Yay for OpenArena, yay for Manc doing announcer voicework!
Yay for OpenArena, yay for Manc doing announcer voicework!
Voted for "finish my mod", which is already true!
HI CHEEPALART I LEIK UR YTNDZ PLZ MAEK 1 TOGTHAR
Oh wait, we already did!
The link to the version of ZDoom required has been changed to this:
Enjoy OMGWPNS!
A fake? You're an amusing fellow, that's for sure.
Seriously, go do a google search for my nickname. At least 95% of those results are related to me in one way or another.
You need to use this particular version of ZDoom:
Website is back up, my host's computer had stopped responding (while he was on vacation) some two weeks ago.
Also, I removed Postal_dude's bug report to make this page more easier to read on 1024x768.
The first screenshot is definitely from ZDoom, but that second screenshot has me completely baffled by it's legitimacy.
Website is back up, my host's computer had stopped responding (while he was on vacation) some two weeks ago.
This was added for completing a list of Doom mods. Take note that I was not the leader of this mod.
That bug report has been forwarded to the ZDoom forums. Appropiate link: Forum.zdoom.org
It is out, but Cheapy is too lazy to notify everyone. Go enjoy:
Once the official version of ZDoom is updated to include custom weapons, I'll update OMGWPNS so that nothing won't break with the current release. Other than that, I don't have anything else planned to add onto it.
The weapon sprites I did in Paint Shop Pro itself. The weapon modifications are actually in the WAD file, but the enemies are another story altogether.
Basically, ZDoom has a modding system named DECORATE, which allows modders to add custom monsters, projectiles, scenary (in the official ZDoom build) and weapons (in the unofficial build). The enemies are recoloured by creating a 'pallete translation' which changes... colours 112-127 (all shades of green) in the Doom pallete to 176-191 (16 shades of red) for example. Here is the code used for creating a monster (the red Imp) that also uses the power of pallete translation. Look for the line that starts with 'Translation':
ACTOR BloodImp 21010
{
Health 110
Radius 20
Height 56
Mass 100
Scale 1.1
Speed 20
MeleeDamage 10
PainChance 200
MONSTER
+FLOORCLIP
SeeSound "imp/sight"
PainSound "imp/pain"
DeathSound "imp/death"
ActiveSound "imp/active"
MeleeSound "imp/melee"
Translation "48:79=16:47"
States
{
*REMOVED FOR SMALLER POST SIZE*
}
}If you use a WAD management program like XWE, you can observe all of the code used to create this mod.
You need the registered version of Doom to play custom mods.
How about a toaster-shaped garg instead? That'd be HOT
Ahh, Doom... the game that defined first-person shooters for me when I first obtained it in 1994... I do wonder why ModDB have a (horribly) fake screenshot though.
I don't disagree that JDoom "looks better" to some people, but I don't like the coronas that are added onto just about everything. Personally I prefer Doom ports to look like Doom as well as play like Doom.
That, and I don't believe 3D models fit in a 2D engine.
Those are some of the best mods I've ever seen, literally!
Haha, this reminds me of the Nuts series for Doom 2.
Hahaha, this is incredible. I'd love to see an Encrapment'd version of Doom.
You need to unzip omgwpns.zip into the same directory as where ZDoom and doom2.wad are located (c:\doom or whatever). After that has been done, you can simply click on omgwpns.wad and drag it onto the ZDoom icon.
Yech, jDoom makes Doom feel so pathetic. PRBoom > jDoom any time of the day.
It doesn't need any typical female gargoyle, it needs a _gargwhoryl_
deathz0r
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