Crossposting aw yeah.
REMIX TIME!
THIS REQUIRES THE ORIGINAL MOD TO WORK: [url=https://dl.dropboxusercontent.com/u/76650/project%20files/ww-mixed3.7z][Weapon Mod] Mixed Tape Vol.3 (Released!)[/url]
It's by a zdoom forum mod who goes by the name wildweasel, posting this here specifically cuz some folks might think the original is by me, but no, just the patch.
[url=https://www.mediafire.com/?b1nxhza76q1gl59]IT'S REMIX TIME, BABY![/url] <-- THIS REQUIRES [url=http://devbuilds.drdteam.org/gzdoom/]A DEVELOPMENT BUILD OF GZDOOM[/url]
OH, AND USE [url=http://forum.zdoom.org/viewtopic.php?f=19&t=46861]ZDE[/url] AND LOAD IT LIKE THIS:
[img]http://i63.tinypic.com/v2uu6g.jpg[/img]
Just a warning, don't use "give weapons" or "give all" or you'll get the old weapons too. Haven't quite figured out how to not have those appear in your selection as this is a patch. However, I've provided an alternative.
[sp]if you want to try all the new stuff, type in console "GIVE ITSASECRET"[/sp]
OH GOD CHANGELOG TIME
[code]
-AutoRifle weapon sprite is from ZChronos, courtesy of Realm667
link to R667 weapon base: http://realm667.com/index.php/en/component/docman/?task=doc_download&gid=255&Itemid=
-9mm box ammo sprite is a black recolor of Doom's ammo box
-the shellammo sprite is a darkgreen-ish recolor of Doom's shells
-M1 Garand brown ammo box is a recolor of Dreadopp's
Bullet Kit.wad miniammobox sprite
-PPSH41's new ammo clip is the BulletCartridge sprite from the BulletCartridge.wad by
Dreadopp
-kick sprites from Pa1nki113r, Ninlhil, Jrmyxd, TheUnbeholden, from the
Green, Black & Blue Marine Legs v1a on moddb
Link: http://www.moddb.com/mods/brutal-doom/addons/marine-legs
Note: If I've forgotten anyone, let me know and I'll add you to the list
--------------------------------------------------------------------------------
Changelorgthing:
Check yer controls, I've added 2 more keybinds on the bottom! They're for
Grenades and kicking. Oh, and Grenades uses a different key entirely as I
basically redid how you use them. (hint: pick a weapon and
hit the "use grenade" key. Your welcome!)
-Buffed Autocannon to make it more fitting as a plasmarifle replacement
--Changed Autocannon ammo use, now grants 20 ammo per 10 shells
--Gave Autocannon a sweet alt-fire, uses 5 ammo per shot
-Added a new weapon called the AutoRifle, a twin to the Autocannon,
it can be found in slot 6
--grants 16 ammo per 8 M1 ammo
--Altfire is a bouncing piercing shot that costs 3 ammo per shot
-Grenades are now a quicktoss weapon, and as a result, is no longer on slot 5
-yes, that means you can now toss a grenade anytime you wish! The other method
was horribly clunky and resulted in me not using them as often.
-added kicking to every weapon, just because it feels good to give an enemy the
boot
-Added a right hook to the unarmed
-Moved Trilaser to slot 5, buffed ammo capacity, nerfed amount of ammo gotten
per Cell
-Made the Panzerfaust reload faster, nerfed damage a bit, buffed chance
of finding ammo and total ammo capacity
-Gave the DisposablePistol a new alt-fire, consumes 2 battery per shot, and
the shot now explodes in a small radius. Note: If you have less than 2 ammo, you
will simply toss the gun away. Mind your ammo!
-The DisposablePistol and Panzerfaust have gotten a redone on how you
find ammo for it, now you will find:
---In place of Rocketammo, you can now find; 1 DPistol, 1 Panzerfaust,
or 1 of each
---In place of Rocketboxs, you can find either 1 4 pack of Disposable
Pistols (with 2 gauranteed batteries, and a low chance for the other 2 to
have charge) or a 3 pack of Panzer rockets
-Added a bunch of new ammo boxes and clips for the weapons, no more shell
starvation! Also changed how much ammo you get, but it may be a bit low for now.
-Added the OuchSMG and PPSH41 to a chaingun randomspawner to both give players
a better chance at getting both of them, and to add better compatibility to
monster replacement wads.
-SMG has a new altfire called the blastwave sphere, it deals no damage, but it
instead pushes everything away from it, hopefully giving you some
breathing room. The SMG also shoots ever so slightly faster than the original
--costs 10 per shot
-PPSH41 also has a new altfire that's called the Pulsewave, it's a 5 way shot
that travels a short distance and spawns 1 sphere per shot. The spheres weakly pull
enemies in and stunlock them.
--A whopping 50 ammo per shot! Make 'em count!
The Panzerfaust has a new altfire, and it's a ground-based weak homing rocket-torpedo thing.
It's pretty neat, but absolutely useless on flying monsters.
