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Re: [WIP] GORE - A GZDoom Project by Ozymandias81

PostPosted: Thu Jan 15, 2015 3:14 pm
by Endless123
chronoteeth wrote:Please remove the offensive cheat messages.


There is a small trick to avoid such messages while using a cheat - bind the cheat to a key - that way you won't have to open the console to use it and you'll avoid any unwanted message ;)

@Ozymandias81 : Glad i could help :) Keep up the good work :D

Re: [WIP] GORE - A GZDoom Project by Ozymandias81

PostPosted: Thu Jan 15, 2015 6:37 pm
by chronoteeth
that is absolutely no excuse for an offensive message. hiding it from your eyes does not mean that its still not there. it should've never been there in the first place.

it's like all that disgusting offensive shit found in brutal doom. you could ignore it but it should not have been there in the first place. even duke nukem isn't that crass.

unlike bd though ozy threw no hissyfit about it and did the right thing by changing it, it's been changed now so all is well

Re: [UPDATE] GORE - A GZDoom Project by Ozymandias81

PostPosted: Mon Jan 19, 2015 1:01 pm
by Ozymandias81
For anyone interested in this PWad, the post is now updated with more informations. More screenshots, objects and infos at the end of next week. Stay tuned :-)

Re: [UPDATE] GORE - A GZDoom Project by Ozymandias81

PostPosted: Mon Jan 19, 2015 2:40 pm
by -Ghost-
The map design is pretty cool, I like the ambient fog and darkness with heavy architecture. It's pretty laggy for me too, though, unfortunately. It'll be fine for awhile and then stutter for a few seconds, then fine again, so I'm not sure what it is.

Re: [UPDATE] GORE - A GZDoom Project by Ozymandias81

PostPosted: Tue Jan 20, 2015 3:38 am
by Ozymandias81
There were no more lags if you play the PWad offline. Reboot your PC, turn off internet or your modem then play the mod. BTW take a look at the end of the readme.txt file, there is a "requirements" section explaining what you need to play Gore. Otherwise, you can try to disable shaders et similae via GZDoom menu.

Re: [UPDATE] GORE - A GZDoom Project by Ozymandias81

PostPosted: Tue Jan 20, 2015 4:16 am
by MADMAXXNOKEN
This is so cool!!!. I mean that this almost a Doom conversion of Mad Max

Re: [UPDATE] GORE - A GZDoom Project by Ozymandias81

PostPosted: Tue Jan 20, 2015 11:54 am
by Ozymandias81
@MADMAXNOKEN
Uhmm... I think you have replied in the wrong thread... my project doesn't have anything to do with Mad Max :sadno:

Re: [UPDATE] GORE - A GZDoom Project by Ozymandias81

PostPosted: Tue Jan 20, 2015 12:53 pm
by Ed the Bat
Can I ask that the weaponslots please be defined in DECORATE and not KEYCONF?

Re: [UPDATE] GORE - A GZDoom Project by Ozymandias81

PostPosted: Tue Jan 20, 2015 1:46 pm
by Ozymandias81
Ed the Bat wrote:Can I ask that the weaponslots please be defined in DECORATE and not KEYCONF?


Why are you asking me this? What's wrong with keyconf?

Re: [UPDATE] GORE - A GZDoom Project by Ozymandias81

PostPosted: Tue Jan 20, 2015 1:53 pm
by Ed the Bat
Ozymandias81 wrote:Why are you asking me this?

Because you are using KEYCONF. If you weren't using it, I wouldn't need to ask, now would I.
Ozymandias81 wrote:What's wrong with keyconf?

Aside from being deprecated for nearly six years, it's highly destructive and embarrassingly sloppy.

Re: [UPDATE] GORE - A GZDoom Project by Ozymandias81

PostPosted: Tue Jan 20, 2015 2:12 pm
by Ozymandias81
Ed the Bat wrote:
Ozymandias81 wrote:Why are you asking me this?

Because you are using KEYCONF. If you weren't using it, I wouldn't need to ask, now would I.
Ozymandias81 wrote:What's wrong with keyconf?

Aside from being deprecated for nearly six years, it's highly destructive and embarrassingly sloppy.


Thank you for having noticed this "deprecated sloppy", I'll try to fix it in an instant... There are so plenty o' things to manage here and sometimes something is forgotten :roll:

Re: [UPDATE] GORE - A GZDoom Project by Ozymandias81

PostPosted: Tue Jan 20, 2015 2:13 pm
by Ed the Bat
I understand. I'm hearing so much praise for this project, I wanted to be able to see it for myself. Keep up the good work.

And I'm sorry if I sounded harsh. KEYCONF is a major hot-button for me.

Re: [UPDATE] GORE - A GZDoom Project by Ozymandias81

PostPosted: Tue Jan 20, 2015 2:50 pm
by Ozymandias81
Ed the Bat wrote:I understand. I'm hearing so much praise for this project, I wanted to be able to see it for myself. Keep up the good work.

And I'm sorry if I sounded harsh. KEYCONF is a major hot-button for me.


Everything's fine thankx, don't worry. Criticism are welcome, BTW the file is fixed now, commented out setslots and redefined plysgore.txt inside misc actors folder (weapons order). IMOH KEYCONF remains only for puke reasons now. :mrgreen:
Time to update the changelog.

Re: [UPDATE] GORE - A GZDoom Project by Ozymandias81

PostPosted: Tue Jan 20, 2015 9:33 pm
by Mav3rick
Hey nice to see all going well with the project ;) i did a quick play to check if there were more things and see the changes, and i notice some weird things.

1.. the shotgun after shooting the last few frames after the cocking seem too fast or cut off, dunno but look odd
2.. the ssg at the end of the reload animation jump to one extra animation at the end
3.. the weird sence of wet floor i mentioned in the begining of the level, well now is on the blue skull key section O.o
4.. will be good to add a number version to any realse so people can have a info of what is changed or if there was something missing from previos versions :)
5.. didnt find the flashlight, can you tell me where is it?
6.. the yellow color on the OP can be some other , maybe try some dark color?
7.. maybe adding a WIP, Alpha or beta to your thread name will make it more clear :) for now it seems a finish project
8.. hope to see some cool alt funtion for the weapons ;)

so far all is good :) keep the good work

Re: [WIP] GORE - A GZDoom Project by Ozymandias81 (v0.1)

PostPosted: Wed Jan 21, 2015 2:39 am
by Ozymandias81
Ok Mav3rick, I'll see if I can try to fix these things... The flashlight is only at MAP99 for now, once the startmap will be finished you'll find here. "Wet floors" on blue skullkey place can't be fixed for now, I've used plenty of vertex slope things here, maybe I could remove some of them or lower them. BTW thankx you very much on playtesting Gore!