[DEVELOPMENT PAUSED] [GZDOOM STANDALONE] DEAD SIGNAL PROTOTYPE... It's fucking raw!
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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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[DEVELOPMENT PAUSED] [GZDOOM STANDALONE] DEAD SIGNAL PROTOTYPE... It's fucking raw!
Due to the forum's requirements on images, I can't show any here, there are screenshots on the doomworld thread however...
Screenshots, sorry but it HAS to be a zip file because the image requirements here are complete BS
https://www.mediafire.com/file/7o1rs8by ... s.zip/file
Few other screenshots
videos
dead signal playthrough by thelamp from doomworld, go check him out when you can
video of a presumably old version by yours truly!
https://odysee.com/@DELTA:3/deadsignal_ ... pe_video:7
What is it?
Dead signal is a game that a lonely autistic bloke living down under with internet access decided to conjure up in his own free time that aims to create an atmosphere somewhat inspired by the likes of callisto protocol, resident evil, and the BIGGEST inspiration of all: dead space, I've only JUST started working on this so things may feel rushed or unfinished, don't worry dear engineer because this is a game that's actively being worked on so things will be rectified in later updates. Such things include:
1. reloadable weapons with limited ammo
2. new enemies
3. dismemberment and limb detection (THE MOST VITAL THING)
It runs on the latest version of gzdoom with a modified version of freedoom to prevent string conflicts between the data file and freedoom.
Map format: UDMF
Approximate playtime: about half an hour to an hour
Weapons: ALL OVER THE GODDAMN SHOP
Known bugs:
The weapon you currently have has infinite ammo
NO FUCKING DISMEMBERMENT CODE!!!!!
Vanilla doom strings appearing in-game
And maybe a bunch of other things too that I may or may not be aware of
regular vanilla weapons, the player's movement relies on a dedicated weapon base and any weapon that DOES NOT inherit the dead signal's weapon base will freeze the player to the spot such as the vanilla pistol or shotgun, the player's weapon is on slot 0 so switching to that is the only viable way of combatting the issue
Fixed bugs:
Fixed a bug where the shotgun pickup in the maintenance room stopped players progressing any further by replacing it with a null actor. @thelamp
If there are any other bugs, please let me know either in this thread or by PM so I can get on it when I can
Credits:
I have tried my best to credits the sources of any resources used in this mod, sounds in particular.. If I missed anything in particular, please let me know either in this thread or by PM so I can rectify the issue
Feel free to give advice ^_^
https://www.mediafire.com/file/y6qur6hb ... e.zip/file
Again, this is a prototype, and is being actively worked on which means things will change over time as development continues, it's literally just me working on this and I unfortunately won't be able to work on this 24/7 if that makes sense. In the mean time, you can help by providing feedback for this project, and don't be afraid to suggest possible things in the future. Take care and stay safe.
Screenshots, sorry but it HAS to be a zip file because the image requirements here are complete BS
https://www.mediafire.com/file/7o1rs8by ... s.zip/file
Few other screenshots
videos
dead signal playthrough by thelamp from doomworld, go check him out when you can
video of a presumably old version by yours truly!
https://odysee.com/@DELTA:3/deadsignal_ ... pe_video:7
What is it?
Dead signal is a game that a lonely autistic bloke living down under with internet access decided to conjure up in his own free time that aims to create an atmosphere somewhat inspired by the likes of callisto protocol, resident evil, and the BIGGEST inspiration of all: dead space, I've only JUST started working on this so things may feel rushed or unfinished, don't worry dear engineer because this is a game that's actively being worked on so things will be rectified in later updates. Such things include:
1. reloadable weapons with limited ammo
2. new enemies
3. dismemberment and limb detection (THE MOST VITAL THING)
It runs on the latest version of gzdoom with a modified version of freedoom to prevent string conflicts between the data file and freedoom.
Map format: UDMF
Approximate playtime: about half an hour to an hour
Weapons: ALL OVER THE GODDAMN SHOP
Known bugs:
The weapon you currently have has infinite ammo
NO FUCKING DISMEMBERMENT CODE!!!!!
Vanilla doom strings appearing in-game
And maybe a bunch of other things too that I may or may not be aware of
regular vanilla weapons, the player's movement relies on a dedicated weapon base and any weapon that DOES NOT inherit the dead signal's weapon base will freeze the player to the spot such as the vanilla pistol or shotgun, the player's weapon is on slot 0 so switching to that is the only viable way of combatting the issue
Fixed bugs:
Fixed a bug where the shotgun pickup in the maintenance room stopped players progressing any further by replacing it with a null actor. @thelamp
If there are any other bugs, please let me know either in this thread or by PM so I can get on it when I can
Credits:
I have tried my best to credits the sources of any resources used in this mod, sounds in particular.. If I missed anything in particular, please let me know either in this thread or by PM so I can rectify the issue
Feel free to give advice ^_^
https://www.mediafire.com/file/y6qur6hb ... e.zip/file
Again, this is a prototype, and is being actively worked on which means things will change over time as development continues, it's literally just me working on this and I unfortunately won't be able to work on this 24/7 if that makes sense. In the mean time, you can help by providing feedback for this project, and don't be afraid to suggest possible things in the future. Take care and stay safe.
