Kaal979's Doom64 replacers [V07]

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.

Re: Kaal979's Doom64 replacers [split]

Postby Kaal979 » Thu Oct 25, 2012 4:16 pm

Theres also no shambler in Doom so be more flexible!
Here a few great artworks to silence your dissatifaction:
Image
Image
Image
User avatar
Kaal979
Priv. Paula
Banned User
 
Joined: 04 Oct 2012

Re: FreeDoomPlayer Replacer

Postby leileilol » Thu Oct 25, 2012 7:28 pm

Kaal979 wrote:Imo the best skin to play the D64MonsterReplace with!
This file is tricky - since it completely replaces the original
DoomGuy even CoopMarines (included) have their appearance.

So you took greenmarine's modified BSD licensed player sprites from Freedoom and called it your own?


Also I notice Scuba Steve's BFG in there



lots of credit displacement and unfitting strangeness like the aforementioned Hexen stuff

reminds me what if russians tried to sell "quake" in the iPhone market as a doom2.wad replacement, with uncanny mixes of raven and all quake games as if they're the same... this is especially amplified with that damn stupid 1994 font Sigma Team used for their company logo.

Actual Quake fans would see this as a facepalm-filled lost cause, unless they're the really dim new gen ones who believe UT2003's sports announcer is the quake guy since he's part of the damn "quake sounds" server plugin for AMX (CS, TF2), not counting the bad MP3 rip sounds of the Q3 announcer that apparently came from a Class warez rip.
User avatar
leileilol
ダークエルフ!!!!!!!!!!
 
Joined: 30 May 2004
Location: GNU/Hell

Re: FreeDoomPlayer Replacer

Postby Kamikaze » Fri Oct 26, 2012 3:06 am

leileilol, 9 out of 10 wads in this project section are using graphics that were stolen from else where.. the doom engine itself is not ours to tinker with yet instead of making our own engine we hitch a piggyback on it and use it to make our games, saves us alot of work. My point is, most wads have stolen sprites, sounds etc from other games, there's nothing we can do. I notice you don't complain at other people(?) if you did, you would be a 1 man army.. so many wads use stolen sprites that you wont be able to crusade for them all. PLUS these wads are all free to download, non-profit.. if 3D Realms and other companies really cared about their work being used in silly game mods they'd sue.. but they wont.
User avatar
Kamikaze
 
Joined: 26 Oct 2012
Location: Netherlands

Re: Kaal979's Doom64 replacers [split]

Postby Kaal979 » Fri Oct 26, 2012 11:41 am

Also most creators eplicitely mentioned in the readmes that i can use their works as bases.
And concerning specially the FreeDoom players - its such a cool figure and would be wasted if
only used with FreeDoom especially since its weaponry doesnt fashion them too well.
User avatar
Kaal979
Priv. Paula
Banned User
 
Joined: 04 Oct 2012

Re: Kaal979's Doom64 replacers [split]

Postby wildweasel » Fri Oct 26, 2012 12:51 pm

The thing with borrowed resources is that you really need to put some serious work into making them "your own." Now, I do not mean "your own" by "taking resources from someone else's work and putting your name on them." That's an asshole thing to do and will just get people yelling at you. What I actually mean is to use the resources in a new way, add your own style to them, perhaps interpret them differently than the resources were originally used (for example, Cory Whittle's use of Shadow Warrior's Riotgun as a minigun with the simple addition of a bullet chain). Animate things differently from the source material. Add new and cool sounds. Maybe have it fire a new kind of projectile (the same Riotgun appeared, with edits, in Russian Overkill, firing mini-grenades in rapid fire). Just don't take the resources at face value and try to do something really creative with them.
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 16 Jul 2003

Re: Kaal979's Doom64 replacers [split]

Postby hfc2x » Fri Oct 26, 2012 11:48 pm

Dude, if you're trying to reproduce Quake 2 weapons, you need more than just stealing other people's sprites and stuff, since there are actually other impressive mods worth downloading based on the same thing. Take Indecom's for example:
http://forum.zdoom.org/viewtopic.php?f=19&t=22866.

If I was you, I would feel ashamed.
User avatar
hfc2x
DoomEU is not dead, just inevitably headed for a Mordeth nomination.
 
Joined: 17 Aug 2009
Location: Chule

Re: Kaal979's Doom64 replacers [split]

Postby Kaal979 » Sat Oct 27, 2012 3:22 am

Didnt know this one - thx!
But after all i saw these weaps have the original Quake2
bug from PC - no muzzleflashes but i wanna try them tho.
Still one of the best deathmatch games ever btw!
You must have seen my Q2 models collection:
MiniCyberDemon - Nore (Gob) - Stroggs (working)
- DDZ - nearly all with their own vweaps!
User avatar
Kaal979
Priv. Paula
Banned User
 
Joined: 04 Oct 2012

Re: Kaal979's Doom64 replacers [split]

Postby Medikritz » Sat Oct 27, 2012 5:14 am

Kaal979 wrote:But after all i saw these weaps have the original Quake2
bug from PC - no muzzleflashes but i wanna try them tho.


... But it's not a bug in any form. They were just never given muzzleflashes, period.

And as for your Quake weapons "conversion", there's an ancient Samsara-like Generations Arena wad floating around somewhere that has 1:1 replications of Q1, Q2, and Wolf3D weapons for DM use (3d models and all). Unfortunately, this not only means someone's already done a Quake 1/2 to Doom conversion, they've done it perfectly.

Too bad it comes from the ancient Skulltag era and has no credits in the PK3, so I don't know who to ask or where it came from. The magic of Google couldn't find any living links or its source, so I'll produce a Mediafire link if it's relevant enough or ask me through PM.

