QuakenDoom 2: First Enemy: Enforcer Crouches!!
Re: QuakenDoom 2: Weapons 100%, Ammo Finished, SFX in progress!!
i can tell that the weapons are much better in action.
Re: QuakenDoom 2: Weapons 100%, Ammo Finished, SFX in progress!!
Thanks, i'm getting very close to releasing this, just have to do a few particles and then some gldefs and the weapons part of the TC is complete.
EDIT:
You guys know if it's at all possible to assign a dynamic light to the player if he's holding a certain weapon at a certain sprite?
EDIT:
You guys know if it's at all possible to assign a dynamic light to the player if he's holding a certain weapon at a certain sprite?
Re: QuakenDoom 2: Weapons 100%, Ammo Finished, SFX in progress!!
i think that the weapons do that for ya. 

Re: QuakenDoom 2: FIRST WAD RELEASED!! Final Weapon Vid Online!!
Hey guys, the first wad is finally released, along with a new fancy video showing off all my hard work 

- Dark-Assassin
- Posts: 743
- Joined: Thu Mar 19, 2009 3:40 am
- Location: South Australia
Re: QuakenDoom 2: FIRST WAD RELEASED!! Final Weapon Vid Online!!
umm, in quake 2, the quakeguy doesn't move his hand and weapon that much, try putting about 128-512 or more tic delays between the hand movements
Re: QuakenDoom 2: FIRST WAD RELEASED!! Final Weapon Vid Online!!
Nicely done, I look forward to your other two wads
I completely forgot about how the machine gun's recoil made your screen move up. How annoying

I completely forgot about how the machine gun's recoil made your screen move up. How annoying

Re: QuakenDoom 2: FIRST WAD RELEASED!! Final Weapon Vid Online!!
Hand movements, what are you talking about, the idle animations of the weapons or weapon bobbing? If you mean the idle animations this is exactly right, i'm using the same animation frames and the same animation timing (as close as i can get.) If you're referring to weapon bob that actually didnt exist in quake 2, so i can take that out later if you guys really want me to.
EDIT: i see what you mean, the idle animations are broken into different states that are chosen at random with random wait intervals between them, i'll see if i can't add that in an update later on.
EDIT: i see what you mean, the idle animations are broken into different states that are chosen at random with random wait intervals between them, i'll see if i can't add that in an update later on.
Last edited by Indecom on Mon Jul 27, 2009 12:29 pm, edited 1 time in total.
Re: QuakenDoom 2: FIRST WAD RELEASED!! Final Weapon Vid Online!!
Smooth:
Execution could not continue.
Script error, "Q2DooM.wad:ITEMS" line 161:
"bouncetype" is an unknown actor property
What's this?
Execution could not continue.
Script error, "Q2DooM.wad:ITEMS" line 161:
"bouncetype" is an unknown actor property
What's this?
Re: QuakenDoom 2: FIRST WAD RELEASED!! Final Weapon Vid Online!!
You need the latest svn build of g/zdoom, link is on the first post.
Re: QuakenDoom 2: FIRST WAD RELEASED!! Final Weapon Vid Online!!
Thanks! The WAD's definitely one of the best Q2 wep mods I've seen... Just one issue: the explosion sprites have like a semi-transparent square around 'em.
Re: QuakenDoom 2: FIRST WAD RELEASED!! Final Weapon Vid Online!!
Ah yes, this only occurs in Zdoom, the reason is because they have black background, and with renderstyle add they become invisible, except in zdoom where you can see them a tiny bit. I'll fix that later on though.
- greatmuta2
- Posts: 3
- Joined: Mon Jul 27, 2009 1:10 pm
Re: QuakenDoom 2: FIRST WAD RELEASED!! Final Weapon Vid Online!!
man this wad is awesome my fave weapon mod yet there was two things though that i found bad
1.the rail gun is only the strength of a close range shotgun shot which imo when i think of a rail i think one shot death lol except on the big guys but if 1 rocket can kill a hellknight i think this should too
2.if i try playing this on the regular story if i pickup any weapon placed on the map that wasnt from an enemy i switch to the classic weapon like the super shotgun in level two for instance i went to pick it up but instead i got the classic doom ssg and i cant switch to any other gun till the ammos gone but if you put in the all weapons cheat it avoids this but overall this wad is awesome
1.the rail gun is only the strength of a close range shotgun shot which imo when i think of a rail i think one shot death lol except on the big guys but if 1 rocket can kill a hellknight i think this should too
2.if i try playing this on the regular story if i pickup any weapon placed on the map that wasnt from an enemy i switch to the classic weapon like the super shotgun in level two for instance i went to pick it up but instead i got the classic doom ssg and i cant switch to any other gun till the ammos gone but if you put in the all weapons cheat it avoids this but overall this wad is awesome
Re: QuakenDoom 2: FIRST WAD RELEASED!! Final Weapon Vid Online!!
Yea, the reason behind that problem is that this mod negate's all of the classic weapon slots and some guns have the same name as the classic guns, but this can be fixed in an update, simple solution
- greatmuta2
- Posts: 3
- Joined: Mon Jul 27, 2009 1:10 pm
Re: QuakenDoom 2: FIRST WAD RELEASED!! Final Weapon Vid Online!!
ah ok cool also cant wait for the new enemys
Re: QuakenDoom 2: FIRST WAD RELEASED!! Final Weapon Vid Online!!
Thanks, enemies are going to be interesting, i'm going to do some minor updates to the weapons wad today, and re-release that with the changes.
Then work will begin on the first enemy, likely this feller:

Then work will begin on the first enemy, likely this feller:
