Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)

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Solaela
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Re: Metroid Dreadnought Overhaul - 1.1

Post by Solaela »

Damm. I was hoping Term would do more with this but this is amazing. The times I played it it was fun. Even if in doom standards Space Pirates are total jerks XD
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Re: Metroid Dreadnought Overhaul - 1.1

Post by R4L »

Solaela wrote:Damm. I was hoping Term would do more with this but this is amazing. The times I played it it was fun. Even if in doom standards Space Pirates are total jerks XD
Yeah, they pack a wallop for sure lol. I wanted to make maps a long time ago for this but I'm not the greatest mapper.
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Re: Metroid Dreadnought Overhaul - 1.2!

Post by R4L »

Updates in first post! Bumping to give notice that there will be no more Mediafire links. They weren't being used, and it's inconvenient uploading there compared to Google Drive.

Also, Space Jump is fixed. No more infinite jumps!
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Wivicer
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Re: Metroid Dreadnought Overhaul - 1.2 (9/5/2018)

Post by Wivicer »

It's great that space jump works, but it's borked the wall jumps now. Good work anyway. I've been hoping someone would have time to take up the mantle, and not just promise and not deliver.
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R4L
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Re: Metroid Dreadnought Overhaul - 1.2 (9/5/2018)

Post by R4L »

It messed up wall jumps?? I was testing it out pretty good and didn't notice it... What exactly is happening?
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Wivicer
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Re: Metroid Dreadnought Overhaul - 1.2 (9/5/2018)

Post by Wivicer »

Jumping away from walls turns you around, but you don't have any forward momentum. I hope this isn't just on my end.
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Re: Metroid Dreadnought Overhaul - 1.2 (9/5/2018)

Post by R4L »

I'll have to test tomorrow when I'm back at my machine. I must not have noticed due to my frustration level... This sounds like an easier fix though. Are you running GZDoom 3.5.1?
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Wivicer
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Re: Metroid Dreadnought Overhaul - 1.2 (9/5/2018)

Post by Wivicer »

Indeed I am.
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Re: Metroid Dreadnought Overhaul - 1.3 (9/6/2018)

Post by R4L »

Wall jumping is now fixed! Download link is updated!
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Wivicer
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Re: Metroid Dreadnought Overhaul - 1.3 (9/6/2018)

Post by Wivicer »

Small feature request/question: would it be possible to add a toggle for sprite vs. model weapons?
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Re: Metroid Dreadnought Overhaul - 1.3 (9/6/2018)

Post by R4L »

I don't see why not.
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TerminusEst13
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Re: Metroid Dreadnought Overhaul - 1.3 (9/6/2018)

Post by TerminusEst13 »

Nicely done on fixing the space jump! That always annoyed me, I never was able to figure out how to get it working again.
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Re: Metroid Dreadnought Overhaul - 1.3 (9/6/2018)

Post by R4L »

TerminusEst13 wrote:Nicely done on fixing the space jump! That always annoyed me, I never was able to figure out how to get it working again.
Thanks! Half of the problem is some of the math functions in commonFuncs conflicting with pre-existing functions, so they were renamed because wow I am bad at math and I'm not sure how they would be fixed otherwise. The other half was some of the parkmore actors' radius values were too big, meaning the player could walljump off themselves. I keep forgetting to comment sections that I've edited. :3:
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Re: Metroid Dreadnought Overhaul - 1.3 (9/6/2018)

Post by R4L »

Wivicer wrote:Small feature request/question: would it be possible to add a toggle for sprite vs. model weapons?
It's going to take a bit of time, but just letting you know it's in the works:

https://imgur.com/a/qvcGf6D

Just did the Power Beam idle for now to test. Wanted to make sure I know what I'm doing will work. xD

Should I just make this option for ALL 3D models?
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Korell
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Re: Metroid Dreadnought Overhaul - 1.3 (9/6/2018)

Post by Korell »

I played the original and it was good, but it really needs there to be a map pack designed around Samus's weapons and abilities. If that happens then I'd definitely give this overhaul a try.

As for the 3D models, I think the option for it to apply to all 3D models would be good, rather than just the weapons. But maybe you could have two options, one for the weapons and one for everything else, so that it can cater to all tastes.
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