ZPO'ed! v1.2 [09/10/2018]

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ZPO'ed! v1.2 [09/10/2018]

Postby Nailz the Ravager » Thu Aug 30, 2018 9:41 am

2.png

Sup, ZDooM community.
Some time ago, I and my friend decided to make a mod, where the player controls Ox - protagonist of PO'ed. We tried to recreate all Ox's crazy arsenal and all his wacky enemies. I want to share with you the result of our joint efforts. This is a beta version. There are some bugs, and i'll be glad to see your bugreports.
I hope, you like it!
Known bugs:
MissileCam's projectile control does not work correctly (if someone can help with this problem - send me a private message, I'll be glad)
Download ZPO'ed : https://drive.google.com/open?id=1gtdXH0XJGOQqT4HlLDO1WiqWuTvBil6s
Credits:
nailzx128 : Main DECORATE codding and sprites rip.
Armorum_Adamantium(don't have ZDOOM account) : DECORATE code and widescreen graphics.
SVKaiser : sprites rip and ACS code for some cool things.
DBThanatos : ACS code for Missile Cam.
Kinsie : Anti-Brutal Doom script

CHANGELOG:
Spoiler:
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Last edited by Nailz the Ravager on Tue Oct 09, 2018 11:22 am, edited 8 times in total.
Nailz the Ravager
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Re: ZPO'ed (PO'ed for DooM) [W I P]

Postby ronipunk » Thu Aug 30, 2018 1:28 pm

This is a great idea. I played this a lot when I was younger. It was not a great game but to play and build levels for this would be fun.
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Re: ZPO'ed (PO'ed for DooM) [W I P]

Postby Iron Droog » Sat Sep 01, 2018 3:34 am

Thank you for making this mod and bringing PO'ed to DooM. Takes me back! Waaaay back. Good times.
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Re: ZPO'ed (PO'ed for DooM) v1.1 [01/09/2018]

Postby Nailz the Ravager » Sat Sep 01, 2018 2:33 pm

LINK UPDATED
CHANGELOG:
  1. changed Rocket Launcher animations
  2. added widescreen weapon sprites}
  3. fixed some bugs with monsters
  4. fixed HUD
  5. fixed Wailer tracers
Nailz the Ravager
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Re: ZPO'ed (PO'ed for DooM) v1.2 [09/10/2018]

Postby Nailz the Ravager » Tue Oct 09, 2018 11:10 am

NEW VERSION!!!
So, here is the changelog, for peoples, who interested in this mod.
CHANGELOG:
  1. I'm recreated (or I tried to recreate?) original weapon animations.
  2. Now, MissileCam works good! I used the ACS code from DOOMSTORM for this. BTW, code belongs to DBThanatos.
    Code of MissileCam's zooming effect belong's to SVKaiser.
  3. Added animated items and pickup's (for this feature, i'm completed the PO'ed in third time)
  4. Now, some monsters are immune to certain weapons, like in original game (for this feature, i'm completed the game in fourth time)
  5. And many more, that i forgot to include in this damn list...
    LINK
    https://drive.google.com/open?id=1gtdXH ... qWuTvBil6s
Nailz the Ravager
The Deconstructor of Normality
 
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Re: ZPO'ed! v1.2 [09/10/2018]

Postby Chloroxite » Sat Oct 13, 2018 10:30 am

"Anti Brutal Doom script" Well shit now you got me curious what happens if I try to run it with brutal doom.
FOR SCIENCE!
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Re: ZPO'ed! v1.2 [09/10/2018]

Postby Nailz the Ravager » Sat Oct 13, 2018 10:50 am

Chloroxite wrote:"Anti Brutal Doom script" Well shit now you got me curious what happens if I try to run it with brutal doom.
FOR SCIENCE!

*mad laugh* Well, try, my dude
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Re: ZPO'ed! v1.2 [09/10/2018]

Postby Nailz the Ravager » Sun Oct 14, 2018 10:42 am

Nailz the Ravager
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Re: ZPO'ed! v1.2 [09/10/2018]

Postby Nailz the Ravager » Sun Oct 14, 2018 1:41 pm

Nailz the Ravager
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Re: ZPO'ed! v1.2 [09/10/2018]

Postby Someone64 » Sun Oct 14, 2018 4:38 pm

Those actually look more fun to fire than the originals!
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Re: ZPO'ed! v1.2 [09/10/2018]

Postby Nailz the Ravager » Mon Oct 15, 2018 1:51 am

Someone64 wrote:Those actually look more fun to fire than the originals!

Thanks. I'm glad to hear that)
Nailz the Ravager
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Re: ZPO'ed! v1.2 [09/10/2018]

Postby Nailz the Ravager » Mon Oct 15, 2018 12:48 pm

New HUD. Much closer to original HUD, right? BTW, what do you think about weapon icons? Are they superfluous or not?
Nailz the Ravager
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Re: ZPO'ed! v1.2 [09/10/2018]

Postby QuakedoomNukem Cz » Wed Oct 17, 2018 9:00 am

In my opinion, this is looking really good so far, even with all the updates you're making yourself. Though the Homing Missile Launcher still needs 16:9 friendly sprites, when firing it.
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Re: ZPO'ed! v1.2 [09/10/2018]

Postby Nailz the Ravager » Wed Oct 17, 2018 9:39 am

QuakedoomNukem Cz wrote:In my opinion, this is looking really good so far, even with all the updates you're making yourself. Though the Homing Missile Launcher still needs 16:9 friendly sprites, when firing it.

Thanks! My chum has already made widescreen sprites for MissileCam)
Nailz the Ravager
The Deconstructor of Normality
 
Joined: 12 Jun 2018
Location: c:\Earth\Eurasia\Ukraine\Kherson\
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Re: ZPO'ed! v1.2 [09/10/2018]

Postby Nailz the Ravager » Wed Oct 17, 2018 11:29 am

Nailz the Ravager
The Deconstructor of Normality
 
Joined: 12 Jun 2018
Location: c:\Earth\Eurasia\Ukraine\Kherson\
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