[No] Let�s develop: Custom classes

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Let’s develop: Custom classes

Postby kgsws » Wed May 25, 2005 11:41 am

Like Spicezdoom, but classes can be definable in decorate ...
edit: and selectable like hexen
Last edited by kgsws on Wed May 25, 2005 11:56 am, edited 1 time in total.
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Postby Graf Zahl » Wed May 25, 2005 11:52 am

WTF???? :?
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Postby kgsws » Wed May 25, 2005 11:55 am

spicezdoom: http://www.zdoom.ic.cz/download/spice.rar
it is zdoom 1.22 :shock:
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Postby Graf Zahl » Wed May 25, 2005 12:10 pm

And what is that?
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Postby kgsws » Wed May 25, 2005 12:12 pm

there is info (homepage does not exist, it is very old) :

SPICEZDOOM v0.45 (ZDOOM v1.22)

SpiceZDoom's Homepage: http://spicezdoom.pulsarsolutions.com/
ZDoom's Homepage: http://zdoom.notgod.com/


Introduction
===============

SpiceZDoom is an enhancement for ZDoom v1.22 which allows players to take the role of
creatures from within Doom 2. It REQUIRES a commercial version of the DOOM2.WAD file to work
and ZDoom v1.22 files.

Installing SpiceZDoom
---------------------

Just place "SpiceZDoom.exe" in the ZDoom directory and run it, now you can play as creatures.

Creature Infomation
-------------------

To Changed creatures go into the player setup menu and switch the "creature" part of the
setup.

Player
Everything about the basic player is still the same, no guns have changed.

Imp
Starting Stats:
Health - 125

Weapon Maps:
Punch - Imp Claws
Pistol - Imp Fireball
Plasma Gun - Rapid Imp Fireball

Demon
Starting Stats:
Health - 150
Armor - 50

Weapon Maps:
Punch - Bite

Abilities:
Command "invis" -
This invokes the Specter invisibility for demons. It starts at 0
power and charges as you are alive and not using it all the way up
to about 8 minutes of power. The longer you have it off the longer
you can have it on. "invis" toggles the power on/off.

Soldier
Starting Stats:
Health - 100

Weapon Maps:
Punch - Punch
Pistol - Pistol
Chain Gun - Chain Gun
Plasma Gun - Enhanced Chain gun

Sergeant
Starting Stats:
Health - 100

Weapon Maps:
Punch - Punch
Shotgun - Shotgun
Super Shotgun - Super Shotgun
BFG - Super Duper Shotgun

Revenant
Starting Stats:
Health - 150

Weapon Maps:
Punch - Revenant Punch
Pistol - Tracer Missile
Rocket Launcher - Rocket Launcher
Plasma Gun - Super Tracer Barrage

Cacodemon
Starting Stats:
Health - 160

Weapon maps:
Punch - Cacodemon Bite
Pistol - Cacodemon Shot

Abilities:
Free-Flying -
You can fly around the game with normal movement.

Pain Elemental
Due to limitations of the code at this time, pain elementals copy Cacodemons,
but they will soon be a match to the in game Pain Elementals.

Cyber Demon
Starting Stats:
Health - 200
Armor - 100

Weapon Maps:
Punch - Punch
Rocket Launcher - Rocket Launcher

Chain Gunner
Starting Stats:
Health - 100

Weapon Maps:
Punch - Punch
Chain Gun - Enhanced Chain Gun

Hell Knight
Starting Stats:
Health - 150
Armor - 25

Weapon Maps:
Punch - Hell Knight Punch
Pistol - Hell Knight Ball

Mancubus
Starting Stats:
Health - 180
Armor - 60

Weapon Maps:
Punch - Mancubus Punch
Pistol - Mancubus Ball

Arachnatron
Starting Stats:
Health - 120
Armor - 110

Weapon Maps:
Punch - Punch
Plasma - Arachnatron Ball

Lost Soul
Starting Stats:
Health - 70

Weapon Maps:
Punch - Lost Soul Bite

Abilities:
Free-Flying -
You can fly around the game with normal movement.

Other Creatures
Any creatures not listed have not been placed into the game as off yet. Please be
patient as we try to add all the creatures and give them the powers required to
balance out the game.



Acknowledgments
==================
(in no particular order)

SpiceOne The guy who Coded SpiceZDoom. Why he did this is still a
mystery to most people. He claims it was a "Week of Boredom"
that inspired it's creation.

id Software / These are the people who developed Doom and later released
John the source code for the Linux port. Without them, there
Carmack would be no ZDoom. I have also used some of the functions
from their Quake2 game DLL source.

Bernd Packaged up id's Linux code for the initial source release.
Kreimeier

Raven Portions of Heretic and Hexen were used in ZDoom.
Software

Chi Hoang Responsible in one way or another for BOOM. It provided a
Team TNT significant codebase for ZDoom. Information about BOOM can
be found at the Team TNT website:
http://www.teamtnt.com/boompubl/ixboom.htm

Lee Killough For all his brilliant work on both BOOM and later MBF.
Portions of MBF were used in ZDoom, primarily to fix BOOM
bugs.

Yoghurt Creator of the Cajun Bot. http://www.doomworld.com/doombot/

Sebastien Created qmus2mid which I used to determine the structure of
Bacquet DOOM's MUS lumps so that the game would have music.

Andy Bay Original input code is from his (discontinued) ATB Doom port.

Peterri Original sound code and some assembly is from his
Kangaslampi (discontineud) NTDOOM port. He was also the person primarily
responsible for writing the MIDAS Digital Audio System
1.1.2, which is used for all sound effects and MOD music.
It is copyright 1996,1997 Housemarque Inc. It can be found
at http://www.s2.org/midas/.

Glenn "Gaffer" Developed the Prometheus Truecolor library. OpenPTC was used
Fiedler for the latest version of ZDoom, and older versions of PTC
were used for older versions of ZDoom. Its homepage is at
http://www.gaffer.org/ptc/.

Markus Wrote the miniLZO library, which ZDoom uses for data
F.X.J. compression. Its webpage is at
Oberhummer http://wildsau.idv.uni-linz.ac.at/mfx/lzo.html

Greg Lewis Released his DeHackEd source, without which adding
DeHackEd support would have been much harder.
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Postby Graf Zahl » Wed May 25, 2005 12:22 pm

Source?
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Postby kgsws » Wed May 25, 2005 12:36 pm

i do not know :(
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Postby TheDarkArchon » Wed May 25, 2005 12:42 pm

Useless then.
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Postby Your Name Is » Wed May 25, 2005 2:02 pm

If we had it, however, we could make a DRE the way it was supposed to be made
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Postby Cutmanmike » Thu May 26, 2005 3:30 am

kgsws wrote:Pain Elemental
Due to limitations of the code at this time, pain elementals copy Cacodemons,
but they will soon be a match to the in game Pain Elementals.


+Friendly heh
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