Re: Flakes Doom v2.4 (Updated 06/10) Never Say Die!
Posted: Thu Oct 05, 2017 9:58 pm
by Black Rock Shooter
Flakes 2X4:
Re: Flakes Doom v2.4 (Updated 06/10) Never Say Die!
Posted: Fri Oct 06, 2017 1:51 am
by YukesVonFaust
2.4 goin' HOLY DIVIN'
this is the greatest update so far!
Re: Flakes Doom v2.4 (Updated 06/10) Never Say Die!
Posted: Fri Oct 06, 2017 12:07 pm
by TootsyBowl
Pretty much the only thing I don't like is how grenades take selection priority before the rocket launcher, and it takes a good second to switch to the RL as a result. I've tried remedying it myself, but no luck.
Re: Flakes Doom v2.4 (Updated 06/10) Never Say Die!
Posted: Fri Oct 06, 2017 1:17 pm
by Gadosen
(ÉÉÉÉÉÉÉÉ DO BRASIL!!! :v )
Nice to see that Flakes still alive and better than ever, GAA
Question: Is the compatibility with other mods like Smooth Doom and Ketchup still ok?
Re: Flakes Doom v2.4 (Updated 06/10) Never Say Die!
Posted: Fri Oct 06, 2017 1:40 pm
by DoomKrakken
@YukesVonFaust
Re: Flakes Doom v2.4 (Updated 06/10) Never Say Die!
Posted: Fri Oct 06, 2017 8:41 pm
by Lime
i thought this is dead, but it has returned!
There are things that I like about this mod from the update.
The HAR Is good from the secondaries.
Plasma Rifle Sprite is impressive to look at.
Nothing Else to say.....
Thanks for making this weapon mod. Hoping for more stuff added.
Re: Flakes Doom v2.4 (Updated 06/10) Never Say Die!
Posted: Sat Oct 07, 2017 2:19 pm
by Dr_Cosmobyte
TootsyBowl wrote:Pretty much the only thing I don't like is how grenades take selection priority before the rocket launcher, and it takes a good second to switch to the RL as a result. I've tried remedying it myself, but no luck.
Believe me, i've tried reducing weapon priority as well, but nothing. I gotta find what is causing it.
Gadosen wrote:(ÉÉÉÉÉÉÉÉ DO BRASIL!!! :v )
Nice to see that Flakes still alive and better than ever, GAA
Question: Is the compatibility with other mods like Smooth Doom and Ketchup still ok?
Thanks buddy!
Well, in the compatibilities department, nothing was changed, except that the HAR can drop in any game (except for ROTT and some other i can't remember, due to IWAD/PWAD limitations), so, probably yes! Unless there's a Ketchup V6 around and i don't know about it.
Lime wrote:i thought this is dead, but it has returned!
There are things that I like about this mod from the update.
The HAR Is good from the secondaries.
Plasma Rifle Sprite is impressive to look at.
Thanks for making this weapon mod. Hoping for more stuff added.
Thank you man! But by making some gameplays around (especially with colorful hell and some other monster randomizers) i noticed i made a mistake on leaving the HAR micro missiles 1:1 with Highway to Hell mod by Black Rock Shooter. It's too much OP, and a better option than BOTH the machinegun and the rocket launcher, so i made some internal changes here just for balance...
So i hope you guys don't get mad at next update, which will be a quickfix.
Re: Flakes Doom v2.4 (Updated 06/10) Never Say Die!
Posted: Sat Oct 07, 2017 8:45 pm
by Doomguy5th
Quick question but do you have the credits for the Heavy Assault Rifle's Micro Missile Explosion SFX? Or is that Malingo (sorry, was a bit confused)?
Because they look really beautiful and I'd like to use the same SFX for my thing. (Also well done mod; would play over and over again 10/10)
Re: Flakes Doom v2.4 (Updated 06/10) Never Say Die!
Posted: Sat Oct 07, 2017 9:07 pm
by Dr_Cosmobyte
Thank you! The explosion SFX are probably sprites taken from ultimate brutal doom arsenal using my code.
Re: Flakes Doom v2.4 (Updated 06/10) Never Say Die!
Posted: Sun Oct 08, 2017 2:49 am
by Someone64
There seems to be a black line on the top left of the chainsaw sprite.
Re: Flakes Doom v2.4 (Updated 08/10) Never Say Die!
