Sorry college has not been kind to me these last few months. But i did just patch the shareware edition to allow the episode to be properly completed.
Sorry college has not been kind to me these last few months. But i did just patch the shareware edition to allow the episode to be properly completed.
Yeah its been a while. College and life in general was kicking my ***. Ill probably make an update article when i have more than 1 screenshot
Thats because it uses the same weapon bobbing used in the alphas!
Bug is now fixed, it was the ACS loader was loading SGTMkIV's Tank code but it did not have the necessary decorate scripts to make it work. Download is back up and with a fixed version.
Ok, so apparently i left code from mk's tanks in there that still be executed. Taking down the download until fix is ready.
Use the latest build of Gzdoom, as the mod uses a form of ACS based camera manipulation to create a quake style strafe tilting.
Ill be sure to comment it out, or just change the sprite or somthing.
Fixed, thanks for pointing that out
No, its a magical canister that transports you to a land of imagination<sarcasm
Its an acetylene canister
As soon as i can get the status bar working and a couple more levels done.
I am making a readme file, and it auto loads with the ultimate doom.
A lot of the weapons will feel new in the next update, as Ive increased the satisfaction of the weapons. The rifle is now a semi-automatic weapon that fires one bullet per click and has a 15 round magazine. The submachinegun now fires a lot faster an has a 30 round magazine, but is balanced out by a pretty long reload time. The rocket launcher has a 6 round magazine and reloads like a shotgun(with some satisfying clunking sounds to boot) There are also some new weapons, as well as so,as well as some weapons that kinda sucked are being removed(the SAW and the silenced weapons are now gone, as they felt horrible to use and the saw was impossible to balance)The SAW's ammotype is being re-used by the minigun, which is the chaingun but fires faster and has some spin up
Well actually ive already replaced the ssg sprites, the sniperrifle was planned but was cut because of the zoom state not working, the KzidGrenadeLauncher was left in the code due to it only appearing on one map and not really being that fun to use. So i cut it and put in the current grenades. The tags for the rifle are being fixed and i am looking into althud support. Im still working alot of bugs out of weapon reloading and weapon selection order.
I might need to fix that, someone else has gotten this bug and i can confirm that i can reproduce it with a stock ultimate doom iwad. Standby and i can probally get a hotfix based on the current build out by the end of the week
I'm going to have to say that first off you need to stop using wild weasels alpha HUD without permission.
Second, you need to change the pinkys alpha death into a gibbing animation
third, you need to make the rocket launchers barrels rotate, i know the sprites exist because i use them myself
fourth work on your level design. iD software modified/cut a lot of the alpha levels before release for a reason\
Otherwise keep going, and keep working to make your mod better. Good luck
Yep that's him alright.
And its the doom gaiden soundtrack........... whoops
I actually did some research into if screens would last into the 22nd century. I personally believe that at this point screens will only increase in resolution.
This is because most other forms of image display technology have their own issue.
~Holograms have the issue of being disturbed by airborne dust and would lack the interactivity of a modern touch screen or if they where it would require special training.
~Projected Screens suffer from a lack of interactivity due to their being projected on a wall. It requires something like a smart board, but at that point it becomes kind of pointless and a screen of the same size would be cheaper to make.
~Regular screens tend to be extremely reliable if made correctly, and would be better for something like a UAC outpost on a desolate colony planet.
~They would not fit in very well with the doom artstyle in my opinion
Also eventually i will have bright map support.
That 's on the things to do before making a 20 floppy release and having a contest type thing.
Also i have some exiting news coming up.
Also the architecture comes from actual experince from engineering design classes. And you might start seeing my romhallo(my hybrid of Romero/tom halls doom map designs) pop up in community packs and stuff.
Im not 100% sure where i got these actually. I was browsing the internet late at night when i found the midis, downloaded them and then implemented them shortly after. It was more a decision to avoid copying doom2 Iwad music into a doom 1 mod.
If the music's author is reading this, please speak up so i can credit you. I have been trying to credit my resources and i don't like people not getting credit. I might re-upload the midi's here if nobody steps forward
Hmm......
Can you PM me your crashlog when you enter a level
ill see if i can duplicate it.
And use Ult doom or doom1
Also im trying to find a better SSG replacement
It would be great if i could get a sprite artist to help with the weapons and add more frames, but nobody has stepped forward.
Ill go and put some fixes there, thanks for the feedback. Im probably going to do an Episode One only release for video makers and people who don't want to be tempted to play unfinished levels
Well theres Demonsteele, Russian overkill,Wolfenstien the blade of agony,Tiberium doom,as long as its not A. Brutal doom or B.Terry. If you want to play a terry mod, you will feel violated body mind soul and anus.
there is only one episode 2 level
Dual Wielding is being implemented for some weapons, using an alt fire to toggle between the modes.
im demo_the_man on the zdoom forums,and im in the zdsg and use the same username for skype
Sounds good, im about to put a mod up now, so i can post articles and downloads
I'm intending to make a better hud once i get around it it, the problem with the classic hud is that there is only one status bar face available. And screens feel more like doom than holographic tech to me. Im iffy about the shields, but the dark claw, the bfg, and the unmaker are on the way, the multi floor architecture is sorta there. This is not meant to be 100% faithful, as i didn't want to quite frankly get bored making 3 episodes of tech base levels. Thats why it includes a city episode, and a more horror themed episode.
This is the outside area of the "lock" which contains some tanks, a guard tower, and a shack containing the switch to open one of the locks doors.
demo_the_doomer
joined
Modder, mapper, engineer.