding ding.
For both this and Duke3D, I wanted to replicate the Wolf TNO scenes where you travel in low gravity.
[QUOTE=doommarine23;45799597]ding ding ding.
For both this and Duke3D, I wanted to replicate the Wolf TNO scenes where you travel in low gravity.[/QUOTE]
Come to think of it, why does Phobos and Deimos even have such high gravity?
[QUOTE=croguy;45799664]Come to think of it, why does Phobos and Deimos even have such high gravity?[/QUOTE]
Artificial Gravity? Demon Space Magic? Little bit of both?
[QUOTE=croguy;45799664]Come to think of it, why does Phobos and Deimos even have such high gravity?[/QUOTE]
You're asking this about a game where you can walk around outdoors on a moon of Mars with no problems breathing or gravity-wise either, demons from hell are trying to kill you, an entire base from one of Mars' moons ends up in hell itself, and you basically kill a possible equivalent of Satan and every single evil soul you possibly can in your path of carnage and destruction. Doom 3 is a little toned down and slightly more realistic about the scale of things as well as having limited oxygen outdoors, but still.
who gives a shit anyway
*pumps shotgun, gets knee deep in hell*
[QUOTE=Metaru;45800633]who gives a shit anyway
*pumps shotgun, gets knee deep in hell*[/QUOTE]
*unzips chainsaw*
[QUOTE=RikohZX;45800219]You're asking this about a game where you can walk around outdoors on a moon of Mars with no problems breathing or gravity-wise either, demons from hell are trying to kill you, an entire base from one of Mars' moons ends up in hell itself, and you basically kill a possible equivalent of Satan and every single evil soul you possibly can in your path of carnage and destruction. Doom 3 is a little toned down and slightly more realistic about the scale of things as well as having limited oxygen outdoors, but still.[/QUOTE]
Weren't the moons terraformed?
If Doomguy were a baker, would he be knee-deep in the bread?
[QUOTE=TheCombine;45800805]Weren't the moons terraformed?[/QUOTE]
no, trees have been confirmed to grow on desolate rocks in space
now i cant help but imagine what would doom 3 + plutonia look like
space jungle at the far end of the solar system!
[QUOTE=Doom14;45800786]*unzips chainsaw*[/QUOTE]
*unzips dick with chainsaw*
[QUOTE=TheCombine;45800805]Weren't the moons terraformed?[/QUOTE]
I think that was implied or something in the Doom Bible, but the game doesn't have enough details to discern it besides the Vietnam mountains and grey sky background during Episode 1. Granted, your character wears a helmet compared to the Doom 3 marine just sorta.. Going helmetless all game long because he didn't get one as part of his equipment.
Does Pirate Doom crash GZDoom for anyone else at Map 44?
[QUOTE=Durrsly;45807286]Does Pirate Doom crash GZDoom for anyone else at Map 44?[/QUOTE]
Never had a crash here. Did you try a newer version? What error is it?
[QUOTE=TheCombine;45808161]Never had a crash here. Did you try a newer version? What error is it?[/QUOTE]
GZDoom Version 1.8.2
It's the newest version.
[QUOTE]Summary:
Code: C0000005 (Access Violation - tried to read address 00000000)
[/QUOTE]
[QUOTE=Durrsly;45808752]GZDoom Version 1.8.2
It's the newest version.[/QUOTE]
Try with a build version: [url]http://devbuilds.drdteam.org/gzdoom/[/url]
So I'm working on some new monsters for GMOTA, this is all pretty rough so far so bear with me as I'm new with making monsters, but here's the shotgun guy replacer:
[vid]https://dl.dropboxusercontent.com/u/8380892/WEbms/Steel%20Duke%20won't%20shut%20up.webm[/vid]
The Steel Duke is an overly chatty guy who enjoys getting his balls in your face. Take care not to get too close either otherwise he'll just mace you.
[vid]https://dl.dropboxusercontent.com/u/8380892/WEbms/seriously%20holy%20shit%20they%20won't%20shut%20up.webm[/vid]
Have I mentioned they have a hard time shutting up?
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