ZDoom project ideas you have
- LossForWords
- Posts: 675
- Joined: Fri Jan 13, 2017 9:08 pm
Re: ZDoom project ideas you have
i think there should be another postal/postal 2 mod or tc.
Re: ZDoom project ideas you have
Nice! Appreciate the fact you're actually willing to do it. Like many have said before "I would do it myself..." but I'm actually trying to learn how to use SLADE3 to rip features from mods and try to make them compatible if there are any issues regarding that. All for my own entertainment of course.Pyrolex wrote:I had ideas for an angled weapons mod. I know a few people have wanted it to be a thing, so I thought I'd take a stab at it. Originally I was working with voxels to make the sprites, but that kinda proved to be a really dumb idea.
I then found UnTrustable's "Double Your Gun, Double Your Fun" mod. Most of the sprites look perfect for what I want, so I PM'd him asking for permission to use them, but the lack of a response is kind of signaling "no".
EDIT: If anyone would like to help, all they'd need to do is create sprites, I can do the Decorate programming.
Re: ZDoom project ideas you have
(angled weapons cont)
I just realized UnTrustable skewed the vanilla weapon sprites a bit so they look angled. Maybe I should try this myself to see how it looks.
I just realized UnTrustable skewed the vanilla weapon sprites a bit so they look angled. Maybe I should try this myself to see how it looks.
Re: ZDoom project ideas you have
I had a ton until the last windows update somehow killed OpenGL...
- tsukiyomaru0
- Posts: 297
- Joined: Sat May 29, 2010 6:20 pm
Re: ZDoom project ideas you have
Anybody ever thought of remaking Nanashi no GAME (The Nameless Game) in GZDoom? I feel it could work nicely... Or maybe make an OG story that functions similar to The Nameless Game.
Re: ZDoom project ideas you have
Ah, this one is a bit of an old thing I wrote back in February of this year and have shown to a couple of friends (and on the forum, GAA1992): https://pastebin.com/Jin3P6K1
GAA already found it interesting, if only in the inspiration department.
GAA already found it interesting, if only in the inspiration department.
- Captain J
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Re: ZDoom project ideas you have
After making few SFX addons for Final Doom, I have thought plenty of SFX addon ideas for each other Weaponsets;
Evilution = Modern action movies
BTSX = Criminally Underrated SF shows/movies
Ancient Aliens = Star wars or Star trek(maybe both?)
... Probably i should stop making these addons because i still got things to do!
Evilution = Modern action movies
BTSX = Criminally Underrated SF shows/movies
Ancient Aliens = Star wars or Star trek(maybe both?)
... Probably i should stop making these addons because i still got things to do!
Re: ZDoom project ideas you have
A TC of The Fortress of Dr. Radiaki?
Re: ZDoom project ideas you have
Is it possible to remove that small radius of light around the player in the software renderer?
Re: ZDoom project ideas you have
Potato GZDooM! "Min Comp. Max DooM! " Having as much custom content in GZDooM all at once while still retaining a minimum of 25 FPS on weak machines.
Re: ZDoom project ideas you have
looking for some input
In a mod focusing solely on melee combat where the BFG is a Compound Bow, what should the altfire be
other than zoom or explosive arrows?
In a mod focusing solely on melee combat where the BFG is a Compound Bow, what should the altfire be
other than zoom or explosive arrows?
Re: ZDoom project ideas you have
Quick-stab a motherfucker with an arrow.MrToots wrote:looking for some input
In a mod focusing solely on melee combat where the BFG is a Compound Bow, what should the altfire be
other than zoom or explosive arrows?
EDIT: Seems there's a censorbot now. Interesting.
- Arctangent
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Re: ZDoom project ideas you have
I feel like I've seen "smeghead" on here before, so I don't think it's actually anything new, it just exists solely for whatever word you were trying to use.
Re: ZDoom project ideas you have
"Smeg" and "Smeghead" were often used in the great British comedy Red Dwarf in place of swear words.
A Postal 2 TC would be very interesting. It should have a couple of large, randomized maps for repeated play, with complete 3D graphics, since GZDooM can totally handle the polygon count.
A Postal 2 TC would be very interesting. It should have a couple of large, randomized maps for repeated play, with complete 3D graphics, since GZDooM can totally handle the polygon count.
Re: ZDoom project ideas you have
Right, so I've actually got a new, semi-viable idea for a Doom-Mod! = )
Wolfenstein 3D pt2: RoTT! Well, this would of course be the second such mod, the other one being on the Wolf-engine, so I'm not sure about the name yet. Thinking about calling it "Rise of the Wolf" as well.
I've started playing the original, and just completed the ReRott mod for ZDoom as well - I'm thinking that in order to make my mod different, there's a couple of things I need to do:
1. GZDOOM GRAPHICS! Dynamic lights, 3D-objects (gads) in particular, special effects and HD-graphics for textures and sprites.
