Infernal Distortion / MegaWad for Doom II My Project
Posted: Wed Oct 10, 2012 2:50 pm
by Marine Infierno
I made a mod since a short time
is a remix of doom 2 maps (and others new maps)
the maps are distorted at the start and changed almost all the textures
Also There are new textures and music (almost all enemies have new sounds)
I also put like 8 weapons (possibly there will be more even)
many sprites replacements
and many more monsters (based many barons of hell)
now i want to put here the images for wad
must be put something more or remove something
Re: Infernal Distortion / MegaWad for Doom II
Posted: Wed Oct 10, 2012 3:24 pm
by Marine Infierno
would put the link but I did the wad in Spanish
Re: Infernal Distortion / MegaWad for Doom II My Project
spoke of the in the dialog scripts (mayority Language in Spanish)
already changed to English in majority of the lump of Language
in Dehacked
Re: Infernal Distortion / MegaWad for Doom II My Project
Posted: Thu Oct 11, 2012 3:15 pm
by RV-007
I'm not so sure if ACS can determine a choice of language for dialogue scripts, but that could be a good idea. Problem is I don't know ACS, but maybe someone else can. http://esper.net/publicirc.php (#zdoom) for chat w/ more knowledgable modders.
Re: Infernal Distortion / MegaWad for Doom II My Project
Re: Infernal Distortion / MegaWad for Doom II My Project
Posted: Thu Oct 11, 2012 3:30 pm
by Marine Infierno
RV-007 wrote:I'm not so sure if ACS can determine a choice of language for dialogue scripts, but that could be a good idea. Problem is I don't know ACS, but maybe someone else can. http://esper.net/publicirc.php (#zdoom) for chat w/ more knowledgable modders.
I sure do not understand of the entire message
Script 2 Start map
Spoiler:
script 2 (void)
{
SetFont ("CONFONT");
HudMessage (s:"Alguien esta..."; HUDMSG_FADEOUT, 10, CR_BLUE, 0.2, 0.2, 4.5);
Delay (180);
HudMessage (s:"Yo seƱor"; HUDMSG_FADEOUT, 10, CR_GREEN, 0.2, 0.2, 4.5);
Delay (180);
setplayerproperty(1, 1, prop_totallyfrozen);
SetMusic ("D_UACEME");
HudMessage (s:"nesesito desirte algo urgente"; HUDMSG_FADEOUT, 10, CR_BLUE, 0.2, 0.2, 4.5);
Delay (180);
HudMessage (s:"Marine los demons estan ivadiendo de nuevo la tierra"; HUDMSG_FADEOUT, 10, CR_BLUE, 0.2, 0.2, 4.5);
Delay (280);
HudMessage (s:"Quiere que valla a la tierra a revisar"; HUDMSG_FADEOUT, 10, CR_GREEN, 0.2, 0.2, 4.5);
Delay (188);
HudMessage (s:"si ve a ahora"; HUDMSG_FADEOUT, 10, CR_BLUE, 0.2, 0.2, 4.5);
Delay (160);
setplayerproperty(1, 0, prop_totallyfrozen);
}
Re: Infernal Distortion / MegaWad for Doom II My Project
Re: Infernal Distortion / MegaWad for Doom II My Project
Posted: Thu Oct 11, 2012 3:55 pm
by Marine Infierno
Information mod
Distorted Maps :: 16 (Remix Doom 2)
New Maps :: 3
Translation Process :: 28%
Re: Infernal Distortion / MegaWad for Doom II My Project
Posted: Fri Oct 12, 2012 2:27 pm
by Marine Infierno
Marine Infierno wrote:Information mod
Distorted Maps :: 16 (Remix Doom 2)
New Maps :: 3
Translation Process :: 28%
Translation Process :: 63%
Re: Infernal Distortion / MegaWad for Doom II My Project
