You and me both, pal, but patience is a virtue (unless you're playing an Ultima game). =PReilsss wrote:I hope to see this mod one day
Sangelothi Mods (NeoCore v5 RELEASED PG.26)
Forum rules
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.
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.
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)
Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)
In the hope of not making a pointless bump, I'll say something about the video.
One caveat I have is that thanks to the Strife palette, some colors are showing up as fullbright when they shouldn't be (stray pixels on the pistol ammo & on the Sergeant-like enemy we see at the start).
One caveat I have is that thanks to the Strife palette, some colors are showing up as fullbright when they shouldn't be (stray pixels on the pistol ammo & on the Sergeant-like enemy we see at the start).
- Sangelothi
- Posts: 351
- Joined: Mon Sep 07, 2009 12:32 am
Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)
Now that all my major school projects have been taken care of, I've gotten a lot of free time to focus on my mods again, so today I'm picking up The Martyr
(it's really been an on and off kind of deal with modding lately)
Also, the Poll is 50-50 which I would like to break since the character chosen for the next vid will come out some time later (this month) . Eventually I will do a video for the third character, but that will be much later with all the updates and changes
Also I still need some one willing to do a script for the New Fronts Base map, I havn't heard anything from lukas lately (although I may just attempt that myself as practice for future projects
Oh and before I forget, Death and Decay is (actually has been) done, just gathering up a credits list and I'll upload it some time soon, one main update I did with it is make it less of a jump maze by adding 3d floors connecting the buildings (this also makes it more obvious as to which buildings you're supposed to go on

Also, the Poll is 50-50 which I would like to break since the character chosen for the next vid will come out some time later (this month) . Eventually I will do a video for the third character, but that will be much later with all the updates and changes

Also I still need some one willing to do a script for the New Fronts Base map, I havn't heard anything from lukas lately (although I may just attempt that myself as practice for future projects

Oh and before I forget, Death and Decay is (actually has been) done, just gathering up a credits list and I'll upload it some time soon, one main update I did with it is make it less of a jump maze by adding 3d floors connecting the buildings (this also makes it more obvious as to which buildings you're supposed to go on

- Sangelothi
- Posts: 351
- Joined: Mon Sep 07, 2009 12:32 am
Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)
Happy Holidays everyone!!!
(hope I'm not too late, it just turned Christmas day here in Texas)

- Doomer_1996
- Posts: 93
- Joined: Sun Aug 14, 2011 3:51 pm
Re: Zero Mods (The Martyr=Delayed) (Echo Path=TBA)
Happy belated christmas!Zero-X wrote:Happy Holidays everyone!!!(hope I'm not too late, it just turned Christmas day here in Texas)
Just wanting to say that some of your weapons (i think a good deal of them) seem to be inspired by Mass Effect, because, insted of reloading your weapons (in this case, when they overheat) you just cock it back and done~~
Oh, and may i ask what is that energy grenade-like thingy that Maliki throws on some parts of the video?...It really got my attention... :S
- Sangelothi
- Posts: 351
- Joined: Mon Sep 07, 2009 12:32 am
Re: Zero Mods (The Martyr) (Echo Path) (???)
Oh...I'm sorry I didn't realize some one posted in the topic ( I do apologize
)
Yes the gun's reloading mechanic is inspired by Mass Effect, so nicely spotted, I'm glad someone could tell
As for the grenade, it's a plasma grenade, it won't explode on impact, but when it does it spawns an actor that constantly hurts anything in its radius (therefor pain-locking enemies caught within) I'll probably tweak it a bit to be stronger since as you can see in the video at one part it didn't even kill the one guard I threw it at

Yes the gun's reloading mechanic is inspired by Mass Effect, so nicely spotted, I'm glad someone could tell

As for the grenade, it's a plasma grenade, it won't explode on impact, but when it does it spawns an actor that constantly hurts anything in its radius (therefor pain-locking enemies caught within) I'll probably tweak it a bit to be stronger since as you can see in the video at one part it didn't even kill the one guard I threw it at

- Doomer_1996
- Posts: 93
- Joined: Sun Aug 14, 2011 3:51 pm
Re: Zero Mods (The Martyr) (Echo Path) (???)
Oh, thanks! But after checking a bit on how Mass Effect's weapon work, the mechanic is almost the same (except your guns don't use ammo blocks or gravity accelerators, i think) so i was kinda wrong.
And i have a little suggestion:
Leaving the plasma grenade's damage the same, but widening it's area of effect would also be nice.
I think that giving it a more tactical use would be cooler, but since you're who's making the mod, do what you favor.
And i have a little suggestion:
Leaving the plasma grenade's damage the same, but widening it's area of effect would also be nice.
I think that giving it a more tactical use would be cooler, but since you're who's making the mod, do what you favor.

