DoomStorm (v0.92 March 2017)
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.
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Re: [WIP] DoomStorm (Poll about to end: last examples)
Holy crap, that's a sexy bouncer.
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Re: [WIP] DoomStorm
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.
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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Re: [WIP] DoomStorm
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" 

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Re: [WIP] DoomStorm
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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Re: [WIP] DoomStorm
The all-new and totally awesome Weapon.Bob series of actor properties.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?
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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Re: [WIP] DoomStorm
Presumably, [wiki]Actor_properties#Weapon.BobRangeX[/wiki] and the three properties below it. 
Fake-edit: damnit, amv

Fake-edit: damnit, amv

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Re: [WIP] DoomStorm
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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Re: [WIP] DoomStorm
http://zdoom.org/Changelog
Keep in mind that it gets updated extremely often.
Keep in mind that it gets updated extremely often.
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Re: [WIP] DoomStorm
New "long teaser" powered by some crazy heavy music.
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Re: [WIP] DoomStorm (New long teaser p.1)
Mmm, how about different blood colors? Gotta have my green Hell Knight goop and blue Caco juice.
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Re: [WIP] DoomStorm (New long teaser p.1)
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
I know that makes much less sense, but in my eyes, it feels better

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Re: [WIP] DoomStorm (New long teaser p.1)
Looking good, looking good...
That bouncer secondary can be quite killer in low ceiling areas...
Say, when this would be approximately ready for play?
Or is it just guessing, depending how code plays with?
That bouncer secondary can be quite killer in low ceiling areas...
Say, when this would be approximately ready for play?

Or is it just guessing, depending how code plays with?
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Re: [WIP] DoomStorm (New long teaser p.1)
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
)
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

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