The WIP Thread

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Yholl
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Re: The WIP Thread

Post by Yholl »

Ral22 wrote:Also, a collection of videos of my updated, but unreleased and on indefinite hold, Desiredriven port to Doom.
It's a shame these are on indefinite hold, they're really really good. Especially the writing is top notch, I had a great time watching these. Made me crack up a few times too, like Tojiko getting insta-banned. :lol:
Thanks for putting these up for people to see!

EDIT: Heh, didn't realise it was mostly a port to 3D from RPG Maker, forgive my ignorance. Feels a lot more involving in 3D though, it's impressive stuff.



Also, that movement system...

Clearly you must be some sort of sorceror.
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Captain Ventris
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Re: The WIP Thread

Post by Captain Ventris »

Just realized that in Doomvengers: Legion of Noobs, the Mancs don't always all spawn on Map07, but when you kill the ones that do spawn, the map works fine. Huh.
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

Ral22 wrote:Also, a collection of videos of my updated, but unreleased and on indefinite hold, Desiredriven port to Doom.
Spoiler:
great videos, i thought it was mostly unfinished.
Scuba Steve
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Re: The WIP Thread

Post by Scuba Steve »

Wow, why hadn't I seen the DesireDoom videos before. Those are wonderful.
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Marisa the Magician
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Re: The WIP Thread

Post by Marisa the Magician »

I am full of WANT for that Desiredriven thing.
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XutaWoo
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Re: The WIP Thread

Post by XutaWoo »

Captain Ventris wrote:Just realized that in Doomvengers: Legion of Noobs, the Mancs don't always all spawn on Map07, but when you kill the ones that do spawn, the map works fine. Huh.
ohboyohboyohboy

Also that's because it doesn't check for x amount of y to die, just for a y to die when it is the last one alive.
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

Image

Hair was temporarily photosourced to determine its silhouette (and also I suck at drawing wavy hair). Will be replaced with hand-painted hair. Also will fix weird positioning of lips. :P

EDIT:

Image

Got lazy towards the end, didn't bother with the hair, the uniform and the background much (background is just some in-game screenshot). Don't care anymore. :P
Last edited by Nash on Wed Jul 30, 2014 11:23 am, edited 1 time in total.
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Ral22
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Re: The WIP Thread

Post by Ral22 »

Yeah, DesireDriven was put on hold so I could pursue original content, not just a port of another game. The engine will be modified and used in my current work, alongside that movement code.

Also, one of the great things about those movement scripts (like the ladder and monkey bars) is that they're universal. Both ladders run on the same script, the only difference being their script arguments. It's a very convenient, useful system.
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Tapwave
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Re: The WIP Thread

Post by Tapwave »

Image
Things are going pretty well, I only need to finish the death state hack and find a way to make SBARINFO read CVARs.
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amv2k9
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Re: The WIP Thread

Post by amv2k9 »

Heretic mutator I've been working on for a couple days.
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*yakety sax*
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Captain Ventris
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Re: The WIP Thread

Post by Captain Ventris »

XutaWoo wrote:
Captain Ventris wrote:Just realized that in Doomvengers: Legion of Noobs, the Mancs don't always all spawn on Map07, but when you kill the ones that do spawn, the map works fine. Huh.
ohboyohboyohboy

Also that's because it doesn't check for x amount of y to die, just for a y to die when it is the last one alive.
I figured it worked because it just did a tail-end check on the Mancs, so I'm happy it works, I just wish it spawned e'm anyway. Other testing says that they spawn just fine outside of Map07's platforms, so that's confuzzling.

But yeah, Legions of Noobs is getting revamped entirely, meaning the compatibility patches will get re-done and recalculated as well, so it's ACTUALLY balanced. Redoing how Legions works will allow me to reduce and reassess the ammo counts for different pickups, so I can reassert the need to use the right weapon on the right target, which is a central concept in the manual and in my vision for Doomvengers. That'll just require grunt work testing in various map sets.

Then I'll be doing a compat patch to make Doomvengers run with Chex Quest 3 because my love of gaming is due solely and entirely to Chex Quest. Rockets will come out as slimeballs and all, so it'll be bizarre, but it'll function.

I'm going to be continuing work on Villains, which has become much sexier since DavidPH tested it in a video of his. I'm getting reasonably close to wanting some internal testers to make sure it doesn't do anything monumentally screwy. The bosses may be unreasonably, horrifyingly difficult, so I'll have to test them plenty more and ensure that it's possible to survive them the first time you meet them.


I'll definitely need people to help me iron out some constant issues which are included at the end of my changelog, so pay attention to that if you don't mind next time I update.

So yeah big things coming. Once Villains is feature complete (which'll still be a hunk of work), I can get working in earnest on the next module. I'm not developing on this excessively as I used to because I have a life and a girlfriend and such, but things are happening.
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The Zombie Killer
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Re: The WIP Thread

Post by The Zombie Killer »

Ral22 wrote:A new movement system developed for a project of mine. It features climbing up/down ladders, traversing across monkey-bars, squeezing through cracks, a pulley activated lift, reactions to falling from heights, a light/movement based stealth system (Thanks SidDoyle!), and slow start/end elevators. Much more will be added as time goes on.
Holy shit you truly are a god amongst men
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TerminusEst13
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Re: The WIP Thread

Post by TerminusEst13 »





Someone once said about me "I love this guy's mods, but I really wish he'd focus on one thing and ride it all the way through to the end".

I agree.
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

maybe brutal doom is all about the ripping violence, but this mod is cutting-edge.
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leileilol
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Re: The WIP Thread

Post by leileilol »

Shit, almost forgot about a certain 20th anniversary

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