MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.

Projects that alter game functions but do not include new maps belong here.
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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.
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gaydad420
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by gaydad420 »

you forgot to make the melee button a net script ya dingus!!!!!!!!

Image

ALSO if you die while the chaingun is revved up your corpse will make the rev sound forever. possibly also while in secondary mode but i havent checked

EDIT: trying to use grenades when you have none prints the message for ALL players.
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Kinsie
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Kinsie »

gaydad420 wrote:you forgot to make the melee button a net script ya dingus!!!!!!!!
Fixed in the next version, thanks for letting me know! There's an awful lot of stuff I still need to do for proper, non-shit netgame support (weapon stay is completely broken for example) but I'm a bit lazy about it because Zandronum won't support this for probably decades.
gaydad420 wrote:ALSO if you die while the chaingun is revved up your corpse will make the rev sound forever. possibly also while in secondary mode but i havent checked
Fixed it yesterday, funnily enough.
gaydad420 wrote:EDIT: trying to use grenades when you have none prints the message for ALL players.
Blame A_Log. I'll toy a bit with it later.
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Zanieon
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Zanieon »

Yo Kinsie you asked for a sprite version of Doom 4 HK so here he is.
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Kinsie
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Kinsie »

Zanieon wrote:Yo Kinsie you asked for a sprite version of Doom 4 HK so here he is.
Gracias! I'll have a play around with this.
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Gorec
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Gorec »

oh no when i have full grenades and other items i can still pick them up
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Kinsie
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Kinsie »

It's been a few days, hasn't it?

Image
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JimpArgon
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by JimpArgon »

:woh:

^ My exact reaction to the pic. Looks amazing.
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Captain J
 
 
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Captain J »

Like brother and brother! :D

Oh, also gotta prepare my commando edit, too.
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Viscra Maelstrom
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Viscra Maelstrom »

nice! i thought the Baron was gonna be based off of the Doom 64 sprite, though? are all the monsters from the different games eventually going to be added in the game? (e.g. Wraiths from Doom 3, Sawcubuses from Doom 2 RPG and Summoners from Doom 4)
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Kinsie
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Kinsie »

Viscra Maelstrom wrote:nice! i thought the Baron was gonna be based off of the Doom 64 sprite, though?
It was going to be, but then a very nice set of sprites landed in my lap.
Viscra Maelstrom wrote:Are all the monsters from the different games eventually going to be added in the game? (e.g. Wraiths from Doom 3, Sawcubuses from Doom 2 RPG and Summoners from Doom 4)
I'd like to! In many cases, it's just a matter of needing sprites. Some will be left out because their role is done in a more interesting way by another monster - once Sawcubi get added, for example, I don't think anyone will cry about a lack of Chainsaw Zombies from Doom 3.

Some might act differently from their original appearances, though - pretty much every new Doom 3 monster was melee only, gotta mix things up!
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Gorec
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Gorec »

but summoner=arch-vile riiiiiight?
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TonicBH
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by TonicBH »

Kinsie wrote:It's been a few days, hasn't it?

Image
Neat. :o

What's the thing on the right, though? Another Doom RPG enemy?
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Hellstorm Archon
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Hellstorm Archon »

TonicBH wrote:
Kinsie wrote:It's been a few days, hasn't it?

*image*
Neat. :o

What's the thing on the right, though? Another Doom RPG enemy?
Nope, that's the Hell Razer (Doom 2016).
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SoulCircle
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by SoulCircle »

Nope, that's the Hell Razer (Doom 2016).
I... Actually feel quite like it's something that shoulda happened. A Cyber Hell Razer! I mean, that's how it looks.
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Carbine Dioxide
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Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Post by Carbine Dioxide »

What I think they were going for was a strong possessed enemy that still fit the hell themed levels, hence the arm being unrefined hell energy.
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