That's one good use for it! It's also good for testing new stuff, or if you're impatient/experienced with the mod and just want everything flung at you at once.Beezle wrote:Is the purpose of "Content Locust" to play MetaDoom with single mapsets? I always kinda thought this was geared toward megawads since its a lot of fun to discover new monsters and weapons as you progress.
MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Forum rules
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.
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.
- Kinsie
- Posts: 7399
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
- Contact:
Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)
-
- Posts: 61
- Joined: Sat Dec 15, 2018 8:06 am
- Contact:
Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)
Hello, is it normal for the file to weigh 33 MB?
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)
There is a lot of stuff in this mod. And I mean a lot of stuff.LOLANONIMUS wrote:Hello, is it normal for the file to weigh 33 MB?
-
- Posts: 61
- Joined: Sat Dec 15, 2018 8:06 am
- Contact:
Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)
Yes, but there was a version that weighed 66 MB and it worked in delta touch but it does not load me, it only presents the doom game in normal mode without mods
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)
It was converted to ZScript at some point. If you have an option to use a Dev version, select that one.LOLANONIMUS wrote:Yes, but there was a version that weighed 66 MB and it worked in delta touch but it does not load me, it only presents the doom game in normal mode without mods
- Kinsie
- Posts: 7399
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
- Contact:
Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)
I don’t own any Android devices, so I can’t test or provide support for Delta Touch, sorry. All I can suggest is updating Delta Touch to its latest version and using the included Dev version of GZDoom, hopefully that’ll get you across the finish line.
Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)
Oh wow, why didn't I find this mod before?
(Becuase it hasn't been spotlighted yet, duh)
It's really a lot of fun! It's really a perfect blend of old and new, the gradual escalation in enemies and weapons. Some of the best stuff involves punching enemies in the face and regaining health.
(Becuase it hasn't been spotlighted yet, duh)
It's really a lot of fun! It's really a perfect blend of old and new, the gradual escalation in enemies and weapons. Some of the best stuff involves punching enemies in the face and regaining health.
-
- Posts: 4949
- Joined: Sun Nov 14, 2010 12:59 am
Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)
It has, actually.Grizzly wrote:(Becuase it hasn't been spotlighted yet, duh)
- Kinsie
- Posts: 7399
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
- Contact:
Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)
After a nice break after kicking v5.666 out the door, I've started work on the next version. Since all my progress is public on Github, I figure there's no point in secrecy...
The first piece of the puzzle is the Unique Bosses system, which was easily the most popular choice from that survey I ran. If you've forgotten my past whiny-ass Livejournal post in this thread, this is a system where boss actors on specific map slots are replaced with new bosses, allowing me to squeeze in new challenges... and new challengers from the deeper rungs of Doom history.
Currently the system is implemented with a first opponent - Cage's awesome Mother Demon from the Doom 64 for Doom 2 TC now steps into the place of the Spider Mastermind in E4M8 when the CVar is active. Of course, it's also taken its rightful place in both Doom 64 for Doom 2 and Consolation Prize: Doom 64...
Some initial code work using placeholder art has been thrown down for the Hell Guard, which I plan to have take the place of Spider Masterminds in MAP28. I've started the planning and setup for creating sprites using the process I used for the Cyber-Mancubus, but let's face it - I'm no Zanieon or DrPySpy. Hopefully the end results won't be too disappointing, but at least they'll be better than the nothing we currently have.
With all this in mind, what other bosses from throughout Doom history would you like to see make an appearance, and where?
The first piece of the puzzle is the Unique Bosses system, which was easily the most popular choice from that survey I ran. If you've forgotten my past whiny-ass Livejournal post in this thread, this is a system where boss actors on specific map slots are replaced with new bosses, allowing me to squeeze in new challenges... and new challengers from the deeper rungs of Doom history.
Currently the system is implemented with a first opponent - Cage's awesome Mother Demon from the Doom 64 for Doom 2 TC now steps into the place of the Spider Mastermind in E4M8 when the CVar is active. Of course, it's also taken its rightful place in both Doom 64 for Doom 2 and Consolation Prize: Doom 64...
Some initial code work using placeholder art has been thrown down for the Hell Guard, which I plan to have take the place of Spider Masterminds in MAP28. I've started the planning and setup for creating sprites using the process I used for the Cyber-Mancubus, but let's face it - I'm no Zanieon or DrPySpy. Hopefully the end results won't be too disappointing, but at least they'll be better than the nothing we currently have.
With all this in mind, what other bosses from throughout Doom history would you like to see make an appearance, and where?
Re: MetaDoom v5.666 "Klave EX" (Status Report p109)
sarge from doom3 not sure where though
- SiFi270
- Posts: 451
- Joined: Tue Feb 10, 2015 2:51 am
- Location: Does anyone put a serious answer here?
Re: MetaDoom v5.666 "Klave EX" (Status Report p109)
Plutonia's story refers to the Cyberdemon you fight in Baron's Den as the Guardian, and the PSX version promotes him to final boss and moves him to Onslaught. So if sprites can be made, you could maybe put the Doom 3 Guardian in those maps. There's also the Cyberdemon in Grosse, which could be replaced with the Harbinger from WolfRPG, or the level's namesake, or even Der Fuhrer himself.
...now I'm trying to think of something good for RoE's hunters. As far as I know, only the Helltime Hunter has sprites, and even then only kind of, because it was the inspiration for Realm667's Hierophant.
...now I'm trying to think of something good for RoE's hunters. As far as I know, only the Helltime Hunter has sprites, and even then only kind of, because it was the inspiration for Realm667's Hierophant.
Re: MetaDoom v5.666 "Klave EX" (Status Report p109)
I know i'm waiting until Eternal is out to see how the Doomhunter plays because he looks like he could be an interesting boss.
Also, speaking of the SMM, there's something going on with her walking animation in her codex entry.
One or some of her frames sort of "slide" to one side, then back at the center.
Also, speaking of the SMM, there's something going on with her walking animation in her codex entry.
One or some of her frames sort of "slide" to one side, then back at the center.
- Kinsie
- Posts: 7399
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
- Contact:
Re: MetaDoom v5.666 "Klave EX" (Status Report p109)
Yeah, I'm not sure what's going on here, and DrPySpy has been real busy lately so he hasn't been able to diagnose it.whatup876 wrote:Also, speaking of the SMM, there's something going on with her walking animation in her codex entry.
One or some of her frames sort of "slide" to one side, then back at the center.
- Nems
- Posts: 689
- Joined: Wed Jan 12, 2005 1:09 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Your forum thread
Re: MetaDoom v5.666 "Klave EX" (Status Report p109)
I'm a simple man.
I see something like the Unique Bosses system mentioned, I squee uncontrollably. <3
I see something like the Unique Bosses system mentioned, I squee uncontrollably. <3
Re: MetaDoom v5.666 "Klave EX" (Help Wanted! p108)
Although I'm pretty sure sprites arent made for any of these, I think some cool obscure picks could be some of the unique bosses from the RPG games such as Kronos, VIOS, and the Pinkinator. Kronos and VIOS i could see as Cyberdemon replacers, Pinkinator however is kind of a wildcard. Resurrection of Evil's Maledict would also be a pretty nice pick! But again, I don't think there are any usable sprites of it out there.Kinsie wrote:With all this in mind, what other bosses from throughout Doom history would you like to see make an appearance, and where?