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Re: MetaDoom v666 "Titan" (UPDATED!! p115)

PostPosted: Wed Mar 18, 2020 8:36 pm
by Denkezal
I would love to work with you on this project
feel free to search my name (denkezal) to see my stuff.
email me at denkezal@hotmail.com

Re: MetaDoom v666 "Titan" (UPDATED!! p115)

PostPosted: Thu Mar 19, 2020 10:49 am
by Grizzly
random quibble:

Have a pop-up toast at 100% map completion and not before.

Re: MetaDoom v666 "Titan" (UPDATED!! p115)

PostPosted: Thu Mar 26, 2020 6:44 pm
by whatup876
Well, the game is out for a week, so i guess it's okay to talk about Eternal now.
Looking at dumb ideas:
* if you like the microwave beam from the plasma rifle, that could result in replacing the lightning gun's alt fire, which would be represented by a new inventory item, the ice bomb. it would still stun enemies but without that electric spark that keeps going for a while.
* the Buff Totems could work as a mod-based-level-only object, that could make enemies go into nightmare mode.
* time based encounters (gore nests) could work for some secret fights and much like Buff Totems, they would be for levels made for the mod.
* Eternal has a lot of level design mechanics and features and even its take on Hell on Earth could lead to some ideas.
Spoiler:

Re: MetaDoom v666 "Titan" (UPDATED!! p115)

PostPosted: Mon Mar 30, 2020 4:23 am
by slyrboi
Now you gotta add Eternal to this roster

Re: MetaDoom v666 "Titan" (UPDATED!! p115)

PostPosted: Mon Mar 30, 2020 4:38 am
by SiFi270
I can't speak for Kinsie, but I feel like the whole reason he's working on Reelism 2 right now is so the hype can settle down and he can more carefully consider what to incorporate and how. But that's just a guess. And, of course, it means more time for people to work on sprites like the centered weapons Shivers is working on, and figure such intricacies as how things behave and how to go about ripping things like sounds and UI.

Re: MetaDoom v666 "Titan" (UPDATED!! p115)

PostPosted: Mon Mar 30, 2020 4:58 am
by Kinsie
I'm working on something else at the moment because I need a bit of a break. I will return to MetaDoom, though. Part of it is waiting for audio extraction to become less horrible...
Image

Re: MetaDoom v666 "Titan" (UPDATED!! p115)

PostPosted: Sun Jul 05, 2020 8:02 pm
by Itschristian
Played the mod once. It is pretty good. But,uhhh, i had to play it in Software mode on GZDoom 4.3.3,thanks to my phone that didnt use OpenGL 3.2,lul. Wish this mod can be played on LZDoom,since software mode on 4.3.3 view are confusing. :D

Re: MetaDoom v666 "Titan" (UPDATED!! p115)

PostPosted: Sun Jul 05, 2020 9:28 pm
by conradthebee
when I attempt to play metadoom it crashes I'm using macOS Catalina and newest version of gzdoom can somebody please help

Re: MetaDoom v666 "Titan" (UPDATED!! p115)

PostPosted: Mon Jul 06, 2020 9:21 am
by Kinsie
Itschristian wrote:Played the mod once. It is pretty good. But,uhhh, i had to play it in Software mode on GZDoom 4.3.3,thanks to my phone that didnt use OpenGL 3.2,lul. Wish this mod can be played on LZDoom,since software mode on 4.3.3 view are confusing. :D
I don't have an Android device so I can't really take into account pretty much anything other than the official GZDoom builds for the sake of my own sanity. Sorry!

conradthebee wrote:when I attempt to play metadoom it crashes I'm using macOS Catalina and newest version of gzdoom can somebody please help
Please post the error message so I can tell whether this is my fault or someone else's. I can't really do much without more info, sorry.

Re: MetaDoom v666 "Titan" (UPDATED!! p115)

PostPosted: Tue Jul 07, 2020 6:47 pm
by Itschristian
I could tho remove the new font,so it will use normal doom font,since theres an error about the font in GZDoom,to make it work. Thats my theory i guess.

Edit: Ah,stupid me,i didnt think about latest LZDoom. :oops:

Re: MetaDoom v666 "Titan" (UPDATED!! p115)

PostPosted: Thu Aug 20, 2020 3:38 am
by Kinsie
Hi there! It's been a while.

I didn't want to work further on this until I beat Doom Eternal, which took a little longer than planned after I messed around with the console unlocker and corrupted my save halfway through the campaign. Derp. Then around the time I did finish it, some other stuff came up that I'm still beavering my way through, but I can do other stuff now without feeling too guilty about it.

I'm currently fiddling around with some fixes and experiments, including a possible Meathook implementation. If you have any suggestions, or just want to see something specific from Doom Eternal (not everything's making the jump, of course) let me know!

Re: MetaDoom v666 "Titan" (UPDATED!! p115)

PostPosted: Thu Aug 20, 2020 3:40 am
by SiFi270
I think an Eternal-style mini missile attachment would look better on the machine gun. That's all that comes to mind at the moment.

Re: MetaDoom v666 "Titan" (UPDATED!! p115)

PostPosted: Thu Aug 20, 2020 11:58 am
by Faceman2000
Oh man, a classic meathook makes my mouth water. As far as enemy functionality goes. . . Someone spawning destructible walls like the Carcass does would be fun, as would an enemy that teleports behind you and melees you like the Prowlers. I know the Imp Lord already teleports, but he does it more as an evasive maneuver than an attack.

Doom Hunter and the Marauder could be fun new bosses as part of that boss scripting system you’re doing.

Re: MetaDoom v666 "Titan" (UPDATED!! p115)

PostPosted: Thu Aug 20, 2020 12:34 pm
by Kinsie
I have Capital-P Plans for the Marauder that'll probably be its own CVar so people don't have to worry about him ruining their fun unless they're feeling up to it.

Re: MetaDoom v666 "Titan" (UPDATED!! p115)

PostPosted: Thu Aug 20, 2020 1:12 pm
by Faceman2000
Kinsie wrote:I have Capital-P Plans for the Marauder that'll probably be its own CVar so people don't have to worry about him ruining their fun unless they're feeling up to it.

Awesome. I know a lot of people hate the Marauder but I’ve really grown to love him as an enemy and am very interested to see how he’ll function. Great news!