[WIP]Sigmata NEW UPDATE V. 0.96

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.

How should the Sniper class be implemented?

Entirely new class
0
No votes
Replaces the rifleman class
1
100%
Not used as a class at all
0
No votes
 
Total votes: 1

User avatar
Mik57
Posts: 675
Joined: Sun Jul 27, 2008 1:39 pm
Location: Phelan, California

Re: [WIP]Sigmata (Update coming soon)

Post by Mik57 »

Alright, thanks for clearing that up. No credit for you! (Except the reloading sprites. So credit goes to blood, Cory Whittle, and Xaser.)

I just decided to go with an old style 'teleport in' invasion wave type. Level almost done, then it just needs some cleaning up, and it will be released.
User avatar
Mik57
Posts: 675
Joined: Sun Jul 27, 2008 1:39 pm
Location: Phelan, California

Re: [WIP]Sigmata UPDATED! NEW VERSION 0.95

Post by Mik57 »

Major bump, I know, but there is a new version out. Check the first post :wink:
User avatar
CaptainBighead
Posts: 278
Joined: Mon Sep 22, 2008 8:38 pm
Location: Between a rock and a hard place... Dont ask.

Re: [WIP]Sigmata UPDATED! NEW VERSION 0.95

Post by CaptainBighead »

Issues:
*Carbine needs ALT_FIRE_OPTIONAL Flag.
*Recon is a great thought, but it needs a unique weapon.
*The weapons seem lesser than the beta versions.
*It hasnt been tested online yet :P
User avatar
Mik57
Posts: 675
Joined: Sun Jul 27, 2008 1:39 pm
Location: Phelan, California

Re: [WIP]Sigmata UPDATED! NEW VERSION 0.95

Post by Mik57 »

CaptainBighead wrote:Issues:
*Carbine needs ALT_FIRE_OPTIONAL Flag.
*Recon is a great thought, but it needs a unique weapon.
*The weapons seem lesser than the beta versions.
*It hasnt been tested online yet :P
*I'll do it next version.
*SMG will be his unique weapon, basically a slightly upgraded uzi that only RECON gets. (Its also rarely found in levels.)
*Did that on purpose, levels were made slightly easier
*It was, that's how I found the extreme Carbine bug. (It fired 3 times, but did the animation for 9 times, and took 9 bullets per shot.

This version is mostly just to show the new weapons, enemies, classes, etc. Next version will have fully fixed-up levels 1-4.
User avatar
CaptainBighead
Posts: 278
Joined: Mon Sep 22, 2008 8:38 pm
Location: Between a rock and a hard place... Dont ask.

Re: [WIP]Sigmata UPDATED! NEW VERSION 0.95

Post by CaptainBighead »

Well, I meant this version hasnt been tested.

BTW: I might be able to create a title pic for this, every project needs one!
User avatar
Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London
Contact:

Re: [WIP]Sigmata UPDATED! NEW VERSION 0.95

Post by Phobus »

See, if I played SkullTag this'd be quite interesting :P It looks and sounds good though.
User avatar
Remmirath
Posts: 2562
Joined: Sun Dec 23, 2007 3:53 am
Graphics Processor: nVidia with Vulkan support
Location: My house
Contact:

Re: [WIP]Sigmata UPDATED! NEW VERSION 0.95

Post by Remmirath »

Play it with ZDoom and your brother via its netcode. It will work. :P
User avatar
Mik57
Posts: 675
Joined: Sun Jul 27, 2008 1:39 pm
Location: Phelan, California

Re: [WIP]Sigmata UPDATED! NEW VERSION 0.95

Post by Mik57 »

Actually, there are a few skulltag monsters in it (Dark Imp, Belphegor, etc) so it won't work with zdoom.

It is still possible to complete in single player. You juat have to have semi-mad skillz, and try to hunt for the secrets.
User avatar
Captain Ventris
Posts: 4608
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: [WIP]Sigmata UPDATED! NEW VERSION 0.95

Post by Captain Ventris »

Alright, test server up!
User avatar
Mik57
Posts: 675
Joined: Sun Jul 27, 2008 1:39 pm
Location: Phelan, California

Re: [WIP]Sigmata UPDATED! NEW VERSION 0.95

Post by Mik57 »

Seriously? Awesome, man! If you are available, I'll meet you there.

EDIT: Urg, I forgot to remove that giant ash obelisk. Crap, we're gonna have to ignore it for now...
User avatar
CaptainBighead
Posts: 278
Joined: Mon Sep 22, 2008 8:38 pm
Location: Between a rock and a hard place... Dont ask.

Re: [WIP]Sigmata UPDATED! NEW VERSION 0.95

Post by CaptainBighead »

Im on.
User avatar
Mik57
Posts: 675
Joined: Sun Jul 27, 2008 1:39 pm
Location: Phelan, California

Re: [WIP]Sigmata NEW UPDATE V. 0.96

Post by Mik57 »

New update. Check first post. :D
User avatar
Captain Ventris
Posts: 4608
Joined: Mon Jul 31, 2006 4:25 pm
Location: San Antonio, TX

Re: [WIP]Sigmata NEW UPDATE V. 0.96

Post by Captain Ventris »

Tomorrow morning, I'll try to remember to put up the server.
User avatar
Mik57
Posts: 675
Joined: Sun Jul 27, 2008 1:39 pm
Location: Phelan, California

Re: [WIP]Sigmata NEW UPDATE V. 0.96

Post by Mik57 »

Al-reet then! Thanks for the host. Wish I could host, but my network is kinda aids.

Also, plans for next update:
*New class: Pyrotechnic Specialist
*All maps slightly more detailed and polished
*Finish map4
*Make certain things client-side only
*Grenade Launcher alt-fire: Impact shot

Expect it in.. eventually, maybe a week or two.
User avatar
Mik57
Posts: 675
Joined: Sun Jul 27, 2008 1:39 pm
Location: Phelan, California

Re: [WIP]Sigmata NEW UPDATE V. 0.96

Post by Mik57 »

Alright, the new update is almost done, but I'm a bit hung up on something. I recently added a sniper rifle from the beastiary, modded it quite a bit, and added it into a game. But now I'm wondering, should I make a new class as sniper, don't make a new class, or replace the rifleman class with a sniper?

As for the update progress:
-Map 01,02, &03 fully fixed up
-Map 04 about half way done
-New Weapon: Sniper Rifle
-Grenade altfire impact shot finished
-Revamped rain FX and ambient sounds
-DM starts in every map, so it is possible to play Dm with this.
Locked

Return to “Abandoned/Dead Projects”