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 (New long teaser p.1)

Post by Zombieguy »

Oh crap, now I'm just drooling over this.
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DBThanatos
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Re: [WIP] DoomStorm (New long teaser p.1)

Post by DBThanatos »

Quick scene I loved from "Doom 2 meets Zdoom"
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ChronoSeth
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Re: [WIP] DoomStorm (New long teaser p.1)

Post by ChronoSeth »

I seriously can't wait to try out that "sniper" rifle.
Ribo Zurai
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Re: [WIP] DoomStorm (New long teaser p.1)

Post by Ribo Zurai »

It gets more epic every preview you upload, DBT. :)
Zombieguy
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Re: [WIP] DoomStorm (New long teaser p.1)

Post by Zombieguy »

Why wouldn't it?
ChronoSeth wrote:I seriously can't wait to try out that "sniper" rifle.
And I seriously can't wait to try out that flailgun. Well, I want to try all of them, but I'm gonna try that flailgun first.
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DBThanatos
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Re: [WIP] DoomStorm ("Not your standard trailer" p.1)

Post by DBThanatos »

Haha. Thanks for the positive comments.

But let me tell you this upfront: This is not your standard action trailer.



Is it? ;)
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iSpook
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Re: [WIP] DoomStorm ("Not your standard trailer" p.1)

Post by iSpook »

Oh wow, the Penetrator's charged shot has the potential for all sorts of amusement.

Oh, and since watching all these videos has roused my curiosity: What's with the bars below the health, ammo and armor indicators?
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Rangaisia
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Re: [WIP] DoomStorm ("Not your standard trailer" p.1)

Post by Rangaisia »

Doom'd Marine wrote:Oh, and since watching all these videos has roused my curiosity: What's with the bars below the health, ammo and armor indicators?
I'm almost 100 % certain they're the number of weapon charges and thumpers left. Original Bulletstorm used similar-looking bars.
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DBThanatos
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Re: [WIP] DoomStorm ("Not your standard trailer" p.1)

Post by DBThanatos »

Precisely. The one on the left is for the thumper. The one in the right is for the current weapon charged shots (except for the minigun, which is the battery display)
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DBThanatos
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Re: DoomStorm (Beta Released 06-08-12)

Post by DBThanatos »

What? Release?

Yep.

EDIT: My apologies to Nash. I forgot to add him in the readme file. My readme has been updated.
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iSpook
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Re: DoomStorm (Beta Released 06-08-12)

Post by iSpook »

After playing through the first couple of levels in DooM 2, The only thing that would have been even better about this mod is if the barrels were able to be leashed/kicked/tackled along with the monsters.
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Springy
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Re: DoomStorm (Beta Released 06-08-12)

Post by Springy »

I have played through and have to say this is a beastly mod. The animations are done really well in the weapons and they are a blast to use. I have found a minor bug, when using the Flail gun against a wall that collapses down (As shown in the picture) they appear to still stick in midair when the floor goes down. Like I said it is only a minor one though. I've only tested this in GZDoom r1389.
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DBThanatos
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Re: DoomStorm (Beta Released 06-08-12)

Post by DBThanatos »

@Doom'd Marine: You can do all that. The only thing is that the barrels are not meant to enter the stasis field. But other than that, kicking and leashing a barrel will push and pull a barrel respectively without problems.

@Springy: Yeah, unfortunately, AFAIK, there is no way to change that at all.
Machalite
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Re: DoomStorm (Beta Released 06-08-12)

Post by Machalite »

I've got a few instances of enemies not teleporting out of monster closets like they're supposed to throughout Deus Vult (which is the only mapset I've played through so far). It is Doomstorm that's causing it, since they all work properly without it. Not all monster closets are failing, but I'm not noticing any patterns (monster closet design, the monsters themselves, etc.) in the ones that are. I can provide a list of specific cases if it'll help, since they seem to fail reliably.

EDIT: Forgot to mention, scaling the hud in widescreen (in my case 1680x1050) produces weird results with the Thumper charges.
Spoiler:
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DBThanatos
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Re: DoomStorm (Beta Released 06-08-12)

Post by DBThanatos »

Teleporting enemies: It's an issue I am aware of. But as is, there's no way to fix it ATM, unless this gets added.

HUD issue: That's because of the HUD scaling. The weapon charges doesnt scale up because they're displayed through ACS rather than the actual status bar.



EDIT: And why not? Last promotional video. After this, I might make a couple playthrough videos, rather than teasers and stuff.

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