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

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

Postby Enjay » Sun Feb 22, 2015 4:28 pm

Yarp, in my opinion, +COUNTITEM pickups should always be pickable uppable, or not +COUNTITEM. However, even vanilla Doom has this flaw. The attached map shows this. It works in ZDoom but in vanilla and other ports, the most you can get is 33% items.
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Postby ArchFiend156 » Sun Apr 12, 2015 1:44 pm

Is this mod will ever receive an update its been more than a year
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Postby TiberiumSoul » Sun Apr 12, 2015 3:46 pm

MagSigmaX is know for long periods of inactivity the stuff he makes is very high quality and it takes him a long time to do the things he does
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Postby DoomKrakken » Sun Apr 12, 2015 4:52 pm

It's always nice to actually see the progress, just so that we know that neither he nor the project are dead.
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Postby Seidolon » Mon Apr 13, 2015 3:14 pm

How did this guy make the weapon sprites for this? Was it 3d model ripping?
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Postby wildweasel » Mon Apr 13, 2015 3:23 pm

Seidolon wrote:How did this guy make the weapon sprites for this? Was it 3d model ripping?

The majority of them seem to be extremely touched-up model rips; for example, the nailshotgun and autocannon are based on FEAR and FEAR 2 weapon models.
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Postby Average » Thu Jun 18, 2015 6:04 am

Sorry if this has been asked before but 63 pages is a lot to go through!

Is the HUD available as a WAD on its own. I really like its clean look and would like to play through other Doom WADs with it without having to use the MSX guns and monsters. :)
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Postby DoomKrakken » Thu Jun 18, 2015 10:39 am

No, it isn't available as a standalone. All of the sprites that go into the HUD are specifically calibrated to Project MSX, its health and armor systems, and its weapons.

However, if you run Project MSX with Smooth Doom, then you're going to fight a bunch of Vanilla Doom monsters, with smoother animations.

On the side... I've no clue why, but MagSigmaX made the monsters have much less health than their Vanilla Doom counterparts, which is why, when you fight against non-MSX monsters, it seems to take much longer to take them down. That's just because they have more health.
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Postby SuaveSteve » Sun Jul 05, 2015 3:13 am

So around page 4, texture filtering come up and all the opinions about it. I think the problem is that we can't get texture filtering solely on the HUD. If we could, those of use who like our sharp pixels would have our cake and eat it. Perhaps the author can put in a feature request? I'm not sure if my words would be specific enough.

Also, we need an ability to post without bumping.
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Postby KingShinra » Sun Jul 05, 2015 9:30 am

MAGSIGMAX NEEDS TO FINISH THIS.
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Postby Shadelight » Sun Jul 05, 2015 9:45 am

KingShinra wrote:MAGSIGMAX NEEDS TO FINISH THIS.

At least the post that bumped the thread was useful. Yours however, was not.
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Postby Trooper 077 » Sun Jul 05, 2015 9:36 pm

KingShinra wrote:MAGSIGMAX NEEDS TO FINISH THIS.


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

Postby DoomKrakken » Tue Jul 07, 2015 3:16 am

It's perfect as is, but it would be nice to have more weapon/item/monster variety... :)
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Postby ArielBoss » Tue Jul 07, 2015 12:50 pm

About the guns, idk, the mod itself is very balenced and i dont share the ideia of tons of guns = tons of fun, versatility is better than having 100 weapons in what they do pretty much the same, with only minor differences. And about the monster and itens, here : http://forum.zdoom.org/viewtopic.php?f=19&t=36968&hilit=project+msx+extra

But something that has already been discussed, if I remember, was the possibility of picking up weapons from dead enemies, and use it just at that moment, when the ammo ran out, or change his weapon, it would be dropped. This idea seems very good because it would not let useless some weapons, and expand the way you can advance against the hordes of demons. :twisted: :twisted: :twisted:
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Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Postby DoomKrakken » Fri Sep 25, 2015 2:21 am

Too many guns would kill the mod. However, some additions to the arsenal would be nice, such as a chaingun, for example...

I've known about the extra badass pack for a while. It'd be nice if some of those monsters were implemented in the main mod, though...

EDIT: Anyway... here's some fanart. :D

Spoiler: YAAAY


Link to the art on my deviantART account...

EDIT (again): Hey, MagSigmaX, have you seen those guns in COD BlackOps III? MAN, they look so badass! You should take a look and see if you can get some weapons from there... :)

https://www.youtube.com/watch?v=RYY7A2xbnNs

Plus, all of the abilities... and DAT HUD... :D
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