--1 ammo per shot
-The BFG has a new altfire, and it involves deadly bouncing spheres
and explosions. Lots and lots of explosions. It may or may not be balanced, but,
for this weapon in particular I'm not really that bothered by it because it's
such a joy to behold.
--Costs 5 ammo per shot
----------------------KNOWN BUGS----------------------------
-Some minor graphical stuff
-sbarinfo shenanigens that need to be dealt with, but not anytime soon as they're not major
-Autorifle lacks a sprite in the automap, buuuuut not that bothered by it
mostly do to the fact I'd have to reorginaze that entire thing and nooooope
not dealing with that anytime soon
-some things that need dealt with but I've forgotten about probably maybe
-------------------------------------------------------------
I'm not entirely done with this, as there's still a few small things I
want to add, but I do hope you enjoy what I did add! I've been
brainstorming stuff up for this like crazy trying to figure out good
altfires for all the weapons and how I need to change existing ones. There's
a small degree of overlap, but eh, it's all fun in the end (I hope, anyway)
Oh, and if you think I need to tweak ammo, let me know! I'm still not entirely
sure if I got the amounts "right".
Oh God there is like so much stuff I've forgotten becuase of all the testing and
changes and testing and changes and testing and changes and testing and changes
and testing and changes and testing and changes and testing and changes and
testing and changes and holy shit still can't believe I actually got permission
to post this thing. :D
[/code]
[vid]https://my.mixtape.moe/ykqluk.webm[/vid]
Here I've added the first scroll the give you sword throwing ability, I show the new HUD in action and how it changes depending on your weapon, and also the hint message doesn't pop up when you pick up extra scrolls.
I'm having fun again :v:
Alright, kind of a Doom (original) n00b here. I'm going through DOOM (1993) and have beaten episode 1 and 2 (god I love episode 1 it's amazing) and am at the start of episode 3 (which I'm finding really difficult due to lack of armour). I'm using Chocolate Doom currently because I want the vanilla experience yet the 16:9 resolution others are showing is really tempting. Is it worth then using a different source port if I'm still just going through the original games or should I stick with Chocolate Doom? And dear god, I'm really struggling to get through E3M2 with the lack of ammunition.
How best to experience Doom is super subjective and everyone will give you a different answer, but if you just want 16:9 but otherwise stay as faithful as you have so far, Odamex would provide the better resolutions while keeping accuracy.
Or you could just do what everyone does and use gzdoom. :v: (it's what the vast majority of mods target.)
[url]http://www.gamespot.com/articles/quake-champions-boss-confirms-you-can-play-without/1100-6442812/[/url]
apparently you can turn of champions in customs
[QUOTE=Bloodshot12;50919412][url]http://www.gamespot.com/articles/quake-champions-boss-confirms-you-can-play-without/1100-6442812/[/url]
apparently you can turn of champions in customs[/QUOTE]
Have they confirmed whether or not the game is just going to have matchmaking or are they going to allow people to host servers? Because with servers, it sounds like custom games are going to be the goto for quite a number of people.
I must admit the only Quake I've really played is Quake Live, and by the time I got to it there were not enough noobs in the Quake 3 gamemodes (i.e. the ones without loadouts) so that I could get used to the game. But this game will probably be slower anyway.
[IMG]https://pbs.twimg.com/media/CqSZvHvXEAAZ7hz.jpg:large[/IMG]
Mods were a mistake.
[QUOTE=Pretiacruento;50922195][hd]https://www.youtube.com/watch?v=sBLikwEgsh0[/hd][/QUOTE]
Good to know that in case of baron attack, no hostages will survive
[QUOTE=Pretiacruento;50922195][hd]https://www.youtube.com/watch?v=sBLikwEgsh0[/hd][/QUOTE]
In all seriousness, the idea of a Baron killing and tossing a marine is kind of similar to Buddy Dacote from the Doom Bible.
Speaking of the Doom Bible, what is it with mods based on it never getting finished? It's such a great idea with plenty of material to work with. The basic setting for the mod is right there in front of you.
[editline]20th August 2016[/editline]
[QUOTE=certified;50922162][IMG]https://pbs.twimg.com/media/CqSZvHvXEAAZ7hz.jpg:large[/IMG]
Mods were a mistake.[/QUOTE]
Disgusting.
[QUOTE=LTJGPliskin;50922328]In all seriousness, the idea of a Baron killing and tossing a marine is kind of similar to Buddy Dacote from the Doom Bible.
Speaking of the Doom Bible, what is it with mods based on it never getting finished? It's such a great idea with plenty of material to work with. The basic setting for the mod is right there in front of you.
[/QUOTE]
[url]http://www.moddb.com/mods/doomthe-tei-tenga-incident/features/the-curse-of-a-doom-bible-mod[/url]
Basically, doom bible stuff is forgotten for a reason
[QUOTE=certified;50922162][IMG]https://pbs.twimg.com/media/CqSZvHvXEAAZ7hz.jpg:large[/IMG]
Mods were a mistake.[/QUOTE]
It took me a while to realize that this isn't Doom 3 mod.
