Found a rather nasty bug in 0.9.3 with the Powershield/invuln powerup while playing Chillax, of all things. If you throw the sword, grab a Powershield while unarmed, and then get your sword back, you will not become invincible if you grab another Powershield. I'm guessing it has something to do with player states?
When it occurs, you also seem to lose the grapple icon, yet you can still use that. Not entirely sure when that occurs, but that should give you an idea when it triggers.
This thread is too slow.
Let me bump with some progress on me new mapping project.
[quote]
Marine HQ security checkpoint.
[img]http://i.imgur.com/nH1wUby.png[/img]
[img]http://i.imgur.com/i0pnX6A.png[/img]
[img]http://i.imgur.com/DZtxdru.png[/img]
[/quote]
This will hopefully turn into a typical UAC science base.
Guys I can now play Russian overkill on doom touch. This is amazing.
[QUOTE=Cryomundus;45841831]Found a rather nasty bug in 0.9.3 with the Powershield/invuln powerup while playing Chillax, of all things. If you throw the sword, grab a Powershield while unarmed, and then get your sword back, you will not become invincible if you grab another Powershield. I'm guessing it has something to do with player states?
When it occurs, you also seem to lose the grapple icon, yet you can still use that. Not entirely sure when that occurs, but that should give you an idea when it triggers.[/QUOTE]
That doesn't even make sense. The new invuln sphere just grants an extremely potent power protection for a few moments. I can't imagine why it would affect the HUD. None of the sword states should effect it either. I'll look into it later tonight.
[QUOTE=valiant1k;45847486]This thread is too slow.
Let me bump with some progress on me new mapping project.
This will hopefully turn into a typical UAC science base.[/QUOTE]
Non-levell sector floors? How the hell...
[QUOTE=PaperBurrito;45848656]Non-levell sector floors? How the hell...[/QUOTE]
It's a feature of ZDoom based engines, and I'm pretty sure a few others.
[QUOTE=PaperBurrito;45848656]Non-levell sector floors? How the hell...[/QUOTE]
Aye, look at this. All them pyramids show editable vertices. Can be edited in 3d visual mode pretty much like floors. Though they take some fiddling around to get to look right.
[quote][img]http://i.imgur.com/Bvxp9ks.png[/img][/quote]
[QUOTE=Kegan;45814476]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?[/QUOTE]
They sound like a duke nukem version of these guys
[t]http://img3.wikia.nocookie.net/__cb20050430210856/doom/images/6/6f/Heretic-Disciple.png[/t]
IMO you should consider some kind of hexen, or at least heretic support down the road
Aliens: The Ultimate Doom ([url]http://forum.zdoom.org/viewtopic.php?f=19&t=45213&sid=c10ca17697a90900dda740946aceb9fe&start=735[/url]) got updated recently to Beta 5.7, which added in a Runner Alien to replace pinkies and rebalanced the enemies a bit. Overall it's feeling pretty good now, the xenos are a little slower so the shotgun is more useful, and they don't just instantly kill you as much in close quarters now. I recommend you guys give it a try if you haven't, it's a well done mod even for beta. For those of you that haven't tried it, it's a replacer mod for Ultimate Doom (though it works in Doom 2 and replaces all weapons including the super shotty) that replaces most of the enemies for xenomorphs, as well as synthetic enemies from Alien(s) and some of the AVP games. Sgt. Mark did some work to make the deaths gorier like the movies and it turned out pretty well. The guns are satisfying to use and the enemies are pretty cool; the only downside at the moment is that not everything is replaced, so you still see Hell Knights, Revenenats, Arch-Viles, Mancubi, Pain Elementals, and Spectres. It also replaces level textures and adds episode music for E1-E4.
Any other cool mods get updated recently that you guys can share?
[QUOTE=Ghost101;45856270]Aliens: The Ultimate Doom ([url]http://forum.zdoom.org/viewtopic.php?f=19&t=45213&sid=c10ca17697a90900dda740946aceb9fe&start=735[/url]) got updated recently to Beta 5.7, which added in a Runner Alien to replace pinkies and rebalanced the enemies a bit. Overall it's feeling pretty good now, the xenos are a little slower so the shotgun is more useful, and they don't just instantly kill you as much in close quarters now. I recommend you guys give it a try if you haven't, it's a well done mod even for beta. For those of you that haven't tried it, it's a replacer mod for Ultimate Doom (though it works in Doom 2 and replaces all weapons including the super shotty) that replaces most of the enemies for xenomorphs, as well as synthetic enemies from Alien(s) and some of the AVP games. Sgt. Mark did some work to make the deaths gorier like the movies and it turned out pretty well. The guns are satisfying to use and the enemies are pretty cool; the only downside at the moment is that not everything is replaced, so you still see Hell Knights, Revenenats, Arch-Viles, Mancubi, Pain Elementals, and Spectres. It also replaces level textures and adds episode music for E1-E4.
Any other cool mods get updated recently that you guys can share?[/QUOTE]
I saw a webm of this before, didn't know it was released.
It looked pretty amazing.
Back to Saturn X Episode 2 just had its public beta 1 release today ([url]http://www.doomworld.com/vb/wads-mods/69960-back-to-saturn-x-episode-2-public-beta-1/[/url]). I really enjoyed the first episode, nice amount of detail with fun gameplay, gonna check this one out tomorrow.
Has anybody tried surround sound in Doom 3 on Windows 7? The original release used OpenAL (and DirectSound, I think?), and I don't know if it actually works. All the backwards compattibility mumbo-jumbo like ALchemy/3D Soundback/Indirect Sound doesn't fix anything. Here's the weird thing: when I don't have OpenAL installed, it seems to work, so it's probably using DirectSound at that point, which shouldn't produce multichannel audio with Windows 7. When with Sikkmod installed and the same "OpenAL-less" setup it doesn't work.
