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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Hetdegon
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Hetdegon »

Oh so that explains why I was unable to use a captured dog. Good to know.

Other than that, pretty good update. The shotgun grenade now feels punchy enough to be usable, and overall most of the current equipment feels right.
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Captain J
 
 
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Captain J »

Now with optional few wolf SS enemies? Tasty! But still i have some gripes to share;
Spoiler: here it is ladies and gentleman
This update is just lovely, now it's getting good ever and ever! Also, i want to donate more for you, but it's getting slowly due to working on the project of mine and others. Hope i'm not getting late!
Last edited by Captain J on Mon Sep 19, 2016 9:28 am, edited 1 time in total.
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Kinsie
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Kinsie »

Captain J wrote:And BOH's spawned red pillars when landed seems hurting it; it leaves green blood on the wall when contact.
They don't actually take any damage from BaronSpikes. Or at least, they shouldn't.
Captain J wrote:And if i spawn them in a console, they shows their vanilla looks for a second.
Every monster spawner will now look like the vanilla monster for the moment they spawn. It not visible in gameplay unless you're using the summon cheat, the freeze mode cheat, or the monster is set to Dormant by the level designer (which is why I added this).
Captain J wrote:- Say, now archvile spews blood and guts when dies? Then i hope i can see the blood and guts flinging from the boss monster's death-plosion! They're obviously pain to against with too.
I have plans to give a full revamp to the Bosses, giving them all sorts of nasty tricks.

Thanks for the rest of the reports, I've noted them down.
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Captain J
 
 
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Captain J »

Kinsie wrote:They don't actually take any damage from BaronSpikes. Or at least, they shouldn't.
It's a relief then, but splatting green blood on the wall when touches the spike still remains. Any ideas?

EDIT: Plus, Phantom's projectile and Hellrazer's laser doesn't have decal. But is HR's no decal laser intentional? Also Phantom bleeds red either.
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catoidi
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by catoidi »

Here is something interesting: Punching a Hell Knight right when its jumping animation starts will send it flying into the air.
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Gorec
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Gorec »

wut



nevermind i used dev build from previous versions of metadoom and it caused this bug
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Kinsie
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Kinsie »

Gorec wrote:wut



nevermind i used dev build from previous versions of metadoom and it caused this bug
Kinsie wrote:NOTE: This was designed for GZDoom 2.2.0.
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Lime
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Lime »

Kinsie Strikes Again! This is Awesome!
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TonicBH
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by TonicBH »

Now that there's four active "throwable" items, it might be a good idea to implement hotkeys for each item, for convenience sake. Trying to switch to dog collars when you got a shield wall equipped in the heat of battle is a bit annoying.

I'm a bit bummed that the Wolfenstein enemies are an optional addon, but I can understand. This is not "Meta-id" after all. :P

Also, PSA: Don't play this with nuts.wad. Or any Doom mod, really.
JohnnyTheWolf
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by JohnnyTheWolf »

What do treasures do again?
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Kinsie
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Kinsie »

JohnnyTheWolf wrote:What do treasures do again?
Just increase your score.
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by JohnnyTheWolf »

Nothing else? At least, in Wolfenstein 3d, they would refill your health and give you an extra life.
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SiFi270
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Re: [WIP] MetaDoom - Thank You For The Demon (Chainsaw Video

Post by SiFi270 »

SiFi270 wrote:
Kinsie wrote:That's the route I'm gonna take with the WolfSS, anyway.
I was actually wondering about those. Is there a chance of them being occasionally replaced with nazis from the Muse Software games, or anything from RtCW onwards? I mean I know this is MetaDoom and not MetaWolf, but I still think it'd be neat to see what happens when something from outside the franchise gets the same "combining versions of it from across the franchise" treatment.
Wow I called it. But I feel like the pre-3D Nazis should occasionally drop grenades because I think that was a thing that happened in those games, and also the non-Nazis of the SNES version should sweat instead of bleed.
EDIT: Maybe they could also sometimes just be Zombiemen and Chaingunners, as a reference to earlier and later versions of Doom 2.

When I considered how the hanging Keens might be handled, I was expecting to see Vorticon trilogy Keen, Pajamas Keen, and GBC Keen among the originals, but that's just me your way works fine.
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Trusty McLegit
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Trusty McLegit »

Really like the HUD, but it would be nice if for the alternative HUD (not sure what you call it, the one where the gray bar around the HUD is gone and the weapon sprite lowers a little) if the mugshot was gone and the other parts of the HUD pushed more the the sides of the screen. As it is now it feels just a little intrusive. Great mod otherwise, keep it up!
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Major Cooke
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Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Post by Major Cooke »

Rumor has it that your blood splatters are starting to cause massive slow-downs because of blood pools. Kinsie, can you check?

If this is a regression issue caused by flat sprites Graf and I need to know about it.

Apparently, shooting the two barons too much on E1M8 makes it unplayable.
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