[1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
Forum rules
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.
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.
- Captain J
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: [TEST BUILD] Doom Delta - A delicious mix of Alpha and B
Would be real better if we can cut the chat and wait for the news.
-
- Posts: 533
- Joined: Fri Sep 11, 2015 5:26 am
- DrPyspy
- Posts: 278
- Joined: Sat Feb 21, 2015 7:35 pm
- Operating System Version (Optional): Windows XP Gangster Edition
- Location: Utah, USA
Re: [TEST BUILD] Doom Delta - A delicious mix of Alpha and B
Good question. Player sprites will be some of the last assets made. Currently, the plan is to have them wear the standard marine armor. Dimitri will be on the taller side, and Thi will be the shortest. The other two will be about the same height. They will appear in the select screen for certain, but I also want the sprites to show up in-game as well, which will involve a full set of rotations. When it comes to the character portraits, the characters will have original designs. I'll be using the Doom Bible as a loose reference for the designs, but overall I'll be doing my own thing.ThrashfanBert1994 wrote:Updates on player sprites?
-
- Posts: 394
- Joined: Mon May 09, 2016 1:38 am
- Location: Anywhere but here
- Contact:
Re: [TEST BUILD] Doom Delta - A delicious mix of Alpha and B
Will there be any plans to add a/an/the grenade launcher that the doom bible mentioned?
- DrPyspy
- Posts: 278
- Joined: Sat Feb 21, 2015 7:35 pm
- Operating System Version (Optional): Windows XP Gangster Edition
- Location: Utah, USA
Re: [TEST BUILD] Doom Delta - A delicious mix of Alpha and B
Could you show me where it mentions it?XLightningStormL wrote:Will there be any plans to add a/an/the grenade launcher that the doom bible mentioned?
-
- Posts: 394
- Joined: Mon May 09, 2016 1:38 am
- Location: Anywhere but here
- Contact:
Re: [TEST BUILD] Doom Delta - A delicious mix of Alpha and B
Under "http://5years.doomworld.com/doombible/section14.shtml"
> Cells. Plasma Gun, BFG 2704.Grenades. Grenade launcher.
Obviously somewhat forgot to space, and bold that.
> Cells. Plasma Gun, BFG 2704.Grenades. Grenade launcher.
Obviously somewhat forgot to space, and bold that.
- InsanityBringer
- Posts: 3392
- Joined: Thu Jul 05, 2007 4:53 pm
- Location: opening the forbidden box
Re: [TEST BUILD] Doom Delta - A delicious mix of Alpha and B
I vaguely get this impression that was written before the weapon list was finished. They also mention a plasma gun in the ammo section
- demo_the_man
- Posts: 748
- Joined: Tue May 28, 2013 7:34 am
- Location: Workin
Re: [TEST BUILD] Doom Delta - A delicious mix of Alpha and B
So this evening i tried loading this up with my doom bible mod because i have no clue.
It is strangely compatible with it in every way, only the playerclasses and weapons are overridden by mine.
The pickups, score system(we use the same code there) work fine, and enemies work correctly.
Even the Hud works properly.
Strange stuff......
It is strangely compatible with it in every way, only the playerclasses and weapons are overridden by mine.
The pickups, score system(we use the same code there) work fine, and enemies work correctly.
Even the Hud works properly.
Strange stuff......
- Captain J
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: [TEST BUILD] Doom Delta - A delicious mix of Alpha and B
If there's no serious corruption between the mods, of course it works together. Even though it's not meant to run together but it's possible.
- demo_the_man
- Posts: 748
- Joined: Tue May 28, 2013 7:34 am
- Location: Workin
Re: [TEST BUILD] Doom Delta - A delicious mix of Alpha and B
Screw it im going to put a easter egg in my mod that only appears if you run the two together. Is that ok?
-
- Posts: 533
- Joined: Fri Sep 11, 2015 5:26 am
Re: [TEST BUILD] Doom Delta - A delicious mix of Alpha and B
mine nothing happen
- Captain J
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: [TEST BUILD] Doom Delta - A delicious mix of Alpha and B
That's what demo said. 

-
- Posts: 533
- Joined: Fri Sep 11, 2015 5:26 am
Re: [TEST BUILD] Doom Delta - A delicious mix of Alpha and B
hey, I wonder about the concepts of flying imp. based on doom bible, how about using heretic gargoyle's body with a head of an imp to give it a good look
- demo_the_man
- Posts: 748
- Joined: Tue May 28, 2013 7:34 am
- Location: Workin
Re: [TEST BUILD] Doom Delta - A delicious mix of Alpha and B
The helmet hud appears if it is enabled, and works perfectly fine. Plus both rifles work fine.ThrashfanBert1994 wrote:mine nothing happen
- DrPyspy
- Posts: 278
- Joined: Sat Feb 21, 2015 7:35 pm
- Operating System Version (Optional): Windows XP Gangster Edition
- Location: Utah, USA
Re: [TEST BUILD] Doom Delta - A delicious mix of Alpha and B
That's awesome! As for the easter egg, that'd be cool to see. I'm planning on reworking the intermission screen to be 100% compatible with custom MAPINFOs as well, so hopefully that helps a bit.demo_the_man wrote:So this evening i tried loading this up with my doom bible mod because i have no clue.
It is strangely compatible with it in every way, only the playerclasses and weapons are overridden by mine.
The pickups, score system(we use the same code there) work fine, and enemies work correctly.
Even the Hud works properly.
Strange stuff......
Interesting idea. I'm holding off on custom monsters until later, but I'll keep this in mind.ThrashfanBert1994 wrote:hey, I wonder about the concepts of flying imp. based on doom bible, how about using heretic gargoyle's body with a head of an imp to give it a good look
The idea of a grenade launcher does seem interesting. I want this mod to be playable without mouselook or being able to look up or down, and the only grenade launchers I'm familiar with are from games that have both of those properties. I'm not sure about the control scheme that the original Quake had, but if its similar to Doom, I'd be interested in using it for inspiration.XLightningStormL wrote:Under "http://5years.doomworld.com/doombible/section14.shtml"
> Cells. Plasma Gun, BFG 2704.Grenades. Grenade launcher.
Obviously somewhat forgot to space, and bold that.