MetaDoom v5.1 "Klave" (Artipatch! p98)

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Re: MetaDoom v4.1 "Fred" (Link Restored)

Postby Gerardo194 » Thu Jul 12, 2018 11:10 am

My brother @Erick194 (Erick in ZDoom forums) told me that the release of the Id mobile graphics have gotten to ZDoom forums. Glad to know this! This was a big effort of Erick to figure them out years ago. We are working on a mod of all these id mobile titles for GZDoom, it's amazing. You can check it out as well. Currently working on Master Edition Doom for the PlayStation.
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Re: MetaDoom v4.1 "Fred" (Link Restored)

Postby Kinsie » Thu Jul 12, 2018 1:05 pm

Gerardo194 wrote:My brother @Erick194 (Erick in ZDoom forums) told me that the release of the Id mobile graphics have gotten to ZDoom forums. Glad to know this! This was a big effort of Erick to figure them out years ago. We are working on a mod of all these id mobile titles for GZDoom, it's amazing. You can check it out as well. Currently working on Master Edition Doom for the PlayStation.
Thanks to you and Erick for getting these out there! I've been enjoying finding suitable ways to integrate some of this stuff into this mod, and comparing sprites between Java and iOS versions... some odd changes there!
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Re: MetaDoom v4.1 "Fred" (Link Restored)

Postby Gerardo194 » Fri Jul 13, 2018 12:22 am

You're welcome my friend, but Erick deserves it all, he is the responsible of this to happen. If he had chosen to give up, nothing of this great release would be here. But he never gave up. Erick has achieved great things.

We told about this here years ago when we were looking for help if someone could make a gameplay video of Wolfenstein RPG level "The Road" and nobody wanted to help because anyone didn't want to believe and even some thought that we even didn't know how to use computer just because we used to post actual photos instead of screenshots, our internet was that limited to a single phone back then. That's just the past, but now, you have the results. Finally released to the public by [GEC]

I'm also glad to know you are enjoying it so much. I'm looking forward to your mod using these stuff. That'd be great to see. :D
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Re: MetaDoom v4.1 "Fred" (Link Restored)

Postby whatup876 » Fri Jul 13, 2018 1:47 pm

If you're making a trailer for this update of the mod, have you ever thought of basing it on the credits sequence of Doom 4, where it shows some shots of the enemies and action, with text of the people who contributed for the mod showing up?

https://www.youtube.com/watch?v=oTbARnx-UX0
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Re: MetaDoom v4.1 "Fred" (Link Restored)

Postby Kinsie » Fri Jul 13, 2018 2:09 pm

I'm not sure what to do for the trailer for this coming update, since the main focus has been less on new features and more polishing what's there to a fine metallic sheen.

I don't even know what music to use...
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Re: MetaDoom v4.1 "Fred" (Link Restored)

Postby whatup876 » Mon Jul 16, 2018 1:27 pm

So, here's 3 things i discovered.

* The mobile nazi's make enemies and maybe even the player drop health when they're kicked.

* When that nazi kicks them, he makes them go to the side? Like he just kicked me from my right side rather than from my front.

* I tried summoning the figurines from the console and the Doom 64 one is invisible: you can pick it up but not see it.
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Re: MetaDoom v4.1 "Fred" (Link Restored)

Postby Kinsie » Tue Jul 17, 2018 1:16 am

whatup876 wrote:* The mobile nazi's make enemies and maybe even the player drop health when they're kicked.
Fixed.
whatup876 wrote:* When that nazi kicks them, he makes them go to the side? Like he just kicked me from my right side rather than from my front.
Fixed kicks and player punches snapping the player's view towards their aggressor.
whatup876 wrote:* I tried summoning the figurines from the console and the Doom 64 one is invisible: you can pick it up but not see it.
Fixed. I typoed the sprite filename like a goof.
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Re: MetaDoom v4.1 "Fred" (Link Restored)

Postby Kinsie » Wed Jul 18, 2018 4:44 am

Been a while since I did this...