Posted: Fri Oct 12, 2012 3:05 pm
by Marine Infierno
I need some help with a new weapon that I finish
is that when the projectile is fired only see the from front and not the of the other side
and also fires the missile of rocket launcher (did not want to shoot the projectile)
and now to load the wad terminates with an error
Decorate Weapon
Spoiler:
ACTOR AvancedRocketLauncher : weapon 12003
{
Weapon.AmmoUse 1
Weapon.AmmoGive 2
Weapon.AmmoType "Rocket-2500Ammo"
+WEAPON.NOAUTOFIRE
+MISSILEMORE
Inventory.PickupMessage "you got Uac-MissileLauncher"
States
{
Ready:
MIS5 A 1 A_WeaponReady
Loop
Deselect:
MIS5 A 1 A_Lower
Loop
Select:
MIS5 A 1 A_Raise
Loop
Fire:
MIS5 B 8 A_FireCustomMissile ("Rocket-2500")
MIS5 C 12 A_FireMissile
MIS5 D 2 A_PlayWeaponSound("weapons/reloadAL")
MIS5 F 4
MIS5 G 8
MIS5 H 2 A_ReFire
Goto Ready
Flash:
MIS5 A 3 Bright A_Light1
MIS5 B 4 Bright
MIS5 CD 4 Bright A_Light2
Goto LightDone
Spawn:
LAU2 A -1
Stop
}
}
ACTOR Rocket-2500 :
{
Radius 11
Height 8
Speed 18
Damage 20
Projectile
+RANDOMIZE
+DEHEXPLOSION
SeeSound "weapons/R-2500L"
DeathSound "weapons/R-2500E"
Obituary "%k as annihiladet for misslile-2500"
States
{
Spawn:
MISR A 4 Bright
Loop
Death:
MISE A 8 Bright A_Explode
MISE B 6 Bright
MISE A 4 Bright
MISE C 8 Bright
MISE D 8 Bright
Stop
}
}
ACTOR Rocket-2500Ammo : ammo 16010
{
Inventory.PickupMessage "you got missile-2500"
Inventory.Amount 1
Inventory.MaxAmount 50
Ammo.BackpackAmount 1
Ammo.BackpackMaxAmount 100
Inventory.Icon "RO2KA0"
States
{
Spawn:
RO2K A -1
Stop
}
}
Re: Infernal Distortion / MegaWad for Doom II My Project
Posted: Fri Oct 12, 2012 10:41 pm
by Blue Shadow
Marine Infierno wrote:... and also fires the missile of rocket launcher (did not want to shoot the projectile)
Replace [wiki]A_FireMissile[/wiki] with A_FireCustomMissile ("Rocket-2500").
Fire:
MIS5 B 8
MIS5 C 12 A_FireCustomMissile ("Rocket-2500")
MIS5 D 2 A_PlayWeaponSound("weapons/reloadAL")
MIS5 F 4
MIS5 G 8
MIS5 H 2 A_ReFire
Goto Ready
and now to load the wad terminates with an error
Remove the colon ":" next to "ACTOR Rocket-2500" (I think that's what's causing the error).
Re: Infernal Distortion / MegaWad for Doom II My Project
Posted: Sun Oct 14, 2012 1:45 pm
by Marine Infierno
Blue Shadow wrote:
Marine Infierno wrote:... and also fires the missile of rocket launcher (did not want to shoot the projectile)
Replace [wiki]A_FireMissile[/wiki] with A_FireCustomMissile ("Rocket-2500").
Fire:
MIS5 B 8
MIS5 C 12 A_FireCustomMissile ("Rocket-2500")
MIS5 D 2 A_PlayWeaponSound("weapons/reloadAL")
MIS5 F 4
MIS5 G 8
MIS5 H 2 A_ReFire
Goto Ready
and now to load the wad terminates with an error
Remove the colon ":" next to "ACTOR Rocket-2500" (I think that's what's causing the error).
ok thanks I will put it and the link would be possibly tomorrow
Re: Infernal Distortion / MegaWad for Doom II My Project
Posted: Sat Nov 03, 2012 2:50 pm
by Marine Infierno
Excuse me for a delay but sometimes not e had time but I am working on the mod
what i need now are mappers
Re: Infernal Distortion / MegaWad for Doom II My Project