[WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Projects that alter game functions but do not include new maps belong here.
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MagSigmaX
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 10/24/2010)

Post by MagSigmaX »

BlazingPhoenix wrote:It's awesome that you're still working on this. Will this be coop compatible?
I'm doing this mod for GZdoom, so no coop or mp for now. I heard that Skulltag is not up to date with ZDoom's features, and this mod uses a few of the latest features. However I'm willing to make this mod coop and multiplayer compatible. :)



Oh and I uploaded a new video of the mod...

EDIT: Use this link to the video, the embedded video is not working,I don't know why.
http://www.youtube.com/watch?v=ptgaHz62OzI
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JimmyJ
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 10/24/2010)

Post by JimmyJ »

MagSigmaX wrote:
BlazingPhoenix wrote:It's awesome that you're still working on this. Will this be coop compatible?
I'm doing this mod for GZdoom, so no coop or mp for now. I heard that Skulltag is not up to date with ZDoom's features, and this mod uses a few of the latest features. However I'm willing to make this mod coop and multiplayer compatible. :)



Oh and I uploaded a new video of the mod...

EDIT: Use this link to the video, the embedded video is not working,I don't know why.
http://www.youtube.com/watch?v=ptgaHz62OzI
It looks amazing! I hope you have some sort of release soon, it looks like a ton of fun. :D
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DoomRater
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 10/24/2010)

Post by DoomRater »

Okay, I noticed the gun in ironsight mode seems to shake when fired in that mode. So I am guessing it is using a perfectly (or nearly perfect) accurate hitscan combined with screen shaking to achieve the aim spoiling, right? And when aimed normally it is simply inaccurate?
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Marisa the Magician
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 10/24/2010)

Post by Marisa the Magician »

I have no words to express what I think about this other than "I LOVE YOU!". :P
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rollingcrow
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 10/24/2010)

Post by rollingcrow »

Auto cannon looks sweet! But what happened to that "aahhhhh" sound?
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Pisstepank
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 10/24/2010)

Post by Pisstepank »

The second demo is totally awesome, can't wait for a release ! nice job !
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edward850
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 10/24/2010)

Post by edward850 »

MagSigmaX wrote:I'm doing this mod for GZdoom, so no coop or mp for now. I heard that Skulltag is not up to date with ZDoom's features, and this mod uses a few of the latest features. However I'm willing to make this mod coop and multiplayer compatible. :)
If that is the case, wouldn't it be a good idea to make it Coop compatible for GZdoom then?
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lizardcommando
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 10/24/2010)

Post by lizardcommando »

Daaamn, that was bad ass! I can't wait for this to be released!
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Salad Viking
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 10/24/2010)

Post by Salad Viking »

This is getting cooler by the minute.
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Grymmoire
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 10/24/2010)

Post by Grymmoire »

Somewhat glad this got bumped that one time...these updates are too cool.

By the looks of it though, I'd say only the insane should attempt playing this with any Hell Revealed or Alien Vendetta.
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Trooper 077
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 10/24/2010)

Post by Trooper 077 »

VERY Impressive,The animations look near to perfect,The HUD is amazing,I especially liked the reload noise and sign,The only thing I would say to fix is the autocannon reload,It just doesn't look right for some reason
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MagSigmaX
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 10/24/2010)

Post by MagSigmaX »

DoomRater wrote:Okay, I noticed the gun in ironsight mode seems to shake when fired in that mode. So I am guessing it is using a perfectly (or nearly perfect) accurate hitscan combined with screen shaking to achieve the aim spoiling, right? And when aimed normally it is simply inaccurate?
Thats right, that's the trade off between those modes.
Se7eNytes wrote:Auto cannon looks sweet! But what happened to that "aahhhhh" sound?
What sound do you mean?
edward850 wrote:If that is the case, wouldn't it be a good idea to make it Coop compatible for GZdoom then?
You can play coop with GZdoom? I thought you can only do that in Skulltag.
Trooper 077 wrote:The only thing I would say to fix is the autocannon reload,It just doesn't look right for some reason
Thanks. I will keep that in mind for future changes.
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rollingcrow
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 10/24/2010)

Post by rollingcrow »

What sound do you mean?
The "ahhhh" sound when the medkit item is used, or maybe I just couldn't hear it in the video.
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edward850
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 10/24/2010)

Post by edward850 »

MagSigmaX wrote:You can play coop with GZdoom? I thought you can only do that in Skulltag.
No offence, but why do people keep thinking that (G)Zdoom wouldn't have a feature that has been in Doom since the beginning?
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phi108
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Re: [WIP] Project MSX [Gameplay Mod] (Update! 10/24/2010)

Post by phi108 »

In general, it it easy play Skulltag multiplayer, while you have to coordinate IP addresses for (G)Zdoom multiplayer, so I guess the most visible multiplayer doom is on Skulltag/Zdaemon. Are there any server browsers/applications that bring people together to organize a (G)Zdoom or Chocolate doom multiplayer? Or just IRC chat and forums?


On topic: That is a really cool video, this looks amazingly well polished, well done! Is there still a filter/upscaling applied to the gun sprites? I hope you might provide a version without the filtering for people who like low-res, or make an add-on file for the low-res images themselves.
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