[1.9a] Insanity's Requiem Mk.2 | Updated Credits.

Projects that alter game functions but do not include new maps belong here.
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.
User avatar
eclipse
Posts: 92
Joined: Sun Sep 01, 2013 4:44 pm
Preferred Pronouns: She/Her
Operating System Version (Optional): where did the discord field go
Location: meowmeowmeowmeow

Re: [Release] Insanity's Requiem V1.7 coming "soonish"

Post by eclipse »

TheMistress wrote: Is this Zandronum compatible?
No it isn't, as it uses features exclusive to GZDoom
Last edited by eclipse on Thu Apr 21, 2016 9:45 pm, edited 1 time in total.
User avatar
TiberiumSoul
Posts: 1064
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: [Release] Insanity's Requiem V1.7 coming "soonish"

Post by TiberiumSoul »

Not to mention it makes use of features that are exclusive to gzdoom
User avatar
leileilol
Posts: 4449
Joined: Sun May 30, 2004 10:16 am
Preferred Pronouns: She/Her
Location: GNU/Hell

Re: [Release] Insanity's Requiem V1.7 coming "soonish"

Post by leileilol »

Seems to run in Zdoom 2.7.1 just fine - save for the stupid overdraw with the blended sprites.

not that i like it or anything. Still can't stand "extreme maturest mature man" Postal dude, lack of menu cursors, redundant weaponry or the ripped everything without credit up front.
User avatar
TiberiumSoul
Posts: 1064
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: [Release] Insanity's Requiem V1.7 coming "soonish"

Post by TiberiumSoul »

I thought we were past the "I didn't give credits thing" look inside the pk3 you'll find your credits there. That aside you're meant to use the mouse cursor to select things IE games like Left 4 Dead CS:S because I tried to make M_SKULL replacements they work fine in the main menu but not for selecting difficulty when selecting difficulty they offset to the left. Get me a solution and I'll give you you're cursors.
User avatar
Wivicer
Posts: 367
Joined: Sat Jul 27, 2013 4:39 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [Release] Insanity's Requiem V1.7 coming "soonish"

Post by Wivicer »

Could you maybe put the links to the downloads in the first post of this thread via the "edit" button? It's slightly annoying to have to go through the entire thread to find the download.
User avatar
TiberiumSoul
Posts: 1064
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: [Release] Insanity's Requiem V1.7 coming "soonish"

Post by TiberiumSoul »

I don't have Internet here at my house (typing from my iPhone) atm but I'll be visiting a friend this weekend so I'll see what I can do there :3

Sorry for the inconvenience
User avatar
TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

Re: [Release] Insanity's Requiem V1.7 coming "soonish"

Post by TheMightyHeracross »

The only thing here that I absolutely HATE is the player character's "voice acting". :nope:
Seriously, it's very annoying.
But besides that, this is pretty fun. :)
And TheMistress, nobody called TiberiumSoul a smeghead, he was referring to the Cyberdemon.
User avatar
TiberiumSoul
Posts: 1064
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: [Release] Insanity's Requiem V1.7 coming "soonish"

Post by TiberiumSoul »

Get used to the postal dude voice because unless I can find someone who will do the voice of the Insanity's Requiem marine I'm keeping his voice as the official one

If anyone wants to voice the character send in a sample via PM
User avatar
hammer oz
Posts: 124
Joined: Tue Dec 23, 2008 9:59 pm

Re: [Release] Insanity's Requiem V1.7 coming "soonish"

Post by hammer oz »

So far I am enjoying this mod :D but the only drawback for me is how loud the health pickups are. The constant sound they make just gets to me after a little bit of playtime :(

oh and despite the voice acting personally I would like more postal dude :twisted: maybe make it so he can say some of his lines whenever he kills an enemy.
User avatar
TiberiumSoul
Posts: 1064
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: [Release] Insanity's Requiem V1.7 coming "soonish"

Post by TiberiumSoul »

That would require some acs scripting something that is beyond my skill
User avatar
TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

Re: [Release] Insanity's Requiem V1.7 coming "soonish"

Post by TheMightyHeracross »

No it wouldn't.
Just use $volume command in SNDINFO.
Does it just fine, takes only a few seconds. :)
User avatar
TiberiumSoul
Posts: 1064
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: [Release] Insanity's Requiem V1.7 coming "soonish"

Post by TiberiumSoul »

Ok you got me there but doing that makes the taunting actor I worked so hard on (yes I'm serious it took me two weeks) so while yes it would be cool to have him say his oneliners on his own at random I see no need...
User avatar
TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

Re: [Release] Insanity's Requiem V1.7 coming "soonish"

Post by TheMightyHeracross »

Oh I thought you meant the medkit pickup volume adjustment.
The taunt-on-kill thing can be used without ACS, use A_GiveToTarget and make a dummy item that when given to the player puts him in a 0 duration state which plays the taunt.
User avatar
TiberiumSoul
Posts: 1064
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: [Release] Insanity's Requiem V1.7 coming "soonish"

Post by TiberiumSoul »

But I think he wanted it to do it at random not every time
User avatar
TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

Re: [Release] Insanity's Requiem V1.7 coming "soonish"

Post by TheMightyHeracross »

Then use A_Jump, that does it randomly, and you can choose how randomly.
Make the A_GiveToTarget 0 duration, then go to Death+1 to skip doing it again.

Return to “Gameplay Mods”