Xim's Star Wars Doom - Updated (MAY/4/2023)

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openroadracer
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Re: Xim's Star Wars Doom - Update (4/6/20)

Post by openroadracer »

One funny little detail that I hadn't ever noticed before: I played the first map of the "Sterilized Version" of Ashes 2063 with your Star Wars Weapons Pack(and NOTHING ELSE, no Props pack), and you replaced the Ashes motorcycle with a damn Speeder Bike. :lol: That's awesome.

Now I wonder if it would be possible to make a patch for the full version of Ashes that lets me use your Star Wars stuff in them, just so I can say I rode a Speeder Bike in Doom. You would have the ability to add Speeder Bike sounds, right?
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Captain J
 
 
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Re: Xim's Star Wars Doom - Update (4/6/20)

Post by Captain J »

Star Wars plus Ashes... Huh, i didn't know such a possibility! Would be so awesome with mutants or test subjects that actually could use force power. Making the own story-
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Xim
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Re: Xim's Star Wars Doom - Update (7/3/20)

Post by Xim »

Okay, been procrastinating with other things and not uploading my update. But here it is, hopefully it's stable. Let me know about any bugs.
Also make sure to check out the new Free MP3 pack if you want to do streaming videos.
Spoiler:
openroadracer wrote:One funny little detail that I hadn't ever noticed before: I played the first map of the "Sterilized Version" of Ashes 2063 with your Star Wars Weapons Pack(and NOTHING ELSE, no Props pack), and you replaced the Ashes motorcycle with a damn Speeder Bike. :lol: That's awesome.

Now I wonder if it would be possible to make a patch for the full version of Ashes that lets me use your Star Wars stuff in them, just so I can say I rode a Speeder Bike in Doom. You would have the ability to add Speeder Bike sounds, right?
The motorcycle being replaced with a speeder bike was entirely by accident, I just have sprites for them that use the same name. That being said I might make a compat patch for the sterilized edition of Ashes in the future.
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Yebudoom
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Re: Xim's Star Wars Doom - Update (7/3/20)

Post by Yebudoom »

Oh man, great! Thank you for adding Mara Jade especially. Will test the update during the coming days.
Xim wrote:Also make sure to check out the new Free MP3 pack if you want to do streaming videos.
Thanks. I can confirm that a video with your SW Trilogy midis will be demonetized on Youtube, but no further problems.
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Re: Xim's Star Wars Doom - Update (4/6/20)

Post by Xim »

Sebrw wrote:Hi Xim!
Do you plan to release some kind of manual with weapon description? You described it in your mod page but we don't have the numbers detail.
For example, I just found a E-11D deathtrooper rifle that "upgraded" my standard E-11 but I don't have any idea of what this adds. Seems a bit more punchy but could be great if we have some kind of reference sheet for weapons without to have to look for weapon stats in the decorate files :wink:
Sorry, missed this comment earlier. I just added a bit more info to the weapons on the ModDB page. Check it out. I might update it with more info later.
Yebudoom wrote: I can confirm that a video with your SW Trilogy midis will be demonetized on Youtube, but no further problems.
Hey, that's good enough. I just don't want people to get muted. The new MP3 pack should likely work the same as the MIDI pack hopefully.
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openroadracer
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Re: Xim's Star Wars Doom - Update (4/6/20)

Post by openroadracer »

Xim wrote:Check it out.
Woah, you added poison and incendiary grenades to the Trooper's kit? Awesome!

Guess this means I need to download the files again...
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Re: Xim's Star Wars Doom - Update (7/3/20)

Post by armymen12002003 »

I think this might be a bug i was playing Hexen with this and killed one of the Snowtroopers using the force choke and this was the end result lol any chance of doing a hotfix Xim?

Also i got an error message on the royalty free mp3 music pack song030 was missing.
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Xim
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Re: Xim's Star Wars Doom - Update (7/3/20)

Post by Xim »

For crying out loud, I hate it when that happens!
Guess that one's for the too-do list. Here's a hotfix for now.
I never play Heretic or Hexen so I guess I forgot to test that. I've got too many damned enemies with too many different deaths. Geez.

I've updated the music pack, to fix the song missing bug.
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Re: Xim's Star Wars Doom - Update (7/3/20)

Post by armymen12002003 »

Xim wrote:For crying out loud, I hate it when that happens!
Guess that one's for the too-do list. Here's a hotfix for now.
I never play Heretic or Hexen so I guess I forgot to test that. I've got too many damned enemies with too many different deaths. Geez.

I've updated the music pack, to fix the song missing bug.
Thanks for doing the hotfix it was kinda of disturbing see a dead snowtrooper hanging like that lol
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Re: Xim's Star Wars Doom - Update (7/3/20)

Post by Captain J »

Maybe the player is doing some kind of unspeakable Force trick that foreshadows another sequel or spinoff! :P
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Xim
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Re: Xim's Star Wars Doom - Update (7/3/20)

Post by Xim »

Captain J wrote:Maybe the player is doing some kind of unspeakable Force trick that foreshadows another sequel or spinoff! :P
That makes me feel better. Star Wars fans are the best at making up crap that explains mistakes in the material. :lol:
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Re: Xim's Star Wars Doom - Update (7/3/20)

Post by austen1000 »

For anyone wanting to know and has not checked recently, the author of that one Jabba's Palace map has made it available to the public again. Also, thank you Xim for the continued updates (and that one texture replacement for the pinned Baron on e2m8 and e2m9).
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Re: Xim's Star Wars Doom - Update (7/3/20)

Post by Enjay »

A few minor points:

These clips could be scaled down a bit. They just look too big compared to everything else IMO.


I also feel that these are a bit on the big side too - but not too bad:



And this weird thing happened. Either there is a deliberate "Kylo Ren" chance of this happening, or it's a bug. I reflected a laser bolt with my lightsaber, killed the guy who fired it but for some reason, the laser bolt remained hanging in the air permanently:


Still a great mod. Image
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Xim
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Re: Xim's Star Wars Doom - Update (7/3/20)

Post by Xim »

Oh yeah, the "Kylo Ren" bug. I don't know why it happens, but I've kind of embraced it as a quirk. If it only happens when the foe is killed before the projectile hits something, then maybe we can figure out why it happens and I can fix it.

But yeah, I'll probably scale down some of the items for next release too.
austen1000 wrote:For anyone wanting to know and has not checked recently, the author of that one Jabba's Palace map has made it available to the public again. Also, thank you Xim for the continued updates (and that one texture replacement for the pinned Baron on e2m8 and e2m9).
Ah, excellent. It looks like I'll need to update my patch too. It has D_RUNNIN playing as the music still. Stay tuned.

EDIT: Jabba's Patch is updated. Check the first post for download link.
Fixed the music and a couple of enemy sprites and item drops.
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Re: Xim's Star Wars Doom - Update (7/3/20)

Post by Yebudoom »

Xim, I've been meaning to ask you what is probably a stupid question: how does the saber throw work? When I press Q, nothing happens. When I hold it, the saber seems to freeze in my hand and its coloured aura seems to get stronger, but still nothing happens besides that. Do I have to press something along with Q? I've tried some combinations, but to no avail. Do I have to aim it somehow before throwing? Do I have to have some Force powers to be able to throw the saber?

Probably I'm failing because I somehow assumed that throwing the saber will be as easy as throwing the machete in Trailblazer, and I'm obviously missing a more elaborate way to do it in your mod.
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