ZOMBIES: Extreme Epidemic Edition - 1995 TC ZDoom UPDATE

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Re: ZOMBIES: Extreme Epidemic Edition - 1995 TC ZDoom UPDATE

Postby BFG » Sat Aug 13, 2016 1:42 pm

I replied to a post above but it wouldnt let me quote for some reason
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Re: ZOMBIES: Extreme Epidemic Edition - 1995 TC ZDoom UPDATE

Postby AstroCreep » Sun Aug 14, 2016 12:00 pm

Yuraofthehairfan wrote:Been looking for normal weaponless zombie sprites for a long time.
is it ok I use them in a wad?
I got an idea for a dark zombie wad just need the right zombies. :D


fine with me. Most of them were originally created by other people anyway. I only modified a few things in Photoshop. Mostly recolors of human sprites to make more zombies.

Update with a few fixes coming soon.
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Re: ZOMBIES: Extreme Epidemic Edition - 1995 TC ZDoom UPDATE

Postby GAA1992 » Thu Aug 18, 2016 10:04 am

ZikShadow wrote:I get that this would probably ruin the retro 90s feeling, but i can't help modding off the weapons.
Just take this as an optional addon if you're feeling bored or something.
No custom coding unfortunately (not exactly knowledgeable in that for now), just different sprites + sounds + few text + center rocket firing direction.

Image

https://www.mediafire.com/?8wbi5dowkfv271m

CREDITS :

LAW - SureShot (Model + Skin)
Hunting Rifle - Lowtech Remake (Credits weren't specific enough, clarification needed.)
KABAR - Venom (Model) + Chimp_ (Skin)
Hand Sheet - Monolith + Weapon Hands Sprites Thread
Revolver - Aracnocide (Credits weren't specific enough, clarification needed.)
M60 - TwinkeMasta + Flamshmizer + Kimono
Weapon Sounds - Navaro + Magmacow



Hey, i just noticed this. You can contact me if you need credits. Lowtech Remake list isn't complete, but you can credit Chronoteeth and me for the sniper rifle, and the revolver is a edited powerslave revolver by me using Dynamo's prime target beretta parts, and HexenMapper's reloading sprite (the drum coming out).

;)
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Re: ZOMBIES: Extreme Epidemic Edition - 1995 TC ZDoom UPDATE

Postby ZikShadow » Thu Aug 18, 2016 10:32 am

GAA1992 wrote:Hey, i just noticed this. You can contact me if you need credits. Lowtech Remake list isn't complete, but you can credit Chronoteeth and me for the sniper rifle, and the revolver is a edited powerslave revolver by me using Dynamo's prime target beretta parts, and HexenMapper's reloading sprite (the drum coming out).

;)


Ah, there it is then, updated credits.
I usually write specific credits instead of namedumps, so having a list of names on your sprites credits part didn't really helped me in telling who works on what.
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Re: ZOMBIES: Extreme Epidemic Edition - 1995 TC ZDoom UPDATE

Postby GAA1992 » Thu Aug 18, 2016 10:36 am

No problem.

Oh yeah, the sniper rifle comes from Shut Up And Bleed.
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Re: ZOMBIES: Extreme Epidemic Edition - 1995 TC ZDoom UPDATE

Postby AstroCreep » Fri Aug 19, 2016 1:12 am

INVENTORY N SHIT

New update. Check the first post for more details
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Re: ZOMBIES: Extreme Epidemic Edition - 1995 TC ZDoom UPDATE

Postby AstroCreep » Sat Aug 20, 2016 1:04 pm

Can someone please click the download link for the MP3 pack and verify that it works? I'm getting a copyright notification once again and I am out of town and do not have access to the computer. It's beyond me how mediafire keeps trying to flag public domain stock music as copyrighted lol
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Re: ZOMBIES: Extreme Epidemic Edition - 1995 TC ZDoom UPDATE

Postby Captain J » Sat Aug 20, 2016 1:07 pm

Nope. Doesn't getting any notification at all.
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Re: ZOMBIES: Extreme Epidemic Edition - 1995 TC ZDoom UPDATE

Postby Kontra Kommando » Sat Jun 24, 2017 4:18 pm

I love this mod, check out this playthrough video I made for it. I also added a little blood-modification (it is based on the decal and model script Sergeant_Mark_IV wrote . I wrote the decorate, and created the sprites) , it's from another project I was working on. I made sure to link this thread in the description.

