Is that STILL a problem (And I am talking about in-game)? I thought I fixed it. If that's still so, I think it is as widescreen friendly as I can get it unless someone could edit the picture itself to widen it.jimbob wrote:One of my favorite NOT zdoom projects. Will you ever fix the widescreen unfriendly nightvision? Maybe you can remove the googles overlay completly?
[3DGE] Doom Forever (happy new year!)
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: DOOM Forever (update and YouTube video)
Re: DOOM Forever (BIG Christmas update)
I present here the biggest update yet.
Notable changes, features, additions, etc.:
* Idle frames and smooth(er) walking animations for monsters
* Speed of the Super Shotguns reload is now a little more accurate to vanilla DOOM (it was much, much faster)
* The chainsaw now wobbles during attack
* Lots of new monster deaths (for the zombieman, shotgun guy, chaingun commando, imp and demon)
* Additional sound effects for the SS from the 3DO port of Wolfenstein 3D
* Lots of visual additions, improvements, etc.
* Additional marine corpses and gore (decoration sprites)
* Slightly re-worked gib mechanics
* Gibs no longer disappear
* The shotgun will now occasionally jam/fire a dud
* Beefier firing sound for the super shotgun (sawed off)
* Knelled enemies can now be gibbed
* New screaming sounds for when zombies are engulfed in flames
* New deaths for the player, though I am unable to properly test these
* Rotations for the SS' pain state
* An SS will occasionally surrender (An idea taken from unused DOOM source art)
* Made some edits to Commander Keen
* Alternate attack for the Mancubus arm weapon
* More realistic and less cartoony smoke effect for bodies and exploded barrels
* Updated credits
Download: http://www.mediafire.com/download/hswx9 ... ver121.zip
A very mery christmas and a happy new year from CeeJay, sole team member behind DOOM Forever
Notable changes, features, additions, etc.:
* Idle frames and smooth(er) walking animations for monsters
* Speed of the Super Shotguns reload is now a little more accurate to vanilla DOOM (it was much, much faster)
* The chainsaw now wobbles during attack
* Lots of new monster deaths (for the zombieman, shotgun guy, chaingun commando, imp and demon)
* Additional sound effects for the SS from the 3DO port of Wolfenstein 3D
* Lots of visual additions, improvements, etc.
* Additional marine corpses and gore (decoration sprites)
* Slightly re-worked gib mechanics
* Gibs no longer disappear
* The shotgun will now occasionally jam/fire a dud
* Beefier firing sound for the super shotgun (sawed off)
* Knelled enemies can now be gibbed
* New screaming sounds for when zombies are engulfed in flames
* New deaths for the player, though I am unable to properly test these
* Rotations for the SS' pain state
* An SS will occasionally surrender (An idea taken from unused DOOM source art)
* Made some edits to Commander Keen
* Alternate attack for the Mancubus arm weapon
* More realistic and less cartoony smoke effect for bodies and exploded barrels
* Updated credits
Download: http://www.mediafire.com/download/hswx9 ... ver121.zip
A very mery christmas and a happy new year from CeeJay, sole team member behind DOOM Forever
Re: DOOM Forever (BIG Christmas update)
Why, and how can i reverse that?CeeJay wrote: Notable changes, features, additions, etc.:
* The shotgun will now occasionally jam/fire a dud
Re: DOOM Forever (BIG Christmas update)
Open the DDFWEAP lump and under [SHOTGUN] remove the line "SHTG:A:0:NORMAL:JUMP(JAM:1,1%)," from STATES(ATTACK)
Re: DOOM Forever (BIG Christmas update)
Thanks.CeeJay wrote:Open the DDFWEAP lump and under [SHOTGUN] remove the line "SHTG:A:0:NORMAL:JUMP(JAM:1,1%)," from STATES(ATTACK)
- Carbine Dioxide
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Re: DOOM Forever (BIG Christmas update)
This is a cool mod. The gore is unrealistic, but it's unique.