- Sangelothi
- Posts: 351
- Joined: Mon Sep 07, 2009 12:32 am
Re: Zero Mods (The Martyr) (Echo Path) (???)
Old video I know, but I realized I never posted it here so there ya go

Anyhow just wanted to make a small update stating The Martyr isn't too far before a beta, and instead of doing beta testing in secret I'll just be releasing public betas...the only thing I'm debating is whether or not to try and include fixed shops as lukas stopped showing up. The current scripts aren't up to date with the new changes and some don't work properly, not to mention I never got the New Fronts base script. I'll try to work some magic on that but will anyone mind if it wasn't included in the first beta???

- Sangelothi
- Posts: 351
- Joined: Mon Sep 07, 2009 12:32 am
Re: Zero Mods (The Martyr) (Echo Path) (???)
Please excuse the double post, but I finished Phoenix's weapons not too long ago and all I have left are Gabriel's (which I have some done already
) The first beta should be up within a week or two
Instead of doing another gameplay video I decided to just take a few screen shots (from each of the mods in the topic's title)



Instead of doing another gameplay video I decided to just take a few screen shots (from each of the mods in the topic's title)

Spoiler:ENJOY!!!

- Marisa the Magician
- Banned User
- Posts: 3886
- Joined: Fri Feb 08, 2008 9:15 am
- Preferred Pronouns: She/Her
- Operating System Version (Optional): (btw I use) Arch
- Graphics Processor: nVidia with Vulkan support
- Location: Vigo, Galicia
- Contact:
Re: Zero Mods (The Martyr) (Echo Path) (???)
Oh, that's great news!
PS: Your avatar is really cute >w<
PS: Your avatar is really cute >w<
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: Zero Mods (The Martyr) (Echo Path) (???)
Still holding out hope for a release eventually...
Re: Zero Mods (The Martyr) (Echo Path) (???)
Have you fixed the dialogue-related stuff, i.e. cost of ammo sold by merchants not being balanced for the new weapons?
- Sangelothi
- Posts: 351
- Joined: Mon Sep 07, 2009 12:32 am
Re: Zero Mods (The Martyr) (Echo Path) (???)
No, right now I'm focusing on finishing Gabriel's weapon set :S I'll try to work on the shops once that's done
Which reminds me, the Sigil won't be touched in the first beta since I don't plan on changing it that much function wise. Just cosmetic stuff for consistency purposes. It'll be fixed in later updates
Which reminds me, the Sigil won't be touched in the first beta since I don't plan on changing it that much function wise. Just cosmetic stuff for consistency purposes. It'll be fixed in later updates

- Sangelothi
- Posts: 351
- Joined: Mon Sep 07, 2009 12:32 am
Re: Zero Mods (The Martyr) (Echo Path) (???)
The Martyr is DONE YAY!!! well...weapon wise that is (except for the sigil, but that's only getting cosmetic changes and is a bit tricky to work around sprite wise. I don't feeling holding back the mod over something as "small" as the sigil)
I would like to request some help on the shops as I have no real skills with working that stuff out (this will be the closest to enclosed Beta testing as you'll need the mod
) You'll be allowed adjust the prices and change/add to the shops what you feel is balanced or necessary. I would like to get this mod out next Tuesday if I can
but I can delay it an extra day or two if needed
Anyhow the latest change made to the mod was new skyboxes
I tried to go for a more calm, yet gloomy atmosphere with the skies, hopefully I've achieved that
I would like to request some help on the shops as I have no real skills with working that stuff out (this will be the closest to enclosed Beta testing as you'll need the mod



Anyhow the latest change made to the mod was new skyboxes


Spoiler: Screens of the new skyboxes :mrgreen:
Re: Zero Mods (The Martyr) (Echo Path) (???)
Oh...wow. Those are some nice skyboxes.
I think you should change the water too, if you can find some proper replacements.
I can probably help you with the dialogue scripting. Xaser, Blzut3, and whoever did the dialogue for Stronghold (might be Torm, might not be) may also be good people for info on USDF that isn't covered on the wiki.

I think you should change the water too, if you can find some proper replacements.
I can probably help you with the dialogue scripting. Xaser, Blzut3, and whoever did the dialogue for Stronghold (might be Torm, might not be) may also be good people for info on USDF that isn't covered on the wiki.