Posted: Sun Oct 08, 2017 9:39 am
by Dr_Cosmobyte
Thanks! Got it fixed now. I am going to upload the quickfix right now, so keep them F5 here guys
EDIT: here it is! Download links on first page!
Not only the HAR stuff was changed. Some things were added too. Here's the complete changelog:
Spoiler:
- Gave a little revamping on the HAR:
- micromissles altfire uses rocket ammo;
- not using additive renderstyle anymore;
- sound channels for normal attack and quad damage are fixed;
- damage, spread and speed SLIGHTLY reduced.
- edited some spawners in IWADS to drop the mace and gauntlet along with the chainsaw.
- chainsaw sprite inconsistencies were fixed, should be better to look at now (black hand sprites weren't fixed yet).
- Player starts with 3 grenades instead of one.
Re: Flakes Doom v2.5 (16/01/18) A wild Flakes appeared!
Posted: Tue Jan 16, 2018 7:04 pm
by Dr_Cosmobyte
Hey, long time no see, huh.
I am seriously out of ideas for Flakes Doom. I can't imagine i actually "completed" something to the point the only things left are pure nit-pickery.
So, enjoy Flakes 2.5 folks! There's an add-on coming up soon and it's really damn nice. So as soon as it is ready and released, i'll post here.
Changelog, as always:
Spoiler:
- Changed quit sound for a better quality one;
- Quad Damage now has a sound that is supposed to sync with the powerup (a 30 seconds audio file. If you manage to pause the game, it'll desync, so, it's a known bug and i won't fix that).
- "Mace & Gauntlet" weapon does not takes your fist out anymore.
- Small fix on title screen
- The "Read This!" image was replaced with some text on the extra menu. Easier and lighter.
- The sound and video options were removed from the main menu.
- Changed upper logo.
- Corrected some code
- SSG fires smoother than before now.
Have fun!
Re: Flakes Doom v2.5 (Updated 16/01/18) A wild Flakes appear
Posted: Thu Feb 08, 2018 6:54 pm
by Dr_Cosmobyte
Remember the cool add-on i told you?
Facínora from the GamingRoom site made a neat add-on for Flakes Doom called "Flakes Gambiarra" (Gambiarra in BR-Portuguese means jerry-rig/kludge/Macgyver solutions) and i liked it a lot, for it adds cool SNES musics, four new weapons, and more! Get your copies tonight!
EDIT: I forgot to post the video Facínora made of the add-on. Here it is!
Re: Flakes Doom v2.4 (Updated 06/10) Never Say Die!
Posted: Fri Feb 09, 2018 2:18 am
by StroggVorbis
TootsyBowl wrote:Pretty much the only thing I don't like is how grenades take selection priority before the rocket launcher, and it takes a good second to switch to the RL as a result. I've tried remedying it myself, but no luck.
When defining a player class in either KEYCONF or DECORATE, the order in which the weapons are listed under Weapon.SlotNumber x is key.
Just change it from:
Weapon.SlotNumber 5 Rocketlauncher, Grenade
to
Weapon.SlotNumber 5 Grenade, Rocketlauncher.
Re: Flakes Doom v2.5 (Updated 16/01/18) A New Add-On!
Posted: Fri Feb 09, 2018 2:44 am
by StroggVorbis
@GAA1992
I tried your mod with Hexen, on the UV aquivalent skill, and it (almost) worked pretty good. Thr beginning was tough, but that was to be expected when you only have a pistol and bullet spongey enemies. So I tried avoiding them as best as possible, grabbing the two keys, some green armor, and grenades on the way to the actual seven portals hub. Things quickly changed for the better, when I got my first actual weapon. However, there are some problems regarding the HAR which prevented me from enjoying the experience, so I stopped playing after I finished the first hub.
First of all: The zoomed in scope/crosshair isn't even round/spherical, more like oval shaped. Maybe this has to do with my 16:9 aspect ratio. The second thing that bugs me is that it doesn't even have a crosshair in the center. The third thing is that the center itself is below the HUD-based crosshair, which means you will hit below whatever you're aiming at. The fourth and last thing, which is the most off-putting in my opinion, is the muzzle flash. When you're zoomed in, you can forget about going full-auto. It takes up the entire screen and is fully opaque so you can't see shit.
It would be cool if you'd fix these issues, so I'd be able to like the HAR and actually use it in your mod