Also, I don't wanna be a douche, but there is some things that probably shouldn't be there: Mike 12's deaths specifically made for Demonsteele.
Also, I don't wanna be a douche, but there is some things that probably shouldn't be there: Mike 12's deaths specifically made for Demonsteele.
Mike's PM wrote: We all agreed that we'd like the mod to float around a good bit before allowing others to use the resources. That, and the Demonsteele death sprites are done with a very specific aesthetic in mind - they wouldn't mesh well with other custom death sprites.
Re: DOOM Forever (BIG Christmas update)
Thanks!
Never heard that before, could you be more specefic?Carbine Dioxide wrote:The gore is unrealistic, but it's unique.
I was not aware of the fact that they were made specifically for Demonsteele. Unless the author(s) personally tell me otherwise, they'll remain with included credits.Carbine Dioxide wrote:Also, I don't wanna be a douche, but there is some things that probably shouldn't be there: Mike 12's deaths specifically made for Demonsteele.
Re: DOOM Forever (BIG Christmas update)
Nice!
What would be the cleanest way to remove the damage from torches and ricochets? I am not familiar with DDF.
What would be the cleanest way to remove the damage from torches and ricochets? I am not familiar with DDF.
- Carbine Dioxide
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Re: DOOM Forever (BIG Christmas update)
I don't think shooting some one in the face cuts their head off is what I am saying. Also, where are you getting these gib and death frames? did you make the chain saw death yourself?
Last edited by Carbine Dioxide on Wed Dec 24, 2014 1:44 pm, edited 1 time in total.
- TheRailgunner
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Re: DOOM Forever (BIG Christmas update)
CeeJay wrote: I was not aware of the fact that they were made specifically for Demonsteele. Unless the author(s) personally tell me otherwise, they'll remain with included credits.
It seems rather explicit here - Demonsteele is pretty new, and its resources shouldn't be used, credits or otherwise. I asked about using the pistol as Helsturm's tier 3 pistol, and got the same response, albeit not in the same wording.Mike's PM wrote: We all agreed that we'd like the mod to float around a good bit before allowing others to use the resources. That, and the Demonsteele death sprites are done with a very specific aesthetic in mind - they wouldn't mesh well with other custom death sprites.
- Carbine Dioxide
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- Joined: Thu Jun 12, 2014 3:16 pm
- Location: Anywhere.
Re: DOOM Forever (BIG Christmas update)
I agree, RailGunner. If they aren't supposed to be used by other people right now, that probably means you shouldn't still be using them, credits or not.
Re: DOOM Forever (BIG Christmas update)
@Railgunner and Carbine Dioxide-
This sounds like a documentation issue. Personal refusal to your own mods via private pms don't necessarily constitute a refusal to Doomed Forever. There isn't a reason for the demonsteele modders to depend on 3rd party pms to get a resource withdrawn from CeeJay's mod. The pm system here at zdoom will work perfectly well, or they can post an open request here in this very thread.
A properly worded license within the mod's directory will prevent future issues.
This sounds like a documentation issue. Personal refusal to your own mods via private pms don't necessarily constitute a refusal to Doomed Forever. There isn't a reason for the demonsteele modders to depend on 3rd party pms to get a resource withdrawn from CeeJay's mod. The pm system here at zdoom will work perfectly well, or they can post an open request here in this very thread.
A properly worded license within the mod's directory will prevent future issues.
- wildweasel
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Re: DOOM Forever (BIG Christmas update)
Or Ceejay could have just asked first.
Re: DOOM Forever (BIG Christmas update)
wildweasel wrote:Or Ceejay could have just asked first.
@wildweasel-
A quick search shows that you're on the demonsteele team. Is this a request for removal?
- wildweasel
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Re: DOOM Forever (BIG Christmas update)
I don't consider myself enough of a part of the team to make that call. Ask Terminus or Mike12.