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Re: [BETA] DEAD MARINE
Posted: Fri Sep 21, 2018 7:55 am
by Gideon020
I just noticed something, the pinkies don't melt in nukage or lava, which is kinda disappointing as I thought they were a minor enemy.

Re: [BETA] DEAD MARINE
Posted: Mon Sep 24, 2018 10:59 pm
by GordonGrand
How can I use the rifle and the Nightmare Chaingun in-game aside from using the dev console?
Re: [BETA] DEAD MARINE
Posted: Sun Oct 21, 2018 1:01 pm
by Gifty
faslrn wrote:Quick fix:
Code: Select all
ready:
SGDR abcdefghij 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
goto realready
Just slapped
A_WeaponReady(WRF_NoFire|WRF_NoSwitch) on the line and changed the offsets of the PNGs for the raise animation.
Thank you! You've saved my bacon. This will go out in the next update, whenever that is.
GordonGrand wrote:How can I use the rifle and the Nightmare Chaingun in-game aside from using the dev console?
It's not ready yet. I'm (whisper whisper) trying to create an alternate weapon set for use with the Dead Marine difficulty level, but it's still in the testing stage.
Re: [BETA] DEAD MARINE
Posted: Mon Oct 22, 2018 11:49 pm
by Gideon020
Gifty wrote:
It's not ready yet. I'm (whisper whisper) trying to create an alternate weapon set for use with the Dead Marine difficulty level, but it's still in the testing stage.
*whispering* Auto-shotgun...Auto-shotgun...Auto-shotgun...
Re: [BETA] DEAD MARINE
Posted: Wed Oct 24, 2018 9:24 am
by VGA
When firing the rocket launcher I have noticed a crunching sound made, even when the rockets hit way in the distance! Can I fix it with some edit in the pk3?
Re: [BETA] DEAD MARINE
Posted: Wed Oct 24, 2018 12:53 pm
by Gifty
That's the "hitmarker" sound for the rocket launcher; you can attenuate it by opening the SNDINFO.gore file in the master directory and either upping the $attenuation or lowering the volume of "bone snaps."
Re: [BETA] DEAD MARINE
Posted: Wed Oct 24, 2018 3:49 pm
by WallyTheBoogieBug
I hope this isn't too much to ask, but could you convert all of your sprites and textures to unpaletted PNGs? Dead Marine and Smooth Doom have had palette issues for a long time with mods like Ancient Aliens and Back to Saturn X, and given the ubiquity and popularity of those megawads I feel like they should be supported out of the box. Your usage of Doom-format sprites causes the palette issues with these megawads. SLADE3 should make fixing this issue in both mods take a few minutes at most, as long as you don't make widespread usage of translations. Even then, if you do make widespread use of translations, the trusty find-and-replace function should make getting your translated sprites moved over to differently colored copies of the sprites not take too long either.
I also would personally consider changing the sprite names of some of your custom sprites like the HUD in Dead Marine if at all possible since it also conflicts with various mods that change the status bar.
Re: [BETA] DEAD MARINE
Posted: Wed Dec 12, 2018 11:09 am
by Gorec
some questions that i had for a while now
1.are you still working on it?
2.will there be a counter for how many marine tags u have collected?
3.will enemies have more frames as well?
Re: [BETA] DEAD MARINE
Posted: Wed Dec 12, 2018 1:05 pm
by Gifty
1. I am still working on it, just very very slowly. Most of my effort has been on Smooth Doom lately, since I left so many loose threads hanging on that mod.
2. Wasn't planning on it, but definitely would like to add more names/a more dramatic presentation at some point!
3. Dead Marine wasn't planned as a "smooth" mod, but I think more and more, Smooth Doom and Dead Marine will come closer together to become one megamod. I'm already porting a lot of the effects and spritework I did from DM over to SD.
Re: [BETA] DEAD MARINE
Posted: Wed Dec 12, 2018 2:49 pm
by Agitatio
Gifty wrote:Dead Marine wasn't planned as a "smooth" mod, but I think more and more, Smooth Doom and Dead Marine will come closer together to become one megamod.
Sounds good, probably will be easier for you to maintain right? I assume the plan will be to make it all configurable through options and/or player classes?
Re: [BETA] DEAD MARINE
Posted: Wed Dec 12, 2018 4:43 pm
by Gifty
Yeah, that's sort of my angle right now. Since they're both vanilla enhancement mods, it just seems to make sense that there would be some crossporting of features.
Re: [BETA] DEAD MARINE
Posted: Thu Dec 13, 2018 9:41 pm
by -Ghost-
Makes sense, I always felt like Smooth Doom was nice from a technical angle, but Dead Marine adds a lot more flavor.
Re: [BETA] DEAD MARINE
Posted: Sat Dec 22, 2018 1:58 am
by EddieMann
Might wanna tweak the HUD to fit these settings, chief. They're cut off at the edges on my end so I can't read kills, items, secrets, nor ammo.

Re: [BETA] DEAD MARINE
Posted: Sun Dec 23, 2018 2:34 pm
by Gorec
bug-if u take shotgun from shotgun guy then already placed shot wont give u 8 shells
Re: [BETA] DEAD MARINE
Posted: Mon Dec 24, 2018 6:16 pm
by Mere_Duke
I want to point out a little issue. When I play the last (hardest) difficulty (that blue highlighted, forgot the name), the new (actually just recolored old) Arch-vile disappears when casting his "heal" state. That is due to mistake in state sprites definition, there should be
instead of
in Heal state.
For those who want to quickly fix it: open archive in, say, winzip, or Slade, go to ACTORS/MUNSTERS/, find NMVile.dec entry, open and replace everything with:
Code: Select all
ACTOR DarkVile : Archvile
{
States
{
Spawn:
DIAB AB 10 A_Look
Loop
See:
DIAB AABBCCDDEEFF 2 A_VileChase
Loop
Missile:
DIAB G 0 Bright A_VileStart
DIAB G 10 Bright A_FaceTarget
DIAB H 8 Bright A_VileTarget
DIAB IJKLMN 8 Bright A_FaceTarget
DIAB O 8 Bright A_VileAttack
DIAB P 20 Bright
Goto See
Heal:
DIA2 ABC 10 Bright
Goto See
Pain:
DIAB Q 5
DIAB Q 5 A_Pain
Goto See
Death:
DIAB Q 7
DIAB R 7 A_Scream
DIAB S 7 A_NoBlocking
DIAB TUVWXY 7
DIAB Z -1
Stop
}
}
Save & enjoy!
I could upload fixed version but I don't know if I'm allowed since this project is actively developing.