SPACE HULK

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SPACE HULK

Postby Merchant Archon » Tue Sep 15, 2020 3:07 pm

This is somewhat of a continuation of the SPACE HULK: Infestation project.

new features:
- a map
- new HUD
- new weapons
- tertiary fire
- gameplay more suited to terminator armor

work in progress:
- new enemies
- allies
- some sprites (mostly for the terminators)

probably in the future:
- squad command system
- more maps
- more enemies
- maybe more weapons

DOWNLOAD LINK:
http://www.mediafire.com/file/jnhp813h4 ... 2.pk3/file
http://www.mediafire.com/file/bqirelnop ... 1.pk3/file

Spoiler:


I am not working on this project currently so don't hold your breath for updates 'cause they might take a while.
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Last edited by Merchant Archon on Fri Sep 25, 2020 10:35 am, edited 2 times in total.
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Re: SPACE HULK

Postby Mooney » Tue Sep 15, 2020 3:24 pm

Oh man this takes me back.

Gonna check this out.
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Re: SPACE HULK

Postby Ferretmanjcdenton » Fri Sep 18, 2020 8:58 am

Hey there .. really awesome ..but the map ..is that only one room ?
I can't find any way to progress also a door is opening (I hear that )

Also there is another BIG problem ..
I was shooting a lot in this staring area and after a few seconds the game got so laggy it was unplayable afterwards..

I used another mappack then (I post the link here to a video later ) and the same thing acurred ...

Any ideas what's the problem ..
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Re: SPACE HULK

Postby AstartesCitizen » Fri Sep 18, 2020 11:39 am

This has promise, I know its a very early WIP but ever since the original was cancelled thought this concept for a WH40K mod in Doom was lost, already played again it is a WIP but really liked the atmosphere that you are trying to build, the sprites were taken out from Space Hulk: Vengeance of the Blood Angels, yes? recognized them right way, the tense setting shows potential, the hud looks good, but at first can be seen as confusing as there no health indicator per se, but I figured out, the weapons feel powerful, the genestealers are way too fast, no even giving a chance to hit them in close range, and that happened very frecuently just in the very first level, again this shows a lot promise as a huge fan of 40K glad this was revived gonna keep an eye out.
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Re: SPACE HULK

Postby Mooney » Fri Sep 18, 2020 11:42 am

Ferretmanjcdenton wrote:Hey there .. really awesome ..but the map ..is that only one room ?
I can't find any way to progress also a door is opening (I hear that )

Also there is another BIG problem ..
I was shooting a lot in this staring area and after a few seconds the game got so laggy it was unplayable afterwards..

I used another mappack then (I post the link here to a video later ) and the same thing acurred ...

Any ideas what's the problem ..


It does actually open but its a bit buggy and closes too quickly also it closes on you and you get stuck haha

Obviously its very early and unfinished and theres things I don't like, but I love the direction its taken since I last tried it out.
I love the hud and the fuzzy overlay, the cramped coridoors and the motion tracker are awesome!
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Re: SPACE HULK

Postby Ferretmanjcdenton » Fri Sep 18, 2020 11:43 am

ABSOLUTELY ...it's awesome ..but it's not working like I said ..
After a few shots it gets so hard laggy ...gets unplayable .
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Re: SPACE HULK

Postby Ferretmanjcdenton » Fri Sep 18, 2020 11:47 am

Here the video ..
You see what I mean in the last few seconds..


https://youtu.be/W9_aZ0LmQNU
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Re: SPACE HULK

Postby Merchant Archon » Fri Sep 18, 2020 1:37 pm

Hey there .. really awesome ..but the map ..is that only one room ?
I can't find any way to progress also a door is opening (I hear that )

Also there is another BIG problem ..
I was shooting a lot in this staring area and after a few seconds the game got so laggy it was unplayable afterwards..

I used another mappack then (I post the link here to a video later ) and the same thing occurred ...

Any ideas what's the problem ..


Yeah... I've been working on this on and off almost as long as I've been modding doom so some of the code hasn't been updated in ages , as a result it doesn't always work as intended.
In this case I'm pretty sure it's because bolter fire alerts all monsters on the map(because jank) also the genestealer spawners don't have a cap and they should.
I'll have to just go through all actors and hammer out these sort of problems. In the meantime I wuld stick with small maps
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Re: SPACE HULK

Postby Ferretmanjcdenton » Sat Sep 19, 2020 3:21 am

Funny ..I thought it might be something what alerts all enemies at once
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Re: SPACE HULK

Postby Devianteist » Sat Sep 19, 2020 4:48 pm

Hey there, original poster of SPACE HULK: Infestation.

I LOVE that HUD.


I'm so sorry you've potentially had to dig through my absolutely atrocious code.
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Re: SPACE HULK

Postby Merchant Archon » Sun Sep 20, 2020 5:49 am

I'm so sorry you've potentially had to dig through my absolutely atrocious code.

It wasn't that bad and most of the code was made by me or someone else anyway.
Also sorry but i don't have permission to write PMs
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Re: SPACE HULK

Postby Devianteist » Sun Sep 20, 2020 9:28 am

True, though I felt like my weapons were headache inducing. Maybe that's just cause I'm an amateur.

That's alright. You keep on trucking, and I'll keep trying to make it somewhere in this map. These little bastards keep tearing me apart.
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Re: SPACE HULK

Postby Ferretmanjcdenton » Sun Sep 20, 2020 7:08 pm

I just tried the old version ... amazing ..works way better but doesn't have the awesome HUD ..
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Re: SPACE HULK

Postby Merchant Archon » Mon Sep 21, 2020 1:31 pm

I cleaned a couple thigs up and tested the mod with trench foot , maps of chaos and Slaughterfest 2012 and it run just fine, so I think the problem is fixed.
Turns out the genestealers were the problem.
I'm also working on making melee weapons a bit more powerful to give the player a fighting chance up close.

Screenshot (15).jpg
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Re: SPACE HULK

Postby Cherno » Tue Sep 22, 2020 6:49 pm

I did a quick testrender of a Genestealer from Spacehulk: Deathwing. Maybe I'll find the time to do a complete set of enemies and Terminators.

Image
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