

See them in motion here:
https://twitter.com/Batandy_/status/1196377042343858176
Batandy wrote:After a bunch of Twitter polls, I've decided to turn ammo, health and pickup sprites into 3d Models!
See them in motion here:
https://twitter.com/Batandy_/status/1196377042343858176
Tartlman wrote:
Seeing as how the coins worked out pretty well, i'm hoping this won't impact performance too much. I also feel like maybe there should be an option to turn specifically health/ammo models off - models would probably make them stand out less in combat, which while it's completely fine with something as mundane as coins, could be an issue with health an ammo.
MajorFoley wrote:I really really cannot wait for this after just beating the golden souls 2 on Soaring comet. I really loved the demo and the 2nd fire mode ability for the pistol.Although for the demo i found crouch jump a bit finicky. Although i guess i never let the crouch finish before pressing the jump button sort of like Half life.
Question with the dynamic ammo. When you get new weapons and you go back to levels you said there would be ammo. Does this take the place of some other ammo like it might have been pistol ammo first but then becomes shotgun or rifle ammo instead?
Golden Souls Demo V2
*Merged with changes from the main branch, this includes:
GENERAL
*After obtaining a Golden Soul, you will know if it's still possible to collect other souls in the mission you're playing.
*Slayer Coins' general location is now on the automap
*Gibbed enemies drop armor
*Every pickup is now a 3D model
*Several new extreme death animations for the monsters
*Doomguys sprites and animations completed
*Custom fanfare for when you obtain a Golden Soul
WEAPONS
*Added bullet casings
*Added wall decals
*Added screen shake when firing (can be disabled in the options)
*Consistent weapon behaviors
*Raygun Alt Fire is now fully functional
*Over And Under Shotgun is not hitscan anymore, but fires bullet tracers
*Fixed Over and Under's firing animations not displaying correctly
*Extra smoke particles after ejecting shells
LEVEL
*Tutorial section now has a more correct explanation of how the Long Jump works (sorry!)
*Windmill Acres now has several extra ambient sound effects
*Doubled the resolution of Windmill Acres' sky
*Fixed certain pit areas in Windmill Acres not teleporting the player back (or killing him on hard)
I might have missed something, but that's because the mod has gone through a lot of changes since the first demo.
Have fun!
And let me rename Doomguy to Die Doomerman.Batandy wrote:In a desperate world, only one man can make a difference...
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