TiberiumDoom : Final 2.0.3 Altfires! WOOOOO

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Locked
Jetrean
Posts: 5
Joined: Sat Aug 30, 2014 7:51 am

Re: TiberiumDoom : Beta 1.9 Is Out Right Now

Post by Jetrean »

TiberiumSoul wrote:the demolisher hasn't been around since the alpha builds XD

and im sorry to say but i dont give links for those i only keep them for archiving purposes.


Naw it's cool man. I didn't want to revert back too far. Was just thinking maybe he was on 1.7 or 1.8. I can wait. Just hope it isn't super long.
User avatar
TiberiumSoul
Posts: 1065
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: TiberiumDoom : Final Beta 2.0

Post by TiberiumSoul »

GZDoom Version:
Download Link: TiberiumDoomGZ Final 2.0

heres a changelog:

Weapons:
some sound effects have been changed in favor of newer ones
new weapon behaviors and more eye candy!

Monsters:

Zombie enemies are on a universal spawner that can spit out anything ranging from a rifle zombie to a rocket zombie so Grosse might actually be beatable.
The Widowmaker no longer fires rockets but will instead pelt you with cannon slugs and will have a chance to drop a GSR-5 Heavy Rifle
Demolisher is making a comeback and so is his big brother the Dark Demolisher.
User avatar
Carbine Dioxide
Posts: 1927
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

Re: TiberiumDoom : Final Beta 2.0

Post by Carbine Dioxide »

I think I like this mod more than Insanity's Requiem. I guess I like the way that rifle zombies actually drop rifles, and the quad zombies drop quad shotguns. :D
User avatar
TiberiumSoul
Posts: 1065
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: TiberiumDoom : Final Beta 2.0

Post by TiberiumSoul »

This mod predates Insanity's Requiem and is 1 year its senior so that means a lot more time went into the project with fewer revisions than Insanity's Requiem with 31 revisions

also im sad to say that theres only going to be one more trailer made for TiberiumDoom to show off the final build
User avatar
Hellstorm Archon
Posts: 1176
Joined: Sun Oct 24, 2010 7:37 pm
Preferred Pronouns: They/Them
Location: 404 Error- Location of User Not Found
Contact:

Re: TiberiumDoom : Final Beta 2.0

Post by Hellstorm Archon »

Apparently, the download link has been removed for a Terms of Service violation.
User avatar
BlueInferno
Posts: 33
Joined: Wed Sep 18, 2013 3:40 pm

Re: TiberiumDoom : Final Beta 2.0

Post by BlueInferno »

Nice work! Very solid and fun.

I want to point out a weird bug with the skull keys.

http://i.imgur.com/ByO1v45.png
http://i.imgur.com/0aephNM.png
http://i.imgur.com/vJWfUQB.png

I'm using GZdoom 2.0.03 it could be related with the renderer changes.

When firing the quad shotguns secondary with one shell left in the gun is still fires at the same power as four shells loaded. May I suggest the secondary fire to reload when less then four shells are present?

Anyways good luck with your final release. :D
User avatar
TiberiumSoul
Posts: 1065
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: TiberiumDoom : Final Beta 2.0

Post by TiberiumSoul »

the models work just fine in versions 1.9 and earlier so it has to be renderer changes that fuck over the models...

as for the shotgun ill try and crank out a quick fix
User avatar
TiberiumSoul
Posts: 1065
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: TiberiumDoom : Final 2.0.1

Post by TiberiumSoul »

Some people have asked me if I ever plan on releasing a "Lite Version" of TiberiumDoom and before I would have answered "No." But, now that i think about it a Lite Version of TiberiumDoom wouldn't be too much of an undertaking plus it would allow others to play with the Weapons, SFX, and Eye Candy without the Monsters bearing down on with all the rage of hell itself



GZDoom Version:
Download Link: TiberiumDoomGZ Final 2.0.1

Changes made:

+Fixed the quad shotgun's altfire functionality
+Removed manual pumping on the shotgun
+Changed the flash on the Minigun so that you can actually see what your shooting at
User avatar
Carbine Dioxide
Posts: 1927
Joined: Thu Jun 12, 2014 3:16 pm
Location: Anywhere.

Re: TiberiumDoom : Final 2.0.1

Post by Carbine Dioxide »

Little bug: When the rifle runs out of ammo, you reload and it lets you shoot another one. I was trying to kill a double chain gun guy with it from far away, and just tried to snipe him with the infinite bullets I had for running out of ammo.
User avatar
xenoxols
Posts: 2128
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

Re: TiberiumDoom : Final 2.0.1

Post by xenoxols »

What map is that in the video?
User avatar
ZioMcCall
Posts: 574
Joined: Fri Dec 05, 2014 3:05 pm
Location: Senigallia,Italy

Re: TiberiumDoom : Final 2.0.1

Post by ZioMcCall »

I'm trying with maps of Doom II: I must say that is one of the best mod I've played. I like the shovel too, remember me Grezzo2
User avatar
TiberiumSoul
Posts: 1065
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: TiberiumDoom : Final 2.0.1

Post by TiberiumSoul »

Carbine, I've tried too many times to count on both hands to fix that bug.

Xenoxols, go to the video on YouTube and read the description.

ZioMcCall, please don't associate that unholy shitstorm of a mod with anything I release.
User avatar
ZioMcCall
Posts: 574
Joined: Fri Dec 05, 2014 3:05 pm
Location: Senigallia,Italy

Re: TiberiumDoom : Final 2.0.1

Post by ZioMcCall »

TiberiumSoul wrote:
ZioMcCall, please don't associate that unholy shitstorm of a mod with anything I release.
Oh,Sorry.I did not mean to offend you. I was just doing the compliments for the great job you did.
User avatar
TiberiumSoul
Posts: 1065
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: TiberiumDoom : Final 2.0.1

Post by TiberiumSoul »

Its fine just don't do it anymore .
User avatar
TiberiumSoul
Posts: 1065
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: TiberiumDoom : Final 2.0.2

Post by TiberiumSoul »

And we're back with another update! (This is supposed to be the final release, Stop updating shit Tiber!)

changes made :
All weapons with physical magazines (Pistol, Assault Rifle, Heavy Rifle, Nailgun, Plasmagun, Railgun) all leave behind spent magazines/power cells.

Implemented a smoother reload animation made by Sgt. Shivers.

New Railgun Graphics Courtesy of OSJC Latchford

Rocket Zombie replaced with Zrrions Nailgun Zombie

Zombie Spawners have been toned down

Railgun effects are now blue as opposed to the original green

Mancubi replaced with Zombie Tank Variants by Xim and Enjay

I think that covers everything I've changed...

Download Link: TiberiumDoomGZ Final 2.0.2
Locked

Return to “Abandoned/Dead Projects”