Judgment Doom - A Terminator Mod (for now)

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Frank Sterling
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Re: Judgment Doom - A Terminator Mod (for now)

Post by Frank Sterling »

YukesVonFaust wrote:
willkuer wrote:First very rough alpha for download here:
https://www.mediafire.com/file/cqolf8g7 ... 1.zip/file

Info:
Spoiler:
OP updated too.
YES, ABOUT TIME
the zoom window dosnt show up, the only vision modes are thermal full color and normal terminator red, ive tried everything but cant figure out how to get that zoom window to show up please fix
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Captain J
 
 
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Re: Judgment Doom - A Terminator Mod (for now)

Post by Captain J »

This mod is by far the most accurate and powerful Terminator doom mod i have ever played. Not sure if the mod's discontinued or not, but just in case here's the feedback if you need some.
Spoiler:
Again, it's a powerful mod. And if you're looking for retrospective sound effect from the first and second movie, try using some of the sounds from my old sound addon for Final Doomer!
BigBoyMalone
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Re: Judgment Doom - A Terminator Mod (for now)

Post by BigBoyMalone »

I'm working on my own custom version of this mod.
For now I've fixed the SPAS-12 sprites so that it doesn't look like the Winchester and made the Terminator look like Lance Henriksen.
Is anyone interested?
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Carrotear
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Re: Judgment Doom - A Terminator Mod (for now)

Post by Carrotear »

I am! Any news towards this mod is awesome to me.
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Facínora
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Re: Judgment Doom - A Terminator Mod (for now)

Post by Facínora »

I came to know Judgment Doom when I recorded this video and I enjoyed it quite a lot. I'll probably publish it to my website and record more videos with it.
willkuer
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Re: Judgment Doom - A Terminator Mod (for now)

Post by willkuer »

OMG... I just saw all the posts. Sorry guys for being silent, I just didn't get much done during the last year of the pandemic (mostly active on Discord). I'll try to get some updates out this weekend - it's not discontinued, I'm just really really slow cause RL and other commitments. Also, somehow, I don't get notifications for my threads, I need to fix this.

Anyways, for now, thanks for playing around with it and feedback and all the youtube videos! :)

I'll be back...
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Captain J
 
 
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Re: Judgment Doom - A Terminator Mod (for now)

Post by Captain J »

It's reasonable and don't have to hurry with the update. I'm also having the same thing in this trying times and we certainly can wait for more surprises. I wish you good luck!
willkuer
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Re: Judgment Doom - A Terminator Mod (for now)

Post by willkuer »

Here's a quick update:
https://www.mediafire.com/file/eroj9qjd ... 4.pk3/file

I put in the SPAS12 sprite by YukesVonFaust for the time being (it's a bit too big for my liking).

Other than that:
Lagi wrote:The scan lines could be keep for few seconds, when you change the vision, and then the visuals sharpen. This way it would be nice feature together with good readable screen.
Scanlines flash for about 0.25 seconds when switching to tactical vision (the red one or nightvision if you will).
Frank Sterling wrote:the zoom window dosnt show up, the only vision modes are thermal full color and normal terminator red, ive tried everything but cant figure out how to get that zoom window to show up please fix
It should by picking up the Infrared powerup (nightvision). Are you using the latest GZDoom version?


All together, it is still very raw. But I invite every old dog around to pitch in if they want to and have time and ideas to spare.
Weapons and their sprites are still not final, work in progress, you know the drill... :D

Cheers for now!
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Facínora
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Re: Judgment Doom - A Terminator Mod (for now)

Post by Facínora »

Did you notice the chainsaw bug? When you collect it, it screws the weapon cycling up. I fixed it with a quick patch but I think you might want to know that.
willkuer
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Re: Judgment Doom - A Terminator Mod (for now)

Post by willkuer »

Facínora wrote:Did you notice the chainsaw bug? When you collect it, it screws the weapon cycling up. I fixed it with a quick patch but I think you might want to know that.
Ups sorry, I hardly use the scrollwheel. It's fixed (just had to add the chainsaw to a slot in the player class) -> file replaced, same link. You'll need to redownload. Sorry for the inconvenience :oops:
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Facínora
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Re: Judgment Doom - A Terminator Mod (for now)

Post by Facínora »

willkuer wrote:Ups sorry, I hardly use the scrollwheel. It's fixed (just had to add the chainsaw to a slot in the player class) -> file replaced, same link. You'll need to redownload. Sorry for the inconvenience :oops:
Don't worry. That wasn't a big deal. I fixed it myself anyway lol. I didn't really like the new terminator vision on alpha 034, though. The light amp vision is looking more like a lantern, having a circle in the middle of the screen like some mods, than a T-800 alternate sight from the movies. Also, I really liked that other vision, the really good one, that seems to be absent now. Can you bring it back, or at least make an optional patch (or menu option) with it? I made one myself for alpha 034, but I'm not very skilled at it and I don't know if it would break something or would work in the next versions.

Anyway, here's a new video using Judgment Doom. I recorded it a day before you released 034, so I used alpha 02.

thanks!
willkuer
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Re: Judgment Doom - A Terminator Mod (for now)

Post by willkuer »

Testing stuff...


Facínora wrote:Also, I really liked that other vision, the really good one, that seems to be absent now. Can you bring it back, or at least make an optional patch (or menu option) with it?
Yes, I can ;) (it's GZDoom only though; wouldn't play it in any other port anyways though)

Thanks for the gameplay video! Always good stuff :)
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RaZZoR
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Re: Judgment Doom - A Terminator Mod (for now)

Post by RaZZoR »

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RastaManGames
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Re: Judgment Doom - A Terminator Mod (for now)

Post by RastaManGames »

For some reasons, CRT-lines are disabled in "red vision". Is there any way to turn them on? They were cozy...
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