Deliverance [r5] [mod about furries blowing shit up]

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darkhaven3
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Deliverance [r5] [mod about furries blowing shit up]

Post by darkhaven3 »

avast ye, downloab

I'll update this as often as I make new interesting things happen in the mod

this is currently...
- two maps
- music
- two playable characters
- three weapons

for next release:
-sprites for Vikky's weapons
-maybe HUD mugshots, or maybe a new HUD altogether

screenshot:
Spoiler:
the amigos:
Spoiler:
to be featured eventually:
- more maps
- artsy fartsy
- mexican jimmy neutron

changelog
Spoiler:
Last edited by darkhaven3 on Wed Jan 07, 2015 3:40 pm, edited 6 times in total.
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XanderK9
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Re: Deliverance: A Faggotty Furry Mod

Post by XanderK9 »

Considering he's 6' 3", I had to crouch to be able to access the exit of MAP01 of Doom 2, but that's just a small inconvenience.

Aside of this, good job this far!
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darkhaven3
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Re: Deliverance: A Faggotty Furry Mod

Post by darkhaven3 »

XanderK9 wrote:Considering he's 6' 3", I had to crouch to be able to access the exit of MAP01 of Doom 2, but that's just a small inconvenience.

Aside of this, good job this far!
That happens a lot on the vanilla maps. I'll eventually do maps specifically for the mod that caters to the main characters being really tall/slower and really short/faster. Think of Rise of the Triad and how there were a couple of areas you could only access if you were Lorelei Ni.
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XanderK9
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Re: Deliverance: A Faggotty Furry Mod

Post by XanderK9 »

I actually never went too deep in Rise of the Triad to notice this, but that's good to know. It's a nice idea, too.
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Re: Deliverance: A Faggotty Furry Mod

Post by comet1337_old »

shouldnt you then make the player size changes in the specific maps instead of the main mod, as it breaks / forces people to cheat on vanilla maps
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darkhaven3
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Re: Deliverance: A Faggotty Furry Mod

Post by darkhaven3 »

comet1337 wrote:shouldnt you then make the player size changes in the specific maps instead of the main mod, as it breaks / forces people to cheat on vanilla maps
As there isn't any clean way to do that, no. The mod is eventually supposed to have its own specific maps anyway; having to "cheat" (crouch for one of the two characters) is more of an artifact of development at this point that'll be resolved in the future
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XanderK9
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Re: Deliverance: A Faggotty Furry Mod

Post by XanderK9 »

comet1337 wrote:shouldnt you then make the player size changes in the specific maps instead of the main mod, as it breaks / forces people to cheat on vanilla maps
Why? One would have to test every single vanilla levels and apply a specific parameter to them if there's a problem and that's even if it's possible. Besides, let's say it's possible, not only it will present inconsistencies to the character itself (unless he's able to shrink like Alice), but that will also apply such "fixes" to non-vanilla levels since they share the same names.

Or you can always crouch, which I wouldn't consider cheating. Unless there's levels that forces you to crouch most of the time, then that may just be an temporary inconvenience until custom maps are made.
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Zhs2
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Re: Deliverance: A Faggotty Furry Mod

Post by Zhs2 »

Why not just not change the player's actual height but instead simulate such a thing by merely setting a new view height (and AttackZOffset to match)? Guncaster does this and breaks no maps.
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LilWhiteMouse
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Re: Deliverance: A Faggotty Furry Mod

Post by LilWhiteMouse »

Didn't bother trying to compile it to check for errors, you get the jist.

Code: Select all

script "StupidHumanStructures" ENTER {
int key;
while (1)
	{
	key = GetPlayerInput (-1, INPUT_BUTTONS);
	if (key & BT_CROUCH)
		{
		if (GetActorCeilingZ(0) - GetActorZ(0) < 64.0)
			{
			if (random (1, 35 * 30) == 1)
				{
				DamageThing (1);
				AmbientSound ("PipeBang", 127);
				print (s:"OW!");delay (35);
				print (s:"Stupid human architects.");
				}
			delay (35 * 10);
			}
		}
	delay (1);
	}
}
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darkhaven3
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Re: Deliverance: A Faggotty Furry Mod

Post by darkhaven3 »

Zhs2 wrote:Why not just not change the player's actual height but instead simulate such a thing by merely setting a new view height (and AttackZOffset to match)? Guncaster does this and breaks no maps.
Because Damian's viewport would no longer make sense if I didn't change his ThingHeight. The camera begins scraping the ceiling in many areas in Vanilla Doom if viewheight is adjusted upward at all. Thusly, if I'm going to do it at all, I might as well do it in the most "correct" way I can. If crouching is really a problem for you, the second playable character will be more your taste anyway -- even though the mod isn't meant for vanilla Doom.
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darkhaven3
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Re: Deliverance [v2]

Post by darkhaven3 »

updated fp. to come soon: some kind of visual handicap for Damian, perhaps in the vain of Metal Gear Solid 3. Viktoria is "implemented", though not without bugs and is "a little" incomplete.
mallo
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Re: Deliverance [v2]

Post by mallo »

The first level is harder with Viktoria, because if you unselect the gun, you can't select it again. Except that, I like the mod! :D
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XanderK9
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Re: Deliverance [v2]

Post by XanderK9 »

Like Mirror's Edge. Cool! :P
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Breezeep
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Re: Deliverance [v2]

Post by Breezeep »

"Kill all furries" In 3...2...1...
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Ethril
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Re: Deliverance [v2]

Post by Ethril »

awww its fluffy :3:
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