Last edited by DELTAtheDboi005 on Fri Oct 06, 2023 8:29 pm, edited 21 times in total.
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Re: [GZDOOM STANDALONE] DEAD SIGNAL PROTOTYPE... It's fucking raw!
This is a very promising project, I will keep an eye out on it!
A few issues I experienced however:
- There are a lot of warnings being printed into the console on start up.
- The pistol and the fist are still in the player's inventory, meaning you can switch out from your main weapon and be unable to move.
- The shotgun pickup also gives the regular shotgun that can be switched into and unable to move.
- There is strafing even if it's slow, however you can't strafe while moving forward to slightly alter your path, which makes movement kinda awkward to me.
- The flashlight currently used isn't very good: It doesn't work on stairs, if you are too close to a wall it just stops working and it seems to light things weirdly in general.
I would recommend using a ZScript spotlight instead, for example like DarkDoomZ does it.
Other than that, I am really curious how this project will develop in the future.
Actually, I might have something that may or may not be of use to you, I'll PM you it.
A few issues I experienced however:
- There are a lot of warnings being printed into the console on start up.
- The pistol and the fist are still in the player's inventory, meaning you can switch out from your main weapon and be unable to move.
- The shotgun pickup also gives the regular shotgun that can be switched into and unable to move.
- There is strafing even if it's slow, however you can't strafe while moving forward to slightly alter your path, which makes movement kinda awkward to me.
- The flashlight currently used isn't very good: It doesn't work on stairs, if you are too close to a wall it just stops working and it seems to light things weirdly in general.
I would recommend using a ZScript spotlight instead, for example like DarkDoomZ does it.
Other than that, I am really curious how this project will develop in the future.
Actually, I might have something that may or may not be of use to you, I'll PM you it.
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Re: [GZDOOM STANDALONE] DEAD SIGNAL PROTOTYPE... It's fucking raw!
Any screenshots? Sorry, but I wont download project without any screens. I dont like to buy a hare in a bag...
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Re: [GZDOOM STANDALONE] DEAD SIGNAL PROTOTYPE... It's fucking raw!
I've compiled a separate zip file in the OP with a handful of screenshotsramon.dexter wrote: ↑Thu Jun 01, 2023 6:14 am Any screenshots? Sorry, but I wont download project without any screens. I dont like to buy a hare in a bag...
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Re: [GZDOOM STANDALONE] DEAD SIGNAL PROTOTYPE... It's fucking raw!
Just got the full arsenal done, just gotta do a few things first...
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Re: [GZDOOM STANDALONE] DEAD SIGNAL PROTOTYPE... It's fucking raw!
Added 2 vids to the OP
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Re: [GZDOOM STANDALONE] DEAD SIGNAL PROTOTYPE... It's fucking raw!
I wont download anything without seeing screenshots.DELTAtheDboi005 wrote: ↑Fri Jun 02, 2023 1:41 amI've compiled a separate zip file in the OP with a handful of screenshotsramon.dexter wrote: ↑Thu Jun 01, 2023 6:14 am Any screenshots? Sorry, but I wont download project without any screens. I dont like to buy a hare in a bag...
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Re: [GZDOOM STANDALONE] DEAD SIGNAL PROTOTYPE... It's fucking raw!
Right, addressing the issue when possibleramon.dexter wrote: ↑Sun Jun 04, 2023 1:07 amI wont download anything without seeing screenshots.DELTAtheDboi005 wrote: ↑Fri Jun 02, 2023 1:41 amI've compiled a separate zip file in the OP with a handful of screenshotsramon.dexter wrote: ↑Thu Jun 01, 2023 6:14 am Any screenshots? Sorry, but I wont download project without any screens. I dont like to buy a hare in a bag...
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Re: [GZDOOM STANDALONE] DEAD SIGNAL PROTOTYPE... It's fucking raw!
SCREENSHOTS ARE NOW A THING I REPEAT: SCREENSHOTS ARE NOW A THING!DELTAtheDboi005 wrote: ↑Sun Jun 04, 2023 2:33 amRight, addressing the issue when possibleramon.dexter wrote: ↑Sun Jun 04, 2023 1:07 amI wont download anything without seeing screenshots.DELTAtheDboi005 wrote: ↑Fri Jun 02, 2023 1:41 am
I've compiled a separate zip file in the OP with a handful of screenshots
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Re: [GZDOOM STANDALONE] DEAD SIGNAL PROTOTYPE... It's fucking raw!
It was an agonizing battle to get those screenies up, but I won and by god did I win!
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Re: [GZDOOM STANDALONE] DEAD SIGNAL PROTOTYPE... It's fucking raw!
I'm a bit split as to whether or not I should keep going with this game. I made a doomworld thread that should hopefully explain why I feel this way.
https://www.doomworld.com/forum/topic/1 ... at-i-make/
https://www.doomworld.com/forum/topic/1 ... at-i-make/
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Re: [GZDOOM STANDALONE] DEAD SIGNAL PROTOTYPE... It's fucking raw!
pausing development in favor of taod's demo