DoomStorm (v0.92 March 2017)

Projects that alter game functions but do not include new maps belong here.
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Zombieguy
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Re: [WIP] DoomStorm (Poll about to end: last examples)

Post by Zombieguy »

Holy crap, that's a sexy bouncer.
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DBThanatos
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Re: [WIP] DoomStorm

Post by DBThanatos »



:D
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CorSair
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Re: [WIP] DoomStorm

Post by CorSair »

Not messy enough? =P
But very helpful in shitty situations.

As for those weapon animations, the second (one with offsets) is 100% winner on my part. But static ones are not that bad.
As for muzzle flash movement... to be honest, I don't see any noticeable movement.
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DBThanatos
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Re: [WIP] DoomStorm

Post by DBThanatos »

Yeah, the thumper is great for places with low ceiling to cause the most damage. But even if the ceiling is too high, or the monster too healthy, is great to buy some time and free space to run. Not to count that you can rearrange monsters via kicking or leashing. Or "booming" :D
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Ral22
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Re: [WIP] DoomStorm

Post by Ral22 »

How in the world did you change the weapon bobing from the standard Doom "U-shape" to the inverted "U-shape," like in Outlaws?
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amv2k9
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Re: [WIP] DoomStorm

Post by amv2k9 »

Ral22 wrote:How in the world did you change the weapon bobing from the standard Doom "U-shape" to the inverted "U-shape," like in Outlaws?
The all-new and totally awesome Weapon.Bob series of actor properties.

Code: Select all

Weapon.BobRangeX
Weapon.BobRangeY 
Weapon.BobSpeed
Weapon.BobStyle
Last edited by amv2k9 on Thu May 24, 2012 4:24 pm, edited 1 time in total.
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ChronoSeth
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Re: [WIP] DoomStorm

Post by ChronoSeth »

Presumably, [wiki]Actor_properties#Weapon.BobRangeX[/wiki] and the three properties below it. :P

Fake-edit: damnit, amv :P
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Ral22
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Re: [WIP] DoomStorm

Post by Ral22 »

Okay, not to continue to be off-topic and I apologize, but were can I see a list of all the latest things added to the SVNs? I must be missing out on hundreds of awesome new features...
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ChronoSeth
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Re: [WIP] DoomStorm

Post by ChronoSeth »

http://zdoom.org/Changelog
Keep in mind that it gets updated extremely often.
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DBThanatos
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Re: [WIP] DoomStorm

Post by DBThanatos »

New "long teaser" powered by some crazy heavy music.

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Slax
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Re: [WIP] DoomStorm (New long teaser p.1)

Post by Slax »

Mmm, how about different blood colors? Gotta have my green Hell Knight goop and blue Caco juice.
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DBThanatos
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Re: [WIP] DoomStorm (New long teaser p.1)

Post by DBThanatos »

I thought about it, but I wasnt very convinced about it. For some odd reason, I hate seeing blue blood all the time I shoot a cacodemon and stuff. However, I might try what I did somewhere else, where the blood was both, (in this case) blue and some red.

I know that makes much less sense, but in my eyes, it feels better :P
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CorSair
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Re: [WIP] DoomStorm (New long teaser p.1)

Post by CorSair »

Looking good, looking good...
That bouncer secondary can be quite killer in low ceiling areas...

Say, when this would be approximately ready for play? :P
Or is it just guessing, depending how code plays with?
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DBThanatos
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Re: [WIP] DoomStorm (New long teaser p.1)

Post by DBThanatos »

About the bouncer: precisely. As with many mods, is all about finding the correct way to use a weapon. The best way to maximize it's usefulness.

As far as a release goes, the thing is almost done. Im currently playtesting. If it all turns well enough I will release it as a "public beta" soon enough. In the end, "public beta" and regular release means almost the same to me. Either way, it'll get "patched" or re-released to fix issues found by other users (if any :P )
Steve1664
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Re: [WIP] DoomStorm (New long teaser p.1)

Post by Steve1664 »

Color me very, very impressed at how this is shaping up. Nothing seems too overpowered, and everything feels like it fits right in with the Doom gameplay. Fantastic job so far; I'll be eagerly awaiting a chance to try it out!
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