I'm using optical with an integrated Realtek chip hacked to use Dolby Digital Live/DTS Interactive
[QUOTE=Ghost101;45859996]Back to Saturn X Episode 2 just had its public beta 1 release today ([url]http://www.doomworld.com/vb/wads-mods/69960-back-to-saturn-x-episode-2-public-beta-1/[/url]). I really enjoyed the first episode, nice amount of detail with fun gameplay, gonna check this one out tomorrow.[/QUOTE]
Surprised only one person's commenting on this, just reminds me that the FP Doom community is way out of touch with, say, the /vr/ Doom community.
I haven't finished the first episode yet. Been trying to find someone to co-op it with me :saddowns:
[QUOTE=Lyokanthrope;45867951]I haven't finished the first episode yet. Been trying to find someone to co-op it with me :saddowns:[/QUOTE]
If I could I would get a Best Ever server and host some FP Doom.
The problem is, last time we had an FP Doom server set up, it didn't last very long.
And as for BTSXE2 itself, I didn't like it as much as E1.
The two projects were made simultaneously, but it just feels like E1's level design had some more care put into it.
The graphics in E2 are very gorgeous though, something that Esselfortium never fails to deliver.
Thing is I don't want any more than 4 people at most or else things will get dumb :v:
I wish people would mod the Doom 64 port :(
[QUOTE=Lyokanthrope;45868043]Thing is I don't want any more than 4 people at most or else things will get dumb :v:[/QUOTE]
4 people is a bit too low.
I guess somewhere between 7-12 would be fine.
We're not hosting an AOW2 or a MM8BDM server :P
The 4chan doom games go up to 32 and they don't get "dumb". Granted you'll just get 16 people at most on those servers and then the day after everyone will just leave.
Well I mean, for co-operative play...
[QUOTE=Lyokanthrope;45868093]Well I mean, for co-operative play...[/QUOTE]
the 4chan doom servers [I]are cooperative[/I]
With wads like TNT or 1024 of course it's gonna feel dumb but BTSX has some rather large maps.
Eh, I dunno. That's just my preference.
Plus I prefer to play with friends rather than (mostly) strangers because I'm anti-social like that :v:
[QUOTE=Cryomundus;45841831]Found a rather nasty bug in 0.9.3 with the Powershield/invuln powerup while playing Chillax, of all things. If you throw the sword, grab a Powershield while unarmed, and then get your sword back, you will not become invincible if you grab another Powershield. I'm guessing it has something to do with player states?
When it occurs, you also seem to lose the grapple icon, yet you can still use that. Not entirely sure when that occurs, but that should give you an idea when it triggers.[/QUOTE]
I think that might be either some weirdness with Chillax, or the current version of GMOTA because I can't replicate this error you're having.
[QUOTE=Agoat;45868067]I wish people would mod the Doom 64 port :([/QUOTE]
I'm not promising anything soon nor ever, but I'll take a look when I have more time.
[QUOTE=Kegan;45877453]I think that might be either some weirdness with Chillax, or the current version of GMOTA because I can't replicate this error you're having.[/QUOTE]
I'm playing with Chillax V9.7.2, and I've run into some texture issues, tho that's prolly with the wad. To my knowledge, I don't think chillax uses any sort of DEHACKED trickery or anything special like that. It does use custom textures tho. I think I may have a more recent version of chillax sitting somewhere in my Zand temp folder, so I may try that too.
It's like I'm running into the old Invuln bug for whatever reason, I'd grab a sphere at one point, it'd show the text, but there'd be no overlay.
I'll see if I can catch it in a recording sometime soon-ish so you can see it in action, it's a bit weird on how it triggers.
For the record tho, I've managed to beat maps with 5000+ monsters with the current version on Ultra-Violent. Chillax is weird in that once you are past the initial 15 maps, it gets weirdly easier. Somewhat. At least the monster count goes down, save for MAP29's 6000+ monsters. Oh yeah, this also has the weird monster count overlap issue too.
Fuck MAP08 tho. What a bastard of a level that was.
[IMG]http://i60.tinypic.com/24dedkm.jpg[/IMG]
Above is MAP14, I think? At some points these levels kinda slog and meld together, so I tend to forget what MAP I'm on.
The only thing I'd really like is a way to dispel the Shining Knight mode early (prefarebly with a damaging burst of energy when you do so), since there's times where I'd want to use it, and then switch over to either the sub-weapons or the gauntlet. Oh, and this is more of a request, but you should totally re-add the "Fist of the North Star" rapid punching as a charge attack when you're un-armed. Mostly to complete it really.
Man Chillax is one of the worst slaughterwads out there.
I'm a Sunder guy.
[QUOTE=RockmanYoshi;45879630]Man Chillax is one of the worst slaughterwads out there.
I'm a Sunder guy.[/QUOTE]
sunder only has a couple maps. chillax has 40 or so. most of which are high quality
I remember playing doom when I was kid, had quality like minecraft e.e
The current doom looks badass
[QUOTE=Mike Tyson;45879866]sunder only has a couple maps. chillax has 40 or so. most of which are high quality[/QUOTE]
Sunder's quality blows everything else out, tho. Which is a shame because I've overplayed it.
Going through SF2012, legit, for the first time now. Instead of playing it with Russian Overkill like I do many a slaughter map. :v:
I hate slaughter maps overall. I prefer ones with challenging map design and balanced monsters (no, monsters closet traps is not balancing!).
[QUOTE=riki2cool;45880577]I hate slaughter maps overall. I prefer ones with challenging map design and balanced monsters (no, monsters closet traps is not balancing!).[/QUOTE]
True, that's good design.
Sorry, you need to Log In to post a reply to this thread.