I'm sure this has been mentioned before but the directional audio in the new Doom game is really bad. I was replaying the Lazarus level and there's a hallway that's near/overlooking the next combat arena, and as you're walking through it it sounds like the demons are RIGHT FUCKING NEXT TO YOU even though they're below you. It's terrifying.
It's also really annoying when you hear a Lost Soul but you can't tell where it's coming from.
[vid]https://my.mixtape.moe/ainesq.webm[/vid]
I made the sword throw look nicer, next up is to properly implement the subweapon ammo system and the restocking mechanic.
[QUOTE=Swiket;50923095]I'm sure this has been mentioned before but the directional audio in the new Doom game is really bad. I was replaying the Lazarus level and there's a hallway that's near/overlooking the next combat arena, and as you're walking through it it sounds like the demons are RIGHT FUCKING NEXT TO YOU even though they're below you. It's terrifying.
It's also really annoying when you hear a Lost Soul but you can't tell where it's coming from.[/QUOTE]
Yeah, I've said it a couple times before but the directional audio is also [i]flipped[/i] (at least for my headphones when playing on PS4), i've had plenty of times where I reflexively aim in the opposite direction of the enemy because I hear an imp on my right when it's really on my left. The audio's great in quality - it's the damn inconsistency in source and direction that mess with it.
So, appearently there is a source port of Wolfenstein 3D which lets you play a 2 player (for now) splitscreen coop.
[url]http://www.moddb.com/mods/splitwolf[/url]
Thats pretty neat.
I've made [url="https://facepunch.com/showthread.php?t=1531799&p=50932269"]a thread for MezraMan[/url] (Which I've decided to be the name of the game despite it starting out as a joke :v:) so I'll probably be cross-posting between here and there.
I've also been messing with shaders some more and got pseudo-fullbrights working along with some custom fog because Unity's legacy fog wasn't working out for me. (It was vertex-based so if there was large, low-poly geometry, it would stand out against everything else around it.)
[thumb]http://i.imgur.com/5pzepaA.png[/thumb]
[thumb]http://i.imgur.com/hxNNLQE.png[/thumb]
That's the new enemy, MixtapeGirl. She accidently ate said mixtape and now she is fire. :downs: No voices for her yet and she doesn't have a death pose yet either, but when I finish that up I'll record a video.
[sp]Also, yes, that's an explosive barrel with a sad face on it.[/sp] :frown:
[QUOTE=LTJGPliskin;50922328]Speaking of the Doom Bible, what is it with mods based on it never getting finished? It's such a great idea with plenty of material to work with. The basic setting for the mod is right there in front of you.[/QUOTE]
If you've ever tried to complete a puzzle while missing half of the pieces and not knowing what the finished picture looks like, it's the same thing as working off the Doom Bible to make a functioning game.
[QUOTE=DrPyspy;50933195]If you've ever tried to complete a puzzle while missing half of the pieces and not knowing what the finished picture looks like, it's the same thing as working off the Doom Bible to make a functioning game.[/QUOTE]
But the entire point of a bible is to be a sort of guide used to ensure that everyone is on the same level so things are consistent. It's literally the most useful thing when trying to make a game that never was, because it tells what the end result should be like.
[QUOTE=DrPyspy;50933195]If you've ever tried to complete a puzzle while missing half of the pieces and not knowing what the finished picture looks like, it's the same thing as working off the Doom Bible to make a functioning game.[/QUOTE]
I feel like the general scale of the Doom Bible is more of a reason. It's like, what, 5 episodes? The Bible is incredibly detailed and long, and that's probably what gets in the way the most. It's a very intimidating project, literally making a whole video game.
Which game started the F5-Quick Save F9-Quick Load trend?
half life and Unreal both used it
I got to play the demo
Sadly even with Vulkan, my 940M was unable to keep 60FPS at low settings, 576p [sp]you could say chances of running a solid 60fps are DOOOMED[/sp] :v:
Even if I played it with a 30FPS lock, it's still a very good game :ok:
[QUOTE=27X;50936029]half life and Unreal both used it[/QUOTE]
Didn't the first Doom use that too?
[QUOTE=bloboo;50939138]What the fuck Unreal has quick saving? I just beat the game tonight and every time I saved my game I had to kill the atmosphere every so often saving the game in the menu cause I didn't realize it had quick saving. I got pretty good at saving though, I'd say a bit over half a second to save.
Also I beat Unreal its good.[/QUOTE]
Unreal is great, im currently doing it coop with a friend
[QUOTE=Zombie_2371;50939940]Unreal is great, im currently doing it coop with a friend[/QUOTE]
There's coop for Unreal?
I have completed Realms of the Haunting. For a horror adventure FPS game with FMV, it's pretty good. I recommend anyone playing this, just make sure it's patched to US version so you can set up the controls. FMV scenes are not that bad and the actor who played as Belial is pretty good.
[sp]You get to chance to go to Heavenrealm and prepare a bong for a God[/sp],[sp] so he can smoke out a magical sword which you need for your quest[/sp] :v:
I really want to play through Realms of the Haunting again, I got lost in the damn game last time I played it but man the environments and weapon variety was really great.
I wish someone would rip the resources.
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