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Re: ZOMBIES: Extreme Epidemic Edition - 1995 TC ZDoom UPDATE

Postby BFG » Mon Jun 26, 2017 8:45 pm

Glad this mod can be updated and enjoyed in 2017! is there a way to make multiple zombies appear in the area where only one monster is assigned, but not make them all balled up like that?

Also how about a slight blue tint to their skin as a tribute to the movie. And perhaps each bite deals poison damage, as it would be annoying to do what it does in the movie and infect and kill you but at the same time under powered if it just deals pinky damage.
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Re: ZOMBIES: Extreme Epidemic Edition - 1995 TC ZDoom UPDATE

Postby Captain J » Mon Jun 26, 2017 10:20 pm

BFG wrote:Glad this mod can be updated and enjoyed in 2017! is there a way to make multiple zombies appear in the area where only one monster is assigned, but not make them all balled up like that?
I'm sure we can make them more separated by using map editor. The zombie ACTOR spawns group of them and they're so slow to scatter.
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Re: ZOMBIES: Extreme Epidemic Edition - 1995 TC ZDoom UPDATE

Postby Kontra Kommando » Tue Jun 27, 2017 7:57 am

There is a way to make them spawn as hordes from a single in-game actor, with more space in-between one another. I did it with the battle and skirmish spawners in Aliens: the Ultimate Doom 9.2. However, it would need the flag for actors to move through one another, for this mod.

It is basically built off of the blood projectile coding; springing forth invisible projectiles in all direction; which on impact, spawn into another invisible actor, which wanders for a very short time, until it "dies", and randomly spawns the actual enemy actor the player sees in-game.

The enemy actor will need the flag for them to pass through their own species, or they will stack on one another.

I'm not at my personal computer, but if you want to take a look at it. It's under the decorate for "enemy replacements" for that mod.

Maybe this would be a separate mode, since it would change the layout of the enemy spawns each time you play.
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Re: ZOMBIES: Extreme Epidemic Edition - 1995 TC ZDoom UPDATE

Postby BFG » Thu Jun 29, 2017 8:41 am

That's a really good idea, that was the only thing that bugged me about this mod.

I made four new color variants for one of the zombies.
http://www.mediafire.com/file/3qkwfw5xf ... olors1.wad
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Untitled12.png
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Re: ZOMBIES: Extreme Epidemic Edition - 1995 TC ZDoom UPDATE

Postby Caligari87 » Thu Jun 29, 2017 9:13 am

Here's an idea for the spawn-cluster issue: Give all the individual zombie actors a spawn state where they A_Wander for several zero-length frames, then drop into their "real" spawn state, like this:
Code: Select allExpand view
States {
Spawn:
    TNT1 AAAAAAAAAAAAAAAA 0 A_Wander
    TNT1 AAAAAAAAAAAAAAAA 0 A_Wander
    TNT1 AAAAAAAAAAAAAAAA 0 A_Wander
    TNT1 AAAAAAAAAAAAAAAA 0 A_Wander
SpawnLoop:
    ZOM1 ABAB 4 A_Chase //Or whatever the normal spawn state is supposed to be
    Loop
That should allow the spawner groups to break up and randomize the zombie starting positions. I may take a shot at a patch for this when I get home in about 10 hours.

8-)
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Re: ZOMBIES: Extreme Epidemic Edition - 1995 TC ZDoom UPDATE

Postby AstroCreep » Thu Jun 29, 2017 11:28 am

I'm diggin all the cool edits. Some of these may have to be integrated with the actual mod
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