[WIP]Doom zombies 2(New Update 5/28/14)
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- devildemon
- Posts: 292
- Joined: Wed Apr 28, 2010 4:49 pm
Re: [WIP]Doom nazi zombies 2
New Aug (credits are in the aug.wad file in the DNZ2.pk3)
New perk icons
Shotguns can now fire after loading a shell in during reloading
sam's voice is in maps06-09
Zombies health have been increased due to old health on 45 died in 6 hits by first wall weapon
There is also going to be a new round font that was not shown in the video
Song has hint to Map04 of what will happen
- devildemon
- Posts: 292
- Joined: Wed Apr 28, 2010 4:49 pm
Re: [WIP]Doom zombies 2(New Update 10/1/13)
New update First post updated with info also info in this post too
Spoiler:
- Ribo Zurai
- Posts: 872
- Joined: Fri Jul 03, 2009 1:47 pm
Re: [WIP]Doom zombies 2(New Update 10/1/13)
Downloading right now. But just a silly question, is this compatible with GZDoom?
- devildemon
- Posts: 292
- Joined: Wed Apr 28, 2010 4:49 pm
Re: [WIP]Doom zombies 2(New Update 10/1/13)
yes i try to make it compatible with zdoom,GZdoom and Zandronum
- Ribo Zurai
- Posts: 872
- Joined: Fri Jul 03, 2009 1:47 pm
Re: [WIP]Doom zombies 2(New Update 10/1/13)
The gameplay is not bad, however the weapons... Their damage seem to be completely random. The shotgun was almost not doing damage at all at some point, then I switched to another weapon which easily killed those enemies, and then in the next wave... It caused less damage? I don't know what's going on. But I like it so far.
- devildemon
- Posts: 292
- Joined: Wed Apr 28, 2010 4:49 pm
Re: [WIP]Doom zombies 2(New Update 10/1/13)
well the shotguns to do its full damage all the puffs have to hit, and well each round the zombies gain more health
-
- Posts: 1560
- Joined: Wed Aug 28, 2013 1:36 pm
Re: [WIP]Doom zombies 2(New Update 10/1/13)
Great mod devildemon Really fun to play but can be hard sometimes due to random damages on all weapons.
I only have one problem that is indirectly related to your mod. I have some hud display problems
First, after i choose the Zombies mode, at map selection, here what i saw
Then after playing a while i noticed the money count is a bit misplaced
And finally after i bough some perks i noticed they are one over an other instead of being side by side, and the round count is a bit oversized as well
As i mentioned i don't think it's directly related to your mod because for some reason i can't set the screen resolution over 1024x768 in GZDoom. If you know a way to either make GZDoom accept higher resolutions or to make the hud correctly display at lower resolution tell me.
Aside that, it's a really good mod in every way, GREAT WORK
I only have one problem that is indirectly related to your mod. I have some hud display problems
First, after i choose the Zombies mode, at map selection, here what i saw
Then after playing a while i noticed the money count is a bit misplaced
And finally after i bough some perks i noticed they are one over an other instead of being side by side, and the round count is a bit oversized as well
As i mentioned i don't think it's directly related to your mod because for some reason i can't set the screen resolution over 1024x768 in GZDoom. If you know a way to either make GZDoom accept higher resolutions or to make the hud correctly display at lower resolution tell me.
Aside that, it's a really good mod in every way, GREAT WORK
- devildemon
- Posts: 292
- Joined: Wed Apr 28, 2010 4:49 pm
Re: [WIP]Doom zombies 2(New Update 10/1/13)
1) what resolution are you playing at i would use a defelt of 800x600 or higher
2) I would reinstall GZDoom or edit the resolution by the config file
2) I would reinstall GZDoom or edit the resolution by the config file
-
- Posts: 1560
- Joined: Wed Aug 28, 2013 1:36 pm
Re: [WIP]Doom zombies 2(New Update 10/1/13)
I'm at 1024x768 at 60hertz refresh rate.
I re-installed as you proposed and it's still the same.
I'm using GZDoom G1.9pre-327-gb91d5d5
I re-installed as you proposed and it's still the same.
I'm using GZDoom G1.9pre-327-gb91d5d5
- devildemon
- Posts: 292
- Joined: Wed Apr 28, 2010 4:49 pm
Re: [WIP]Doom zombies 2(New Update 10/1/13)
umm do you have on the setting that doubles the size of the text that might be it
-
- Posts: 1560
- Joined: Wed Aug 28, 2013 1:36 pm
Re: [WIP]Doom zombies 2(New Update 10/1/13)
i solve the problem, here is what i've done in case someone else has the same problem
1 - you were partly right about the text scaling, i've turned off the message scaling - at first look it made the text too small to be read
2 - then i finally awake, my resolution for GZDoom was set to 1024x768, higher resolution = smaller text so i reduced the resolution at 800x600
And now everything is at its place and readable. Jeez sometimes i can be sooooooo dumb lol
1 - you were partly right about the text scaling, i've turned off the message scaling - at first look it made the text too small to be read
2 - then i finally awake, my resolution for GZDoom was set to 1024x768, higher resolution = smaller text so i reduced the resolution at 800x600
And now everything is at its place and readable. Jeez sometimes i can be sooooooo dumb lol
- devildemon
- Posts: 292
- Joined: Wed Apr 28, 2010 4:49 pm
Re: [WIP]Doom zombies 2(New Update 10/1/13)
thats good the game can be played at any resolution higher than 800x600
- devildemon
- Posts: 292
- Joined: Wed Apr 28, 2010 4:49 pm
Re: [WIP]Doom zombies 2(New Update 2/26/14)
Hello people! Check the first post for the newest beta!
- devildemon
- Posts: 292
- Joined: Wed Apr 28, 2010 4:49 pm
Re: [WIP]Doom zombies 2(New Update 5/28/14)
New Update!
The video explains the new stuff and stuff fixed
1)Some scripts redone to cut down on lag
2)Demonic announcer fixed on Scythe
3)A new Combo System
4)New Game mode hellstart!
There is talk about my channel at the end if you want to listen.
The video explains the new stuff and stuff fixed
1)Some scripts redone to cut down on lag
2)Demonic announcer fixed on Scythe
3)A new Combo System
4)New Game mode hellstart!
There is talk about my channel at the end if you want to listen.
- Patriot1776
- Posts: 425
- Joined: Sun Jun 29, 2008 10:24 am
- Location: Moonshine Still, North Carolina Mountains
Re: [WIP]Doom zombies 2(New Update 5/28/14)
Just tried this for the first time and the weapons feel pathetically weak. since I'm new to this mod, I was going on 'easy' difficulty and even then, the action is way too much grinding trying to just kill a few enemies, I mean even before I get to double-digit waves it feels like any weapon I pick up ain't hardly doing any damage, wasting all my cash on ammo refills without any chance to buy perks. Is there a difficulty other than 'timed gameplay' where the weapons are not so pathetically weak, Where the monsters are very killable at first and only after you get well into double-digit rounds it starts taking a boxes of ammo to just kill one Nazi Zombie? It taking several magazines of ammo, no matter the weapon to kill humanoid enemies before you get out of the single-digit rounds is a complete turn off to me, frustratingly grinding, and causing me to ragequit quite often.