[RELEASE] Prodoomer V3.1

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PsychoSilverTH
Posts: 74
Joined: Mon Mar 05, 2012 7:52 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Chile

[RELEASE] Prodoomer V3.1

Post by PsychoSilverTH »







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Hi, am PsychoSilverTH is a mod with the property of unlock skills and upgrades weapons like increasing damage,increasing speed of projectiles, unlock unique abilities of weapons ETC., kill your enemies earn exp and money, boss fights and much more!.

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SCREENSHOTS:
Spoiler:
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===================== DOWNLOAD NOW! =====================

OLD VERSIONS:

MODDB:

V1: http://www.moddb.com/mods/prodoomer-v1/ ... odoomer-v1
V2: http://www.moddb.com/games/doom/downloads/prodoomer-v2

MEGA:

V1: https://mega.nz/#!lIth3ToR!QhObyYI97wzv ... fwDePe2ggQ
V2: https://mega.nz/#!QUNBVBIb!T1cSdtviwqDA ... wV9KjVV4iQ

NEW VERSION (last updated Mar 2nd, 2017):

http://www.moddb.com/mods/prodoomer-v3/ ... odoomer-v3
https://mega.nz/#!pRMiVTLa!c_2ZJMv5DIo6 ... 3S_wkmRGOE

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WHAT'S NEW:
Spoiler:
v3.1 is a version only for fix bugs.
WHAT'S NEW V3.1:
Spoiler:
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ADVICE: This mod IS NOT compatible with other mods, do not be stupid and do not blame the mod for something obvious.
I've created this advice by those persons who are mixing other mods with this mod, so don't blame for something so obvious.
This advice was created on 10/22/2015.

ATTENTION: I am conscious of the owners of the graphics and sprites ETC.
I have a list of special thanks
where I give credit to those owners :).

SPECIAL THANKS:
Spoiler:
if appear some resources from other mods and I have not mentioned on the credits list, please just tell me and i will include it. :D

Influences:

Sonic
Megaman
Doom64
Diablo
Resident Evil 4
Castlevania
Devil may cry

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Rings locations:
Spoiler:
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Prodoomer: Full Soundtrack Play List by Randumb

https://www.youtube.com/playlist?list=P ... EV9_xi-3tB

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Support me via Paypal

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CHECK OUT MY FACEBOOK PAGE:

https://www.facebook.com/Psychosilverth
Last edited by PsychoSilverTH on Fri Jul 08, 2022 10:21 am, edited 91 times in total.
User avatar
Ribo Zurai
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Joined: Fri Jul 03, 2009 1:47 pm

Re: PRODOOMER

Post by Ribo Zurai »

This looks pretty boss. Looking forward the release.
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DOOMERO-21
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Location: Chile

Re: PRODOOMER

Post by DOOMERO-21 »

Very nice concept and use of acs.
Spoiler:
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The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: PRODOOMER

Post by The Zombie Killer »

This looks absolutely awesome! I can't wait to try this out!
Last edited by The Zombie Killer on Tue Jan 05, 2016 12:31 am, edited 1 time in total.
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Darsycho
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Re: PRODOOMER

Post by Darsycho »

Looks pretty nice! Title of the thread could be better IMO. (Lay off the caps, add a few details like [WIP] and small description of the wad).

I'll gladly try this when it's done. =)
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Unholypimpin
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Re: [WIP] Prodoomer

Post by Unholypimpin »

looks cool and i like the use of doom64 textures and monster sprites as well as duke64 weapons.
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Matt
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Re: [WIP] Prodoomer (FPS-RPG)

Post by Matt »

::clicks on first vid::


...damn, this looks a lot better than I thought it would from the stills. :shock:

EDIT: oh god i just saw the r word in the description i'll just appreciate the vid
Last edited by Matt on Tue Jun 11, 2013 12:40 am, edited 1 time in total.
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Pisstepank
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Re: [WIP] Prodoomer (FPS-RPG)

Post by Pisstepank »

Oh my god, this looks absolutly amazing!
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Mánibranðr System
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Location: Hong Kong

Re: [WIP] Prodoomer (FPS-RPG)

Post by Mánibranðr System »

Pretty cool mod!
Par9000
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Joined: Mon Nov 05, 2012 4:49 am

Re: [WIP] Prodoomer (FPS-RPG)

Post by Par9000 »

Damn, i want to play in this wad!
Gimme gimme GIVE ME IT :D
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KingShinra
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Re: [WIP] Prodoomer (FPS-RPG)

Post by KingShinra »

If completed bby this year, automatic Cacoward. IF completed.

Keep at it bro. It looks like a masterpiece.
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amv2k9
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Location: Southern California

Re: [WIP] Prodoomer (FPS-RPG)

Post by amv2k9 »

I'd be interested to see how you did that damage counter. Maybe Sunbeam would be too.
iVoid
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Re: [WIP] Prodoomer (FPS-RPG)

Post by iVoid »

This looks fantastic! Wow!
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Scroaty79
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Re: [WIP] Prodoomer (FPS-RPG)

Post by Scroaty79 »

amv2k9 wrote:I'd be interested to see how you did that damage counter. Maybe Sunbeam would be too.
amv2k9 I'm happy to know that I wasn't the only person who thought that damage counter would fit nicely with sunbeam's BorderDoom project. This does look like a very promising project, I look forward to seeing a release of any kind.
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PsychoSilverTH
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Location: Chile

Re: [WIP] Prodoomer (FPS-RPG)

Post by PsychoSilverTH »

amv2k9 wrote:I'd be interested to see how you did that damage counter. Maybe Sunbeam would be too.
in really this damage counter I extracted of a wad but it was not as good the code because only shows up to 100 damage maximum and it was not accurate. EXAMPLE: "the damage shown in 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 >100"
to improve it now shown the damage up to 1000 and is more accurate. EXAMPLE:"the damage shown in 1 2 3 4 5 6 7 8 9 10...101..567..678...743...999.... >1000"
the delay was like 5 days and was a conviction.
for create damagecounter is used three things: ACS, DECORATE & TEXTURES
you want to know where I found the wad?
unfortunately do not remember where, but i founded on a ZDOOM forum
Last edited by PsychoSilverTH on Wed Jun 12, 2013 12:36 pm, edited 1 time in total.
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