ZandronumDoomEternal [Zandronum 3.0] [Link Restored]

Projects that alter game functions but do not include new maps belong here.
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.
User avatar
Z.Franz
Posts: 35
Joined: Fri Jun 12, 2015 3:46 am
Location: Italy

Re: ZandronumDoomEternal [Zandronum 3.0-alpha (151004]

Post by Z.Franz »

(:< wrote:some of the sprites are optimised in a 16:10 aspect ratio shut as the set reload animation
Well, my computer screen is 16:10 and the sprites were made from my screenshots so yes, they are arranged for a 16:10 aspect ratio, but they look good in 4:3 too. Any more than that though...
User avatar
Z.Franz
Posts: 35
Joined: Fri Jun 12, 2015 3:46 am
Location: Italy

Re: ZandronumDoomEternal [Zandronum 3.0-alpha (151004]

Post by Z.Franz »

Final final version, for real this time:
Increased range of the chainsaw so that even if you miss on the initial attack, you can still kill the enemies with the rest of the animation as long as you touch them when the final frame occurs. This should really make it way more reliable. Be advised that you will not be stuck in place but the enemy will be if you touch it.

Link updated in first post.
User avatar
Z.Franz
Posts: 35
Joined: Fri Jun 12, 2015 3:46 am
Location: Italy

Re: ZandronumDoomEternal [Zandronum 3.0] [Released]

Post by Z.Franz »

Added grenade, removed random ammo drop from enemies and increased armor drop rate.
Link in first post as usual
64palm
Posts: 51
Joined: Sat Apr 10, 2021 7:18 am
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: ZandronumDoomEternal [Zandronum 3.0] [Released]

Post by 64palm »

works perfectly on zandronum via mobile ( delta touch )
User avatar
Z.Franz
Posts: 35
Joined: Fri Jun 12, 2015 3:46 am
Location: Italy

Re: ZandronumDoomEternal [Zandronum 3.0] [Released]

Post by Z.Franz »

64palm wrote:works perfectly on zandronum via mobile ( delta touch )
Glad to hear it! :)
User avatar
Z.Franz
Posts: 35
Joined: Fri Jun 12, 2015 3:46 am
Location: Italy

Re: ZandronumDoomEternal [Zandronum 3.0] [Released]

Post by Z.Franz »

Added new alternate version with original Doom movement speed and gravity (dash has been disabled) for easier playing on Android devices.
Link in first post as usual :)
User avatar
Z.Franz
Posts: 35
Joined: Fri Jun 12, 2015 3:46 am
Location: Italy

Re: ZandronumDoomEternal [Zandronum 3.0] [Discontinued]

Post by Z.Franz »

!!!!!!!!!!!! Due to recent problems with my Dropbox account, I had to delete all the links. Therefore, I authorize everyone to reupload my mod wherever they please, as long as they keep it unchanged and credit me. Thank you all
User avatar
Carrotear
Posts: 108
Joined: Thu Sep 03, 2015 10:45 pm
Graphics Processor: Intel (Modern GZDoom)

Re: ZandronumDoomEternal [Zandronum 3.0] [Discontinued]

Post by Carrotear »

I think I might have it. What's the name of the file?

Edit Never mind, found it. Although it may be an old version https://www.mediafire.com/file/m6nwnd0w ... E.zip/file
User avatar
Z.Franz
Posts: 35
Joined: Fri Jun 12, 2015 3:46 am
Location: Italy

Re: ZandronumDoomEternal [Zandronum 3.0] [Discontinued]

Post by Z.Franz »

Carrotear wrote:I think I might have it. What's the name of the file?

Edit Never mind, found it. Although it may be an old version https://www.mediafire.com/file/m6nwnd0w ... E.zip/file
Thanks for the help mate! Yeah it was indeed a very old version, but I'm back now, so I re-uploaded the newest version 8-)

Return to “Gameplay Mods”