Burl Tumd (Last updated 8/11/13)

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Re: Burl Tumd (Last updated 3/27/13)

Postby 0bsidian » Wed Mar 27, 2013 8:39 pm

Any comical deflating Cacodemons yet?
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Re: Burl Tumd: Updated! (2/12/13)

Postby jpalomo » Wed Mar 27, 2013 10:15 pm

Since it's been requested...
esselfortium wrote:Can dead cacodemons deflate like balloons, and zip randomly through the map as air loudly and comically squeaks out of them? Thanks in advance.

0bsidian wrote:I'll only download it if it has balloon Cacodemons.

0bsidian wrote:Any comical deflating Cacodemons yet?

Done. It took me a while to find the right sound effect.

I hope you don't mind Eric_
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cacodeflate.pk3
Load after Burl Tumd
(86.72 KiB) Downloaded 94 times
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Re: Burl Tumd (Last updated 3/27/13)

Postby Matt » Thu Mar 28, 2013 10:59 am

Nice.

Bug: Sometimes the caco just instantly turns into a corpse without any apparent death animation.
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Re: Burl Tumd (Last updated 3/27/13)

Postby jpalomo » Thu Mar 28, 2013 11:22 am

That might have to do with how I set up the crash state. I would have to add in extra animations for when the caco's body hits the ground, and take some out of the mid-air death frames. This might work without looking too weird:
Spoiler:


Edit:
found another bug that made the caco's dead body float, fixed it in the above code.
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Re: Burl Tumd (Last updated 3/27/13)

Postby Blox » Thu Mar 28, 2013 3:40 pm

It's getting in, though I had to apply some lotion gross hacks.

Edit: They're in:
Here's a G/ZDoom version
And here's a Zandrobandronum version


(Also includes faster weapon switching, which I decided to add because it's kind of annoying that while everything is faster, switching your tools isn't.)
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Re: Burl Tumd (Last updated 3/27/13)

Postby Eric_ » Mon May 06, 2013 7:47 pm

Whoops forgot to make a changelog, I updated the link a while ago and never posted about it.

Cacodemon balls now blind the player on hit for a couple seconds. As a trade-off, they have the worst damage out of any projectile in the game, only doing 5-10 on hit.
Archvile fire does minor damage during the entire animation, heating you up for the usual explosion.
Finally got around to nerfing the plasma altfire. Also added trails to the primary shots.
Cyberdemon and Mastermind no longer have painstates. Hope you've got cover.
Brought back the chainsaw. Primary saws with both melee and short-ranged ripper projectiles, making it a prime choice for stunlocking. Altfire gives it a hefty toss, tearing through any enemy in its path. The saw can be retrieved after it is thrown, so long as you can get to it. It won't disappear if it hits the sky.

I think that's it but I could be wrong.

Also the Zandronum version is no longer supported and I will be replacing it with a version specifically balanced for PVP gamemodes.
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Re: Burl Tumd (Last updated 3/27/13)

Postby Blox » Tue May 07, 2013 1:02 am

Eric_ wrote:Also the Zandronum version is no longer supported and I will be replacing it with a version specifically balanced for PVP gamemodes.

though it's not like you can't expect someone to hack something together
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Re: Burl Tumd (Last updated 3/27/13)

Postby Eric_ » Tue May 07, 2013 1:27 am

Blox wrote:
Eric_ wrote:Also the Zandronum version is no longer supported and I will be replacing it with a version specifically balanced for PVP gamemodes.

though it's not like you can't expect someone to hack something together

You wanna do it, go for it. I've no interest in throwing together absurd hacks so that the mod can half-work on a port that's 4 years behind ZDoom's codebase.
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Re: Burl Tumd (Last updated 4/29/13)

Postby ibm5155 » Wed May 15, 2013 1:44 pm

All that things with cacodemon couldn´t be done by acs?
if yes then it´s pocible to port it :p
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Re: Burl Tumd (Last updated 4/29/13)

Postby Lippeth » Wed May 15, 2013 5:28 pm

You can throw your chainsaw....

.....metal.....
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Re: Burl Tumd (Last updated 4/29/13)

Postby A.Gamma » Wed May 15, 2013 8:12 pm

Have I ever mentioned how this mod is completely and utterly amazing? No?

Well this mod is completely and utterly amazing.
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Re: Burl Tumd (Last updated 4/29/13)

Postby yoshi314 » Thu May 16, 2013 1:44 am

A.Gamma wrote:Have I ever mentioned how this mod is completely and utterly amazing? No?

Well this mod is completely and utterly amazing.

i second that. just tried it yesterday.

it makes doom so much more dynamic and agile than duke nukem 3d deathmatches (which were pretty damn fast to start with).
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Re: Burl Tumd (Last updated 4/29/13)

Postby Blox » Fri May 17, 2013 8:56 pm

Hello laddiestis a bit fugged sorry give me a second okay go
i have an important message: ur a faget
you can has new burl tumd for zanzan now
Code: Select allExpand view
<Bloax> guess who just fucked fatsoes up to shoot multiple times
<Bloax> and who made the bfg supercrazy
<Bloax> and uh what else did i change
<Bloax> oh yeah chainsaw altfire now has a sound

in addition to probably most changes in the latest version
i can't check because drdteam is down LOL

happy bfgspammin
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Re: Burl Tumd (Last updated 4/29/13)

Postby Blox » Sun Aug 11, 2013 2:32 pm

I don't even remember what I changed here, besides updating the Zanzan version to have FBF_NORANDOM since 1.1 came out and giving the SSG a new sound.

And I'm really only posting this because
Code: Select allExpand view
<Marrub> Bloaxor where do I get burl zan tumd

happened and there really was no mention of it here.
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Re: Burl Tumd (Last updated 4/29/13)

Postby Eric_ » Sun Aug 11, 2013 4:27 pm

Updated the G/ZDoom version to include the changes Blox made. This includes, but isn't limited to:

  • BFG finally updated. Has a silly-looking trail and cuts down any weaker enemies that get in its way without stopping.
  • Sword swings faster with lower health and provides a defensive buff while you wield it.
  • Super Shotgun sounds changed.

Kind of a small update, looking at the changes. It's been a slow three-ish months.

Download from the OP image as usual.
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