/offtopic
User avatar
Medikritz
 
Joined: 29 Mar 2011
Location: Soviet Canuckistan

Re: Kaal979's Doom64 replacers [split]

Postby leileilol » Sat Oct 27, 2012 11:40 am

Medikritz wrote:... But it's not a bug in any form. They were just never given muzzleflashes, period.

Don't say never. There's muzzleflashes painted in some of their skins. They most likely took them out when Carmack implemented model frame interpolation since the method they usually used to show them involved moving the flash to the back of the model in front of the barrel which made for some dumb animation. (why they haven't considered growing the flash from small to big in front of the barrel is anyone's guess). There was also the issue of fullbright colors - they weren't implemented in Quake2 period, so they couldn't make their muzzleflash glow if they wanted so they resorted to representing it by a colored dynamic light.
User avatar
leileilol
ダークエルフ!!!!!!!!!!
 
Joined: 30 May 2004
Location: GNU/Hell

Re: Kaal979's Doom64 replacers [split]

Postby Kaal979 » Sat Oct 27, 2012 2:22 pm

Medikritz wrote:
Kaal979 wrote:And as for your Quake weapons "conversion", there's an ancient Samsara-like Generations Arena wad floating around somewhere that has 1:1 replications of Q1, Q2, and Wolf3D weapons for DM use (3d models and all). Unfortunately, this not only means someone's already done a Quake 1/2 to Doom conversion, they've done it perfectly.


I guess the guy means stuffs for the doomsday 3d remake
engine or something - no true comparsion to my ranger wad.
Btw - if you must have muzzleflashes in a Quake2
- get the Nintendo64 version with graphic pak!
User avatar
Kaal979
Priv. Paula
Banned User
 
Joined: 04 Oct 2012

Re: Kaal979's Doom64 replacers [split]

Postby Medikritz » Sat Oct 27, 2012 4:30 pm

leileilol wrote:
Medikritz wrote:... But it's not a bug in any form. They were just never given muzzleflashes, period.

Don't say never. There's muzzleflashes painted in some of their skins. They most likely took them out when Carmack implemented model frame interpolation since the method they usually used to show them involved moving the flash to the back of the model in front of the barrel which made for some dumb animation. (why they haven't considered growing the flash from small to big in front of the barrel is anyone's guess). There was also the issue of fullbright colors - they weren't implemented in Quake2 period, so they couldn't make their muzzleflash glow if they wanted so they resorted to representing it by a colored dynamic light.

Oh, neat. Well then, the more you know. Still, if you think about it, it's not really a bug if it was a willing design choice to accommodate the technology restraints. Then it's just a design choice. They still consciously ended up not putting them in the finished game, no matter the reason. Therefore, not a "mistake in programming", a "bug".

Kaal979 wrote:I guess the guy means stuffs for the doomsday 3d remake
engine or something - no true comparsion to my ranger wad.


I disagree. I might as well post it, this works on Skulltag and Zdoom/GZDoom/Zandronum with skulltag_data.pk3 + skulltag_actors.pk3. The guy put spriterips in there for the guys who don't use GL or models.

Spoiler: Screens


Spoiler: Link


It very much is a direct comparison. I don't know who created or maintained the wad. They never put a credits txt in the pk3, so I don't know who to credit. Note there's probably a few liberties made with its code, since it was made with an extremely limited zdoom codebase. But hey, it works in multiplayer DM like Samsara does.

I don't even know if it's simply a compilation by some Argentinean guy. All I know is that it means a Q1/2 total weapons conversion already exists and putting the work into a clone is kinda running in circles. Sorry.

EDIT: I've just received word that the (Doom) Generations Arena project was made by <ARG> (specifically Zombieman), so forward questions about it to them.

My inner quake fragger is crying
Last edited by Medikritz on Wed Jan 16, 2013 2:28 am, edited 3 times in total.
User avatar
Medikritz
 
Joined: 29 Mar 2011
Location: Soviet Canuckistan

Re: Kaal979's Doom64 replacers [split]

Postby Kaal979 » Sat Oct 27, 2012 5:12 pm

Hmmm - i have to check them out!
Besides im anyways working on the new ranger heads
so maybe there are some better sprites in it - thx!
User avatar
Kaal979
Priv. Paula
Banned User
 
Joined: 04 Oct 2012

Re: Kaal979's Doom64 replacers [split]

Postby Ed the Bat » Sat Oct 27, 2012 6:45 pm

Medikritz, what you posted has really piqued my interest. This drastically changes my perception of what may be possible in a mod. Please, if you ever happen across any more information regarding this, I would be so grateful to hear of it.
User avatar
Ed the Bat
I'm tired. I want to go home.
 
Joined: 03 May 2012
Location: Maryland, US

Re: Kaal979's Doom64 replacers [split]

Postby Kaal979 » Sun Oct 28, 2012 6:43 am

But this is a ZDoom forum - you are better advised
to visit a doomsday or skulltag forum or such then.
User avatar
Kaal979
Priv. Paula
Banned User
 
Joined: 04 Oct 2012

Re: Kaal979's Doom64 replacers [split]

Postby hfc2x » Sun Oct 28, 2012 9:48 am

Kaal979 wrote:But this is a ZDoom forum - you are better advised
to visit a doomsday or skulltag forum or such then.

This kind of reply is quite random, you know.
User avatar
hfc2x
DoomEU is not dead, just inevitably headed for a Mordeth nomination.
 
Joined: 17 Aug 2009
Location: Chule

PreviousNext

Return to Abandoned/Dead Projects

Who is online

Users browsing this forum: Yandex [Bot] and 1 guest