Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)
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Please read the full rules for more details.
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.
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Re: Metroid Dreadnought Overhaul - 1.1
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
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.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
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Re: Metroid Dreadnought Overhaul - 1.2!
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!
Also, Space Jump is fixed. No more infinite jumps!
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Re: Metroid Dreadnought Overhaul - 1.2 (9/5/2018)
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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Re: Metroid Dreadnought Overhaul - 1.2 (9/5/2018)
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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Re: Metroid Dreadnought Overhaul - 1.2 (9/5/2018)
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)
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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Re: Metroid Dreadnought Overhaul - 1.2 (9/5/2018)
Indeed I am.
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Re: Metroid Dreadnought Overhaul - 1.3 (9/6/2018)
Wall jumping is now fixed! Download link is updated!
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Re: Metroid Dreadnought Overhaul - 1.3 (9/6/2018)
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)
I don't see why not.
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Re: Metroid Dreadnought Overhaul - 1.3 (9/6/2018)
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)
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.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.
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Re: Metroid Dreadnought Overhaul - 1.3 (9/6/2018)
It's going to take a bit of time, but just letting you know it's in the works:Wivicer wrote:Small feature request/question: would it be possible to add a toggle for sprite vs. model weapons?
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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Re: Metroid Dreadnought Overhaul - 1.3 (9/6/2018)
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.
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.