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 (New long teaser p.1)
Oh crap, now I'm just drooling over this.
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Re: [WIP] DoomStorm (New long teaser p.1)
Quick scene I loved from "Doom 2 meets Zdoom"
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Re: [WIP] DoomStorm (New long teaser p.1)
I seriously can't wait to try out that "sniper" rifle.
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Re: [WIP] DoomStorm (New long teaser p.1)
It gets more epic every preview you upload, DBT.
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Re: [WIP] DoomStorm (New long teaser p.1)
Why wouldn't it?
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.ChronoSeth wrote:I seriously can't wait to try out that "sniper" rifle.
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Re: [WIP] DoomStorm ("Not your standard trailer" p.1)
Haha. Thanks for the positive comments.
But let me tell you this upfront: This is not your standard action trailer.
Is it?
But let me tell you this upfront: This is not your standard action trailer.
Is it?
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Re: [WIP] DoomStorm ("Not your standard trailer" p.1)
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?
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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Re: [WIP] DoomStorm ("Not your standard trailer" p.1)
I'm almost 100 % certain they're the number of weapon charges and thumpers left. Original Bulletstorm used similar-looking bars.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?
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Re: [WIP] DoomStorm ("Not your standard trailer" p.1)
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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Re: DoomStorm (Beta Released 06-08-12)
What? Release?
Yep.
EDIT: My apologies to Nash. I forgot to add him in the readme file. My readme has been updated.
Yep.
EDIT: My apologies to Nash. I forgot to add him in the readme file. My readme has been updated.
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Re: DoomStorm (Beta Released 06-08-12)
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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Re: DoomStorm (Beta Released 06-08-12)
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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Re: DoomStorm (Beta Released 06-08-12)
@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.
@Springy: Yeah, unfortunately, AFAIK, there is no way to change that at all.
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Re: DoomStorm (Beta Released 06-08-12)
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.
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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Re: DoomStorm (Beta Released 06-08-12)
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.
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.