[Code] The Batman Effect

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[Code] The Batman Effect

Postby wildweasel » Sun Feb 15, 2015 1:23 am

Get it here; requires GZDoom development version Feb 11 or newer. Load and press Fire to "activate." All the magic's in the Textures and ACS script.

For your momentary enjoyment, or perhaps use in a project of yours. Source is included. All I ask is credit for the code (and Edward850 and Kyle873 for helping debug it and putting up with my swearing); the sound is, of course, from the 1960s Batman TV series.
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Re: [Code] The Batman Effect

Postby MetroidJunkie » Sun Feb 15, 2015 1:45 am

Nicely done, that's a pretty awesome effect. This could go great for a screen transition.
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Re: [Code] The Batman Effect

Postby SamVision » Sun Feb 15, 2015 2:21 am

I would have loved to see this in Pirate Doom or something.
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Re: [Code] The Batman Effect

Postby hitmanx » Sun Feb 15, 2015 3:10 am

If you have a weak stomach, I don't recommend trying to complete a level whilst using this. Interestingly on map change your view will start out where it left in the previous level. Trying to do map 2 of doom 2 upside down is pretty tricky!
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Re: [Code] The Batman Effect

Postby Nash » Sun Feb 15, 2015 4:27 am

sndinfo.txt wrote:batman! batman!


Beautiful... :')
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Re: [Code] The Batman Effect

Postby Big C » Sun Feb 15, 2015 4:46 am

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Re: [Code] The Batman Effect

Postby Enjay » Sun Feb 15, 2015 5:02 am

Ha ha. Fun.

This would also enhance Doom3 style "travelling through a fleshy tunnel" teleports.
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Re: [Code] The Batman Effect

Postby Gez » Sun Feb 15, 2015 5:32 am

I was hoping for a "gore" mod where blood splatters are replaced by "BLAM! POW! SOCK! BIFF! WHACK!"
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Re: [Code] The Batman Effect

Postby Ozymandias81 » Sun Feb 15, 2015 8:33 pm

@wildweasel
This rollin' effect could be useful for Reborn cutscenes...

Gez wrote:I was hoping for a "gore" mod where blood splatters are replaced by "BLAM! POW! SOCK! BIFF! WHACK!"

That's exactly what I'll do in the future with Reborn...

Enjay wrote:Ha ha. Fun.
This would also enhance Doom3 style "travelling through a fleshy tunnel" teleports.

Surely I'll remember this for Gore...

Now it's time to make Descent: Doomed In Space... just kidding! (at the moment)
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Re: [Code] The Batman Effect

Postby SyntherAugustus » Thu Feb 19, 2015 8:47 am

I had a good laugh using this just now. I'm surprised it didn't make the monsters explode in front of me for extra comedic effect.
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Re: [Code] The Batman Effect

Postby Ozymandias81 » Thu Feb 19, 2015 9:10 am

...also this code could be amazing if used for BFG-like weapons: imagine to throw away your enemies with rotating effects, and once they hit walls... SPLAT!
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