2. RoTT-map conversion! I've got the source-code for Wolf2-Doom, Simbey's utility for converting wolf maps to Doom-maps - in theory, it should be possible to modify it to transfer RoTT-maps - especially since I have the map-format description transcribed from the original com-files! Only such description in modern word-format ever made, to my knowledge. (or is it included in the RoTT source-code...? Obviously, I guess.)
3. Enemy-alteration! Something I felt when playing ReRoTT was that the enemies were in some ways a bit dull, and needed sprucing up - they aren't dissimilar enough, graphically, and there's a problem with balance to some of them - this needs to be corrected!
4. Unique weapon-mix! By combining the original Rott design-spec weapons with some of the final products, I can get a unique feeling from the game - I also plan to implement AMMO-conservation for all weapons - no more infinite ammo.
So, what have I done so far:
1. I've started digging up various effects from Realm667, looking into the WolfHQ sprites, contacted Thandor about his Wolf2:Rott sprites, installed Blender and started looking at tutorials. I've also started remaking the originals textures and some of the objects from the original design-spec.
2. This one is tricky... because my programming-skills suck! I do know a few guys that have at least some skill here, so maybe I'll get unstuck with this soon enough.
3. I've started analyzing the stats and properties of the various enemies, and how they relate to each other, and I'm starting to get a feel for their individual roles as well as some of their
weaknesses in design - balancing is certainly an issues for some of them. I've got some ideas to create more differences in uniforms, COLOUR and SIZE.
4. I've started analyzing weapons, and seeing which ones need to go - for instance, there's no need for BOTH a Gatling Gun, and a QUADRUPLE Triad Gatling Gun from the original spec, nor may there be a reason for both a Bazooka and a Heatseeker.
I've started looking into improving stuff like the power-ups as well - Elasto-mode in particular has potential! Not entirely sure if I will use traditional sprites and pixel-editing to make the characters... it might also be a good idea to look into recreating the characters in Blender, using a pixel-shader and then creating turn-around sprites from the results - could also help to create a more compelling mod, with a different approach - it's a lot more work to learn Blender though! I probably need to do that anyway though, if I am to make my own game in the future.
What do you think guys?? : D Do I have a good idea here? What pitfalls should I avoid, when I start this? What can I do to make it more unique and/or compelling?
Wolfenstein 3D pt2: RoTT! Well, this would of course be the second such mod, the other one being on the Wolf-engine, so I'm not sure about the name yet. Thinking about calling it "Rise of the Wolf" as well.
I've started playing the original, and just completed the ReRott mod for ZDoom as well - I'm thinking that in order to make my mod different, there's a couple of things I need to do:
1. GZDOOM GRAPHICS! Dynamic lights, 3D-objects (gads) in particular, special effects and HD-graphics for textures and sprites.
2. RoTT-map conversion! I've got the source-code for Wolf2-Doom, Simbey's utility for converting wolf maps to Doom-maps - in theory, it should be possible to modify it to transfer RoTT-maps - especially since I have the map-format description transcribed from the original com-files! Only such description in modern word-format ever made, to my knowledge. (or is it included in the RoTT source-code...? Obviously, I guess.)
3. Enemy-alteration! Something I felt when playing ReRoTT was that the enemies were in some ways a bit dull, and needed sprucing up - they aren't dissimilar enough, graphically, and there's a problem with balance to some of them - this needs to be corrected!
4. Unique weapon-mix! By combining the original Rott design-spec weapons with some of the final products, I can get a unique feeling from the game - I also plan to implement AMMO-conservation for all weapons - no more infinite ammo.
So, what have I done so far:
1. I've started digging up various effects from Realm667, looking into the WolfHQ sprites, contacted Thandor about his Wolf2:Rott sprites, installed Blender and started looking at tutorials. I've also started remaking the originals textures and some of the objects from the original design-spec.
2. This one is tricky... because my programming-skills suck! I do know a few guys that have at least some skill here, so maybe I'll get unstuck with this soon enough.
3. I've started analyzing the stats and properties of the various enemies, and how they relate to each other, and I'm starting to get a feel for their individual roles as well as some of their
weaknesses in design - balancing is certainly an issues for some of them. I've got some ideas to create more differences in uniforms, COLOUR and SIZE.
4. I've started analyzing weapons, and seeing which ones need to go - for instance, there's no need for BOTH a Gatling Gun, and a QUADRUPLE Triad Gatling Gun from the original spec, nor may there be a reason for both a Bazooka and a Heatseeker.
I've started looking into improving stuff like the power-ups as well - Elasto-mode in particular has potential! Not entirely sure if I will use traditional sprites and pixel-editing to make the characters... it might also be a good idea to look into recreating the characters in Blender, using a pixel-shader and then creating turn-around sprites from the results - could also help to create a more compelling mod, with a different approach - it's a lot more work to learn Blender though! I probably need to do that anyway though, if I am to make my own game in the future.
What do you think guys?? : D Do I have a good idea here? What pitfalls should I avoid, when I start this? What can I do to make it more unique and/or compelling?