[Update] Marathon [A Doom Gameplay mod]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- TwelveEyes
- Posts: 38
- Joined: Tue Oct 19, 2010 6:49 pm
Re: [Update] Marathon [A Doom Gameplay mod]
Mod update. See first post.
Re: [Update] Marathon [A Doom Gameplay mod]
I'm really impressed, you released this out of nowhere, then, so soon after, you make an update that fixes almost all my gripes! Good work!TwelveEyes wrote:Mod update. See first post.
Edit:
Appearantly all is not well with the update, the pistol and single shotgun are not centered, and picking up a second shotgun does not allow me to dual-wield them (Unless it isn't supposed to work like that). Furthermore, I get a Very Fatal Error when I exit GZDooM, although it doesn't effect the game. There may be more problems, but I've only played the updated version for a couple of minutes so far.
- TwelveEyes
- Posts: 38
- Joined: Tue Oct 19, 2010 6:49 pm
Re: [Update] Marathon [A Doom Gameplay mod]
Because of the way the akimbo shotguns and pistols were made in DECORATE, centering the sprites for the single versions is out of the question. The other off-center weapons have been centered though. Though the Fatal Error on exit is very strange. What version of GZdoom are you using?JimmyJ wrote:Appearantly all is not well with the update, the pistol and single shotgun are not centered, and picking up a second shotgun does not allow me to dual-wield them (Unless it isn't supposed to work like that). Furthermore, I get a Very Fatal Error when I exit GZDooM, although it doesn't effect the game. There may be more problems, but I've only played the updated version for a couple of minutes so far.
Re: [Update] Marathon [A Doom Gameplay mod]
1.5.2 r936, maybe it's time to update. Although I'm still curious, what about picking up a second shotgun and still only having a single one in my inventory?TwelveEyes wrote: Because of the way the akimbo shotguns and pistols were made in DECORATE, centering the sprites for the single versions is out of the question. The other off-center weapons have been centered though. Though the Fatal Error on exit is very strange. What version of GZdoom are you using?
- TwelveEyes
- Posts: 38
- Joined: Tue Oct 19, 2010 6:49 pm
Re: [Update] Marathon [A Doom Gameplay mod]
Ah, I thought this might be confusing. The single shotgun and the akimbo shotgun are actually two separate weapons, but both have the same pickup sprite. Picking up the single shotgun weapon will not give you a second shotgun, you have to pick up the actual dual shotgun weapon for that.JimmyJ wrote:Although I'm still curious, what about picking up a second shotgun and still only having a single one in my inventory?
- wildweasel
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Re: [Update] Marathon [A Doom Gameplay mod]
I had an idea for how that could be remedied...TwelveEyes wrote:Ah, I thought this might be confusing. The single shotgun and the akimbo shotgun are actually two separate weapons, but both have the same pickup sprite. Picking up the single shotgun weapon will not give you a second shotgun, you have to pick up the actual dual shotgun weapon for that.JimmyJ wrote:Although I'm still curious, what about picking up a second shotgun and still only having a single one in my inventory?
- Replace the shotgun pickup with a custom inventory item.
- In said custom inventory item, upon pickup, give not only the shotgun as usual, but also a dummy inventory item (or uservar? I can't remember if those exist yet) that indicates that the player already owns a single shotgun.
- In the pickup states, check for the existence of your dummy inventory item and jump to an alternate state which gives the player the double shotgun weapon instead and then increments the dummy inventory item by one more (i.e. your dummy item should have an Inventory.MaxAmount of 2).
- If the player has 2 of the dummy item, just give the ammo instead of either weapon.
- rollingcrow
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Re: [Update] Marathon [A Doom Gameplay mod]
The Marathon handgun sounds strangely like the pk_doom_sfx pistol / chaingun sound.
Last edited by rollingcrow on Tue Nov 16, 2010 12:43 pm, edited 1 time in total.
- TwelveEyes
- Posts: 38
- Joined: Tue Oct 19, 2010 6:49 pm
Re: [Update] Marathon [A Doom Gameplay mod]
I don't know the pk_sounds you are referring to, but the pistol sounds were ripped straight from Marathon. Perhaps the pistol and chaingun sounds you are talking about also came from Marathon.Se7eNytes wrote:The Marathon handgun sounds strangely like the pk_sounds pistol / chaingun sound.
Re: [Update] Marathon [A Doom Gameplay mod]
I believe he means the hi-res doom sound effects wad. They can be found here:
http://www.perkristian.net/game_doom-sfx.shtml
http://www.perkristian.net/game_doom-sfx.shtml
Re: [Update] Marathon [A Doom Gameplay mod]
The wad is definitely using the original Marathon pistol sound, as TwelveEyes said.Se7eNytes wrote:The Marathon handgun sounds strangely like the pk_sounds pistol / chaingun sound.
- rollingcrow
- Posts: 733
- Joined: Tue Mar 02, 2010 8:30 pm
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Re: [Update] Marathon [A Doom Gameplay mod]
Yeah I didn't mean it was exactly the sound it just sounded much like that sound.
- TwelveEyes
- Posts: 38
- Joined: Tue Oct 19, 2010 6:49 pm
Re: [Update] Marathon [A Doom Gameplay mod]
Just a small update before Minecraft steals the rest of my free time. I took wildweasel's advice and made the shotgun pickup give you another shotgun when you already have one in your inventory. Download link in first post.
Re: [Update] Marathon [A Doom Gameplay mod]
The Flamethrower seems to be broken, I can't hurt any enemies with it.
- TwelveEyes
- Posts: 38
- Joined: Tue Oct 19, 2010 6:49 pm
Re: [Update] Marathon [A Doom Gameplay mod]
Compilers and Hunters are immune to the flamethrower in Marathon. Juggernauts are immune to bullets. They take extra damage from the fusion pistol though.JimmyJ wrote:The Flamethrower seems to be broken, I can't hurt any enemies with it.
Re: [Update] Marathon [A Doom Gameplay mod]
Oh, ok. It's been so long since I've played that I didn't remember that. Are you going to be implementing the fusion pistol's alternate fire?TwelveEyes wrote:Compilers and Hunters are immune to the flamethrower in Marathon. Juggernauts are immune to bullets. They take extra damage from the fusion pistol though.JimmyJ wrote:The Flamethrower seems to be broken, I can't hurt any enemies with it.