Image

Kinetic Mine Image

An experiment in automated defense mechanisms, the Kinetic Mine attaches to whatever solid surface it hits using powerful steel claws before activating a 360-degree array of sensors to observe its surroundings. Once an enemy is detected within range, the mine arms a powerful explosive warhead before physically launching itself at the target, saving them the trouble of having to step on it.

The Kinetic Mine activates upon hitting a surface, and is extremely illegal on Earth, but as mankind has travelled into the stars, international treaties have yet to catch up...
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Re: MetaDoom v4.1 "Fred" (Get Kinetic! p93)

Postby ShockwaveS08 » Thu Jul 19, 2018 9:13 am

Bug Report, regarding Ultimate Doom/WADSmooshed Doom: When entering E2M9, "Fortress of Mystery", from the secret exit in E2M5, the game crashes hard back to the desktop (or Delta Touch launcher, in my case), with no error message, after hanging for at least a solid minute.
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Re: MetaDoom v4.1 "Fred" (Get Kinetic! p93)

Postby Kinsie » Thu Jul 19, 2018 11:29 am

ShockwaveS08 wrote:Bug Report, regarding Ultimate Doom/WADSmooshed Doom: When entering E2M9, "Fortress of Mystery", from the secret exit in E2M5, the game crashes hard back to the desktop (or Delta Touch launcher, in my case), with no error message, after hanging for at least a solid minute.
Fixed, thanks for the heads-up. Was a hee-larious typo that resulted in the fancy togglable replacements script entering an endless loop trying to replace pre-placed Cacodemon corpses with themselves.
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Re: MetaDoom v4.1 "Fred" (Get Kinetic! p93)

Postby wildweasel » Thu Jul 19, 2018 12:18 pm

Kinsie wrote:
ShockwaveS08 wrote:Bug Report, regarding Ultimate Doom/WADSmooshed Doom: When entering E2M9, "Fortress of Mystery", from the secret exit in E2M5, the game crashes hard back to the desktop (or Delta Touch launcher, in my case), with no error message, after hanging for at least a solid minute.
Fixed, thanks for the heads-up. Was a hee-larious typo that resulted in the fancy togglable replacements script entering an endless loop trying to replace pre-placed Cacodemon corpses with themselves.

Another one for the ol' Strangelog, huh? ;)
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Re: MetaDoom v4.1 "Fred" (Get Kinetic! p93)

Postby ShockwaveS08 » Fri Jul 20, 2018 8:35 am

Bug Report 1: Some stability issues afoot; sometimes, when you land a heavy killing blow on an enemy, the game crashes to the desktop/Delta Touch launcher, with no error message.

Bug Report 2, regarding the Codex: When scrolling rapidly through entries in the codex, the game soft-crashes to the console with the following messages...
Code: Select allExpand view
VM Execution Aborted: Tried to read from Address Zero.
Called from MetaCodex_Menu. Ticker at metadoom-dev.pk3:zscript/codex/metacodex_menu.zsc, line 515
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Re: MetaDoom v4.1 "Fred" (Get Kinetic! p93)

Postby AvzinElkein » Fri Jul 20, 2018 9:31 am

Another thing: no matter how many of an inventory item you have, the inventory claims you have 0 of that item.
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Re: MetaDoom v4.1 "Fred" (Get Kinetic! p93)

Postby Kinsie » Fri Jul 20, 2018 10:33 am

AvzinElkein wrote:Another thing: no matter how many of an inventory item you have, the inventory claims you have 0 of that item.
Don't use the GZDoom Alternate HUD.
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Re: MetaDoom v4.1 "Fred" (Get Kinetic! p93)

Postby AvzinElkein » Fri Jul 20, 2018 10:48 am

Kinsie wrote:
AvzinElkein wrote:Another thing: no matter how many of an inventory item you have, the inventory claims you have 0 of that item.
Don't use the GZDoom Alternate HUD.

...actually, the alternate HUD was off.
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