OSJC's 'OLDSKOOL' zdoom mod - mon 20th march 2017
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.
Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)
I tried this out today, it wasn't half bad, some things I would like to address:
1. No Reload function: I know you want to keep this removed, but for some of us it is ANNOYING not being able to reload your guns. I would rather clip functions be removed than not having a reload function, but I would much prefer a reload function. Not having this gets you killed in a lot of maps, I would at least recommend a mutator.
2. Faster Weapon Switch: It is needed, bad. Got too many weapons for that current switch speed.
3. Knife to replace Fists Permanently: There is no reason what so ever to use fists when Knife is superior, so why should it take up a sub weapon slot?
4. Grenade too weak: As it says, only does the amount of a rocket, kind of useless. Also could use a separate quick function like the kick.
5. Kick needs a buff: It is really too weak to even bother using. Brutal Doom had it perfect (minus the berserk damage) Maybe it could be similar?
6. Nuke: This thing was... definitely a nuke, but the explosion was misleading to the actual radius. What it needs is a calculated safe distance by percentage meter that is always visible by the aimer. This will help players not kill themselves so easily firing this from a rough estimated 100 ft away and expecting a not so large blast zone.
Other than that the MOD isn't half bad, just needs tweaking and improving on the gun animations.
1. No Reload function: I know you want to keep this removed, but for some of us it is ANNOYING not being able to reload your guns. I would rather clip functions be removed than not having a reload function, but I would much prefer a reload function. Not having this gets you killed in a lot of maps, I would at least recommend a mutator.
2. Faster Weapon Switch: It is needed, bad. Got too many weapons for that current switch speed.
3. Knife to replace Fists Permanently: There is no reason what so ever to use fists when Knife is superior, so why should it take up a sub weapon slot?
4. Grenade too weak: As it says, only does the amount of a rocket, kind of useless. Also could use a separate quick function like the kick.
5. Kick needs a buff: It is really too weak to even bother using. Brutal Doom had it perfect (minus the berserk damage) Maybe it could be similar?
6. Nuke: This thing was... definitely a nuke, but the explosion was misleading to the actual radius. What it needs is a calculated safe distance by percentage meter that is always visible by the aimer. This will help players not kill themselves so easily firing this from a rough estimated 100 ft away and expecting a not so large blast zone.
Other than that the MOD isn't half bad, just needs tweaking and improving on the gun animations.
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Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)
although I appreciate the time you've taken to 'evaluate' the points you have mentioned will not be changed in the next version.
for example. the nuke is kinda a joke weapon and is intended to be like (and ridiculously dangerous to use as) killerquakepack's nuke.
for example. the nuke is kinda a joke weapon and is intended to be like (and ridiculously dangerous to use as) killerquakepack's nuke.
Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)
@osjclatchford
I made some changes to osjc_firearms18.pk3 so the ejecting casings are visible for the player. If you want it, please PM me and i send it to you and you can do whatever you want with it.
I made some changes to osjc_firearms18.pk3 so the ejecting casings are visible for the player. If you want it, please PM me and i send it to you and you can do whatever you want with it.
Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)
I want to download it but 4shared doesn't let me ;( is it possible to upload it to mediafire?
- insightguy
- Posts: 1730
- Joined: Tue Mar 22, 2011 11:54 pm
Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)
I was wondering how does the flashlight work? I doesn't seem t do anything, same is for flares. This is a great mod btw
Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)
Software = No lightstuintje wrote:I was wondering how does the flashlight work? I doesn't seem t do anything, same is for flares. This is a great mod btw
Need to be on opengl to work.
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Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)
flashlight increases the light in the room, not by a huge amount but quite a bit. you can see the difference when the flashlight/pistol reloads, or when swinging the centred flashlight. as for the flares, they are designed purely as markers for maze-like maps. kind of pointless frippery I know but I wanted them in so here they are. also worth pointing out that ALL of this is in the readme...
as for opengl: do you mean gzdoom? as I've not designed this mod with this engine in mind.
how does it fare up in gzdoom then?
as for opengl: do you mean gzdoom? as I've not designed this mod with this engine in mind.
how does it fare up in gzdoom then?
Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)
hehehe, I think I made a mistake. I do not use opengl but flashlights and flares, usually have a function more in opengl. I thought the tuintje had a problem with it.osjclatchford wrote:as for opengl: do you mean gzdoom? as I've not designed this mod with this engine in mind.
how does it fare up in gzdoom then?
Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)
Is there a way to download from 4shared without signing up for it?
- TheMightyHeracross
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- Location: Philadelphia, PA
Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)
No, that's why it sucks.
Use Dropbox instead.
Use Dropbox instead.
Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)
If there is a dropbox mirror I'll be happy to use it
- insightguy
- Posts: 1730
- Joined: Tue Mar 22, 2011 11:54 pm
Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)
didnt you see my link just a couple of posts above?Morter wrote:If there is a dropbox mirror I'll be happy to use it
- TheMightyHeracross
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- Joined: Sun Aug 18, 2013 9:41 am
- Location: Philadelphia, PA
Re: OSJC's generic Zdoom V2.0 mod! (mon 26th Aug 2013)
My comment was directed to Latchford, my bad.
The second part, that is
The second part, that is
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Re: OSJC's generic Zdoom V2.2 mod! (sat 22nd feb 2014)
final version out now. see first link on page 1. bye!