[WIP] Zombie's Mod - Beta 3 Prerelease 2 pg.4!

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What do you want first?

Gravity gun
23
74%
Beautiful Doom compatibility patch
6
19%
Capture The Flag
2
6%
 
Total votes: 31

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The Zombie Killer
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Re: [WIP] Zombie's Mod - Gravity Gun Public Test pg.3!

Post by The Zombie Killer »

The actual issue was that I forgot the "Loop" at the end of the "See" state, but if you hadn't told me that, I probably wouldn't have noticed.
It's fixed for the release of beta 3 now, thanks Captain J!
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The Zombie Killer
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Re: [WIP] Zombie's Mod - Beta 3 Prerelease 2 pg.4!

Post by The Zombie Killer »

Update
Here's what will probably end up to be the release version of beta 3 (unless you guys find some bugs)
It includes the VASTLY improved gravity gun, and all I really need to do is add the rest of the sounds.

Download

Code: Select all

Beta 03 Final
* Scripted marines' chainsaws can cause chainsaw deaths
* Severed player torsos are no longer targeted by AI marines and bots
* AI marines now have a chainsaw death
* AI marines have a teleport fog when they spawn
* Gravity gun punts have the damage type "GGunPunt"
* Changed chaingun firing sounds to some of the sounds from Eriguns
* AI marines use the chaingun's firing sound for their chainguns instead of the pistol's
* Chaingunner uses chaingun firing sound
* Fixed crash when killing beta Lost Soul
* Gravity gun kills Lost Soul (beta and retail) in two hits
* Gravity gun deals 5 damage to ZombieMan, ShotgunGuy, Chaingunner, WolfensteinSS, CommanderKeen, & BossBrain
* Gravity gun deals 2 damage to most monsters, deals 1 damage if no DamageFactor specified
* Fixed ZombieMan AI bug (Thanks Captain J!)
* Cacodemon, Baron, and Hell Knight have correct blood colours
* Vastly improved gravity gun
* Added "sv_ggun_strength" cvar
* Most monsters can no longer be picked up while they are alive
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Ctrl+Alt+Destroy
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Re: [WIP] Zombie's Mod - Beta 3 Prerelease 2 pg.4!

Post by Ctrl+Alt+Destroy »

The gravity gun doesn't seem to be working properly in beta 3. I can't lift any monsters. I can only push them away.
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The Zombie Killer
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Re: [WIP] Zombie's Mod - Beta 3 Prerelease 2 pg.4!

Post by The Zombie Killer »

Yeah, you can't pick up live monsters. Except Lost Souls (beta & retail), Commander Keen, and John Romero (boss brain).
If you kill them you can pick up their corpse if the monster is light enough to carry. You can change how big or small the gravity gun's weight limit is by changing the "sv_ggun_weightlimit" command.
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Ctrl+Alt+Destroy
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Re: [WIP] Zombie's Mod - Beta 3 Prerelease 2 pg.4!

Post by Ctrl+Alt+Destroy »

Thanks. :P
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Captain J
 
 
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Re: [WIP] Zombie's Mod - Beta 3 Prerelease 2 pg.4!

Post by Captain J »

good work for that. and i hope you can fix the rest of bugs, i cannot handle it myself. also i need to found the another ones.
niculinux
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Re: [WIP] Zombie's Mod - Beta 3 Prerelease 2 pg.4!

Post by niculinux »

Captain J wrote:good work for that. and i hope you can fix the rest of bugs [...]
Agree! :wub:

Also, a beautifule doom and expanded doom built-in patch may be possible?

Edit: Freedoom compatibility would be great, too!
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Abba Zabba
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Re: [WIP] Zombie's Mod - Beta 3 Prerelease 2 pg.4!

Post by Abba Zabba »

Nice mod, I like what you did with the zdoom startup menu, it caught me by suprise, ha. But there's one weird thing I noticed right off the bat; the zombiemen were shooting even though I was around the corner. I'm guessing that's the case for all hitscanners? It's really odd.

Good mod, though. Thanks!
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Captain J
 
 
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Re: [WIP] Zombie's Mod - Beta 3 Prerelease 2 pg.4!

Post by Captain J »

Lava Grunt wrote:the zombiemen were shooting even though I was around the corner. I'm guessing that's the case for all hitscanners? It's really odd.
Spoiler: wha? it was already noitced and fixed, it can't be!...ooh wait;
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The Zombie Killer
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Re: [WIP] Zombie's Mod - Beta 3 Prerelease 2 pg.4!

Post by The Zombie Killer »

niculinux wrote:Also, a beautifule doom and expanded doom built-in patch may be possible?
Beautiful Doom compatibility is in the works, and I may consider Expanded Doom at a later time.
niculinux wrote:Freedoom compatibility would be great, too!
Technically, it's already compatible :p But yeah, I know what you mean.
I'll think about it.
Lava Grunt wrote:Nice mod, I like what you did with the zdoom startup menu, it caught me by suprise, ha
Heh, that was the plan
Lava Grunt wrote:But there's one weird thing I noticed right off the bat; the zombiemen were shooting even though I was around the corner. I'm guessing that's the case for all hitscanners? It's really odd.
Only happens with Zombiemen, it's because I forgot to add a "Loop" at the end of their see states. It's fixed in the latest (unreleased) build.
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Onar4241
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Re: [WIP] Zombie's Mod - Beta 3 Prerelease 2 pg.4!

Post by Onar4241 »

Sorry for bumping, but may I ask to add this feature, can you add blood marks on enemies whenever you hit them, but they remain on their body (Like in Wolfenstein 2009)? Oh, and very nice work so far!
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wildweasel
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Re: [WIP] Zombie's Mod - Beta 3 Prerelease 2 pg.4!

Post by wildweasel »

Onar4241 wrote:Sorry for bumping, but may I ask to add this feature, can you add blood marks on enemies whenever you hit them, but they remain on their body (Like in Wolfenstein 2009)? Oh, and very nice work so far!
Given that the enemy graphics in this mod seem to be primarily sprite-based, I don't think this would be an easy thing to implement.
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The Zombie Killer
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Re: [WIP] Zombie's Mod - Beta 3 Prerelease 2 pg.4!

Post by The Zombie Killer »

wildweasel is right. It would be incredibly difficult. Not impossible, but damn difficult. Plus it would make the code a HUGE mess because of how it would need to be done.
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Re: [WIP] Zombie's Mod - Beta 3 Prerelease 2 pg.4!

Post by Captain J »

Two words; good comeup, but unnecessary.
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Onar4241
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Re: [WIP] Zombie's Mod - Beta 3 Prerelease 2 pg.4!

Post by Onar4241 »

The Zombie Killer wrote:wildweasel is right. It would be incredibly difficult. Not impossible, but damn difficult. Plus it would make the code a HUGE mess because of how it would need to be done.
I was just asking if you could do it. So far the mod has really impressed me and take me a step forward in DECORATE, at first it was like magic to me!

Though if you could add it...... Man I would play your mod anytime.

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