[WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
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.
- chronoteeth
- Posts: 2665
- Joined: Wed Sep 08, 2004 1:29 pm
- Preferred Pronouns: It/Its
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
in the interest of having something on topic
i redid the sounds i did for the mod months ago. beefier and snappier.
i redid the sounds i did for the mod months ago. beefier and snappier.
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
One particular enemy in the add-on drops them regularly, and pistol ammo boxes spawn randomly in the most recent version, so one can expect to see much more pistol ammo when playing with the add-on.Valherran wrote:I think the extra baddies addon gives extra pistol ammo in drops, not entirely sure though.
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User160971235
- Posts: 85
- Joined: Thu Oct 07, 2010 7:46 am
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
Damn, those are really sweet sounds. My only complaint being that the AR firing sound is a bit quiet compared to the firing sounds of every other weapon (needs to be amplified, a little extra gain wouldn't hurt either). However, I do like that the firing sound kind of walks the line of being an AR firing sound and SMG firing sound. Everything else sounds perfect. Is sound engineering a hobby of yours or something?chronoteeth wrote:in the interest of having something on topic
i redid the sounds i did for the mod months ago. beefier and snappier.
- chronoteeth
- Posts: 2665
- Joined: Wed Sep 08, 2004 1:29 pm
- Preferred Pronouns: It/Its
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
you can go for the original AR sound then, that one was more snappy. i like this ar sound because it has proper stereo. a lot of it is just splicing, trimming, and cutting/merging/editing existing sounds with other sounds till i see fit
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
This is so sexy!
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
i found the pistol to be pretty useful against low-tier enemies. it's less effective against mid-tier ones, due to how HP-tanky they are, but if the map-set would only give you a pistol to rely on for a bit, then you always have the completely free fist-charges and EMP grenades to pit at them.
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
Yeah, for once the pistol is useful compaired to any other shooter out there.
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
Yes. It's good either as a "finisher" gun, or a jack-of-all-trades weapon that excels at nothing but is reliable in all situations.
Also, I get the feeling the assault rifle is supposed to fill the role of the vanilla DooM shotgun in this mod as a workhorse weapon, given the sheer amount of spare ammo dropped for it.
Also, I get the feeling the assault rifle is supposed to fill the role of the vanilla DooM shotgun in this mod as a workhorse weapon, given the sheer amount of spare ammo dropped for it.
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
I agree, but more than anything the enemies just need to be tweaked to drop more pistol ammo, and the autoshotty needs a buff. AFAIK both those things are happening.Big C wrote:Yes. It's good either as a "finisher" gun, or a jack-of-all-trades weapon that excels at nothing but is reliable in all situations.
Also, I get the feeling the assault rifle is supposed to fill the role of the vanilla DooM shotgun in this mod as a workhorse weapon, given the sheer amount of spare ammo dropped for it.
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EightLimbs
- Posts: 2
- Joined: Tue Dec 10, 2013 10:02 am
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
Could you please add headshots to this mod?
It just feels a bit weird when you have weapons like the pistol and the rifle for accuracy and nothing happens when you ping demons in the face.
Seriously seriously awesome mod though. Absolutely love it!
It just feels a bit weird when you have weapons like the pistol and the rifle for accuracy and nothing happens when you ping demons in the face.
Seriously seriously awesome mod though. Absolutely love it!
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
Can someone recommend me some good WADs to play this with? 
I'm currently playing it with BTSX and I love it!
I'm currently playing it with BTSX and I love it!
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Endless123
- Posts: 1560
- Joined: Wed Aug 28, 2013 1:36 pm
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
Personally i like Dark 7 and Hadephobia with this mod. DoomOne is also fun to play with this mod. What is awesome about Project MSX is you can combined this mod with almost all WADs. It's even compatible with FreeDoomLostSkull wrote:Can someone recommend me some good WADs to play this with?
I'm currently playing it with BTSX and I love it!
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
Thanks
I actually tried this with the scary Unloved WAD and it worked very well combined, it became almost like F.E.A.R.
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Ionosphere-Negate
- Posts: 5
- Joined: Sat Sep 21, 2013 9:40 am
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
Hey yo, I made a few tweaks to MSX, including: ammo pickup amounts and messages, rifle and auto-shotgun damage,
and I even fixed the sprite for the rifle ammo box:
I also changed the sgauss from "Sniper Gauss Cannon" to just "Gauss Rifle."
[link removed]
Here's a full changelog:
Although the creator hasn't given the mod a major number yet, it might as well have one. I can safely say this is a fully-working package deserving a nice, big 1.0 on it. And no, while I prefer my modifications (especially the damage mods to the rifle), I'm talking about the current official "0.2a" version.
BTW, this mod is fun as Hell (lol) on top of Unholy Realms, which is what I'm playing now.
PS: The damage for some of the weapons has a static base damage, and then has a damage roll on top of that.
Hope u liek!
and I even fixed the sprite for the rifle ammo box:

I also changed the sgauss from "Sniper Gauss Cannon" to just "Gauss Rifle."
[link removed]
Here's a full changelog:
Spoiler:Unfortunately, I actually had to make a few tweaks to the changelog just now, so the one that comes in the PK3 file won't be exactly right. Dropbox doesn't do that incremental update stuff, but I'm not too worried about it.
Although the creator hasn't given the mod a major number yet, it might as well have one. I can safely say this is a fully-working package deserving a nice, big 1.0 on it. And no, while I prefer my modifications (especially the damage mods to the rifle), I'm talking about the current official "0.2a" version.
BTW, this mod is fun as Hell (lol) on top of Unholy Realms, which is what I'm playing now.
PS: The damage for some of the weapons has a static base damage, and then has a damage roll on top of that.
Hope u liek!
Last edited by Ionosphere-Negate on Sun Jan 05, 2014 10:33 pm, edited 1 time in total.
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
Interesting, will have a romp through this later today. Though I can tell that the increased ammo pickups may be a bit much. 
EDIT: Um, ok, it doesn't work at all. All I see is standard Doom 2 content.
EDIT: Um, ok, it doesn't work at all. All I see is standard Doom 2 content.
