[WIP] Demon Wars - An enhancement mod..

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[WIP] Demon Wars - An enhancement mod..

Postby Ryan Cordell » Mon Apr 09, 2007 11:08 am

Warning: Requires the SVN version of ZDoom, preferably revisions past r506 and such.
-===========-
Several features:
Code: Select allExpand view
  -Improved blood that comes from Nash's Gore wad.
  -One of the few enemies can have their heads kicked away, you'll have to figure out which. ;)
  -New weaponry, HUD, and quite a lot of ACS scripting to suit the nature of the mod.
  -Improved enemies to balance the gameplay.
  -PNG effects for several projectiles and effects (like Torches).
  -Enhanced effects for many objects, like lamps, torches.
  -DoomInfo and Doom2Info were made to improve map atmosphere and gameplay very slightly.
  -Uses several KDiZD graphics for several items, allowing them full rotation.

-===========-
Image
Image
Image
-===========-
-=Demon Wars=-
=The main wad itself, the whole package.=

The instructions to play Demon Wars goes like this:

RC-DemonWars and RC-DemonWars-Audio are the main core files, RC-DemonWars-DoomInfo goes with the core files when you're playing Ultimate Doom, and RC-DemonWars-Doom2Info goes with the core files when you're playing Doom 2, so there won't be any mixups with the ACS.

-=Light Effects=-
=Enhances the light effects, by adding some 'flare spitters' for torches and 'flare' effects for all the light sources (Excluding the candelabra and the candles.). Public release. Use it if you wish. Please refrain from editing, if you find anything wrong, tell me here.=

-=The Trashyk Demons=-
=Could be run with Demon Wars, or for your own purposes. Nothing new, was just a single component of the DW megamod.=
-===========-

You can get the latest versions of ZDoom from RazTK's site:
ZDoom SVN Binaries
Last edited by Ryan Cordell on Mon Jun 04, 2007 11:41 am, edited 17 times in total.
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Postby Ixnatifual » Mon Apr 09, 2007 11:10 am

What's the S in DES stand for?
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Postby Ryan Cordell » Mon Apr 09, 2007 11:11 am

Trivial, but it was just to spice it up (like Destiny's Edge Special (Edition)), that, and so it wouldn't cause confusion with Eriance's Demon Eclipse.
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Postby Tormentor667 » Mon Apr 09, 2007 11:57 am

/me needs a compiled GZDoom SVN *G*
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Postby Ryan Cordell » Mon Apr 09, 2007 12:51 pm

Sadly, there's no latest GZDoom, but I did put up the compiled 509th revision of ZDoom.
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Postby hitmanx » Tue Apr 10, 2007 6:40 am

from my little buggy play in gzdoom it looks really awesome, i shall now download the proper version of zdoom and play properly.
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Postby solarsnowfall » Tue Apr 10, 2007 6:45 am

What? I get no credit? Even though you're using my shit all over the place? I don't even get a mention? Even though I had to put up with your relentless pestering?

Don't ever expect help from me again.

Also, why the heck have you uploaded ZDoom to a different location? The latest compiled SVN can already be downloaded here?
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Postby The NUtcracker » Tue Apr 10, 2007 6:50 am

I'd say it's most likely he forgot. Also, reloading doesn't work at all.
Last edited by The NUtcracker on Sun Apr 22, 2007 4:30 pm, edited 1 time in total.
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Postby hitmanx » Tue Apr 10, 2007 7:14 am

Reloading works for me, awesome mod, although it needs more guns with more reloading. I like the sounds and feel of it, feels new. Good job!

And also when shooting the assault rifle the effect looks like it's sparking or something, i think it should smoke instead.
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Postby Ryan Cordell » Tue Apr 10, 2007 7:51 am

I'll add Solar to the credits as a major contributor, don't worry.

And the assault rifle only 'puffs' out smoke (the puff itself is a kind of randomized one ala WW-DoomRemake.), I'll touch it up a bit and fix something with the Grenade Launcher. As for weapons, I'm not sure if there'll be anymore required for gameplay as it seems fine enough as is.
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Postby hitmanx » Tue Apr 10, 2007 9:04 am

yeah ok thats fine. Although for my own personal use i have taken out everything weapon related and am going to use other weapon mods with this mod, I've done it all fine except, i can't reload...

I think it's something in the ACS script...but that doesn't sound right, oh well, good mod!
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Postby Ryan Cordell » Tue Apr 10, 2007 9:07 am

Oh no, hold on. You'll have to go into the XIPlayer lump and delete all the ACTION_[tag] (such as ACTION_Reload, ACTION_ThirdFire, etc..) decorate. That's possibly why it won't reload.
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Postby hitmanx » Tue Apr 10, 2007 9:46 am

i tried that, and also, some weapon mods won't let me use some weapons, like ww-ana i can't use the rocket launcher or grenades, Is there anything related to the weapons in THEGAME.ACS cause i can't edit that file, i don't know how.

Any help appreciated, thanks

EDIT: actually i dunno, most mods seem to work fine, just some don't oh well. Works well enough.
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Postby Ryan Cordell » Tue Apr 10, 2007 11:10 am

Code: Select allExpand view
SCRIPT 2 ENTER
{
   if(Checkinventory("QuestItem1") < 1)
   {
      ClearInventory();
      GiveInventory("NewFists", 1);
      GiveInventory("AssaultRifle", 1);
      GiveInventory("BulletClip", 54);
      SetWeapon("T-9Pistol");
      GiveInventory("QuestItem1",1);
   }
}

SCRIPT 3 RESPAWN
{
      ClearInventory();
      GiveInventory("NewFists", 1);
      GiveInventory("AssaultRifle", 1);
      GiveInventory("BulletClip", 54);
      SetWeapon("T-9Pistol");
      GiveInventory("QuestItem1",1);
}


This is mostly the only weapon related thing (besides the Recoil script) there is to THEGAME.acs
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Postby Kinsie » Wed Apr 11, 2007 6:43 am

On one hand, this mod is very well done - decently compiled, works together very well, and some of the additions are clever.

On the other hand, I'm crying inside because the new version of NashGore this uses kicks the shit out of my gore mod. :(
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