ww-oldie [public beta 1]

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wildweasel
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ww-oldie [public beta 1]

Post by wildweasel »

load it down

ww-oldie.wad is my latest attempt at something minimalist. it is a boom-compatible mod that uses boom-extended dehacked to create a unique rebalance of doom 2 gameplay.

features thus far:
  • all nine weapons replaced.
  • item drop moved from sergeants to imps
  • ammo types jumbled around
  • four enemies now use the same sprite but translated to free up more frames for the weapons
  • hud/message font courtesy of jimmy
  • status bar cribbed from the custom textures thread, i forget the author of the textures i borrowed but thank you for putting those up
known bugs:
  • this WILL crash zdoom unless you update to a recent SVN due to a dehacked bug that was fixed in r4066
  • for some reason this crashes prboomplus soon after startup but only with certain maps; equinox map01 will crash it but speed of doom seems to be fine
  • the weapon slots are all fucked up but i can't really do anything about that with just dehacked
  • there is no pickup sprite for the plasma rifle replacement (autocannon)
  • thanks to the way doom's sound engine works, if you're not playing this in zdoom some sounds will stop other sounds, so the pump shotgun will fall completely silent if you get hurt
and here are some screenshots.
Spoiler:
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Triple S
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Re: ww-oldie [public beta 1]

Post by Triple S »

Seems to crash in GZDoom when firing the shotgun replacement.
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CorSair
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Re: ww-oldie [public beta 1]

Post by CorSair »

Huh. For minimalistic mod, you certainly got some stuff cranked. And for Boom, even? Yes please!

Took small test in Doom, and the ammo count in Hangar is rather minimal, but in second level ammo count raises more than enough. Doesn't feel hard for now.
Probably need to test tomorrow more. Not bad at all.
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TheDarkArchon
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Re: ww-oldie [public beta 1]

Post by TheDarkArchon »

Triple S wrote:Seems to crash in GZDoom when firing the shotgun replacement.
ZDoom bug. Update past r4066
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Springy
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Re: ww-oldie [public beta 1]

Post by Springy »

WOAH, Boom compatible as well? This looks great. Cannot wait for the final release but it seems I have been persuaded already to download the beta. Just one question, why Oldie exactly? This is more out of curiosity than anything. Those sprites look fantastic as always.
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wildweasel
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Re: ww-oldie [public beta 1]

Post by wildweasel »

Springy wrote:Just one question, why Oldie exactly? This is more out of curiosity than anything. always.
Mostly, I can't think of anything cool to call it yet.
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Mike12
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Re: ww-oldie [public beta 1]

Post by Mike12 »

Pretty damn cool so far, it has a rather smooth and unique feel/aesthetic for a dehacked wad. Nice to see Snarboo's modular cannon-thing and my ol' centered Skynet shotgun finally get some use too!
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Ed the Bat
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Re: ww-oldie [public beta 1]

Post by Ed the Bat »

wildweasel wrote:Mostly, I can't think of anything cool to call it yet.
If you're going for something minimalist, how about... 'Minimo'? Like a play on Maximo. I don't know.
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Sgt. Shivers
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Re: ww-oldie [public beta 1]

Post by Sgt. Shivers »

Wow, this is very cool!
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twinkieman93
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Re: ww-oldie [public beta 1]

Post by twinkieman93 »

Ed the Bat wrote:If you're going for something minimalist, how about... 'Minimo'? Like a play on Maximo. I don't know.
you am MINIMO

you must KILL DEMNS with GNUS

go now MINIMO and become ru DNESTIY

Hehe, I can never get enough of that readme file.
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TheLightBad96
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Re: ww-oldie [public beta 1]

Post by TheLightBad96 »

Sgt. Shivers wrote:Wow, this is very cool!
This mod can only get more better even though when i try to use the flechette gun my zdoom crashes
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Matt
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Re: ww-oldie [public beta 1]

Post by Matt »

The Thing Thing wrote:This mod can only get more better even though when i try to use the flechette gun my zdoom crashes
TheDarkArchon wrote:
Triple S wrote:Seems to crash in GZDoom when firing the shotgun replacement.
ZDoom bug. Update past r4066
Weasel, can you put a big bold warning sign on the OP about updating one's ZDoom version? I almost posted about that crash myself the first time I saw this thread.
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wildweasel
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Re: ww-oldie [public beta 1]

Post by wildweasel »

Added. I'll increase its font size by ten percent for every time someone reports it.
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Matt
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Re: ww-oldie [public beta 1]

Post by Matt »

Compound or simple?


The imp replacements disappear when I shoot them... seems like they're jumping to a wrong painstate?
niculinux
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Re: ww-oldie [public beta 1]

Post by niculinux »

I always loved that kind of mod! Great!!

That is ti say, the KISS philosophy applied to doom modding! xd

P.S. I'm not an arch linux user :P
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