[WIP] GZDA - Virus Issues (p. 16)

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Quadruplesword
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Re: [WIP] GZDA | Download Link on Page 1

Post by Quadruplesword »

shotgun melee alt-fire would indeed be cool :) what troubles me is that minigun (apparently) can't be reloaded if you got fewer than 500 bullets for it on you...
That's intentional. It's to balance out the Mini-gun's reduced recoil.
vLX
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Re: [WIP] GZDA | Download Link on Page 1

Post by vLX »

Hey guys - I'm confused so please don't take offence if it offends you.
Sometime very early this year, maybe even last year (I forgot) I downloaded GZDooM Advanced and I got a new laptop since my old one decided to die.
Back to subject, I downloaded this GZDA "http://www.medpackstudios.com/GZDA/RC1-B62.zip" and compared to the one I downloaded before this, it's... different and I shall explain how.

Any gun that ran out of clip would reload itself,
The Pistol was not in it, only the Machine Pistol (which seemed to fire in bursts, sort of like a Battle Rifle from Halo) rather than firing continously before the clip runs out.
The Single Barrel Shotgun (as I stated above, it would reload itself whilst I ran out of clips, or in this case, shells)
The Double Barrel Shotgun (same as above)
The Autoshotgun's Secondary Fire was it's Primary Fire.
The Microgun was called... Minigun (I think)
Rocket Launcher and Plasma Rifle have not changed.
The BFG does not charge to full power to where if it exploded near you (or the other side of the hall) would either damage you or kill you. If it didn't kill you, reloading it did. Also when the BFG hits the wall, it doesn't have the screenshake.

Also, when I first played it (Which was on GZDooM) if you typed into the console "summon railgun" or "give railgun" you would get a railgun which you could not find and it said it used plasma, however it didn't because when it ran out of ammo, it would just go (Also . Also if you switched a weapon, you couldn't find the railgun again.
However since I use SkullTag, the railgun is named Railgun2 (since there is a railgun already in SkullTag) just comes up with the Railgun sprite, however when you fire it it shows it's picture it had in the version I played a while ago.

I think that is it - please reply as soon as possible as I am now confused. I am also sorry for confusing you if I have.
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eliw00d
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Re: [WIP] GZDA | Download Link on Page 1

Post by eliw00d »

vLX wrote:Hey guys - I'm confused so please don't take offence if it offends you.
Sometime very early this year, maybe even last year (I forgot) I downloaded GZDooM Advanced and I got a new laptop since my old one decided to die.
Back to subject, I downloaded this GZDA "http://www.medpackstudios.com/GZDA/RC1-B62.zip" and compared to the one I downloaded before this, it's... different and I shall explain how.

Any gun that ran out of clip would reload itself,
The Pistol was not in it, only the Machine Pistol (which seemed to fire in bursts, sort of like a Battle Rifle from Halo) rather than firing continously before the clip runs out.
The Single Barrel Shotgun (as I stated above, it would reload itself whilst I ran out of clips, or in this case, shells)
The Double Barrel Shotgun (same as above)
The Autoshotgun's Secondary Fire was it's Primary Fire.
The Microgun was called... Minigun (I think)
Rocket Launcher and Plasma Rifle have not changed.
The BFG does not charge to full power to where if it exploded near you (or the other side of the hall) would either damage you or kill you. If it didn't kill you, reloading it did. Also when the BFG hits the wall, it doesn't have the screenshake.

Also, when I first played it (Which was on GZDooM) if you typed into the console "summon railgun" or "give railgun" you would get a railgun which you could not find and it said it used plasma, however it didn't because when it ran out of ammo, it would just go (Also . Also if you switched a weapon, you couldn't find the railgun again.
However since I use SkullTag, the railgun is named Railgun2 (since there is a railgun already in SkullTag) just comes up with the Railgun sprite, however when you fire it it shows it's picture it had in the version I played a while ago.

I think that is it - please reply as soon as possible as I am now confused. I am also sorry for confusing you if I have.
There have been many revisions to the mod since the last time you may have played it. Life keeps getting in the way, so I haven't really had the time or motivation to make any new versions, but that could change depending on how badly a new version is needed - for bug fixes and other issues. If you preferred the older version(s) to the current one, I have archived all of them and I could upload them to my server for you and others - if there is interest. I keep wanting to work on it more, but not being an artist hinders progress, as I would like to have more animations and the like.
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Re: [WIP] GZDA | Download Link on Page 1

Post by vLX »

There have been many revisions to the mod since the last time you may have played it. Life keeps getting in the way, so I haven't really had the time or motivation to make any new versions, but that could change depending on how badly a new version is needed - for bug fixes and other issues. If you preferred the older version(s) to the current one, I have archived all of them and I could upload them to my server for you and others - if there is interest. I keep wanting to work on it more, but not being an artist hinders progress, as I would like to have more animations and the like.
It is bad that life gets in the way and demotivates you, but I understand since college has been very demotivating lately so I don't want to get up half the time, never mind make adjustments to a pk3 (or in my case start one)- and there are no bugs or issues in this other than the Railgun2 and after some weapon's names, they're have an underscore e.g. "Autoshotgun_". I wouldn't say I prefer the older version(s), I just don't adjust to things as quickly. I must say, I wasn't expecting when you step into a liquid any nearby enemies would hear you making a splash, but that is good. It's one of those things that makes DooM better - and I will comment on that it would be a good idea (since my younger brother liked the version of GZDA I played) to upload them, I'm interested and I am sure other people are, and you could reflect on them too if you get the time. You say you're not an artist, but I say that's a lie because I don't think my artistic capabilities are as good as yours since I am a good designer when I am heavily motivated (which is rare I suppose) but when you do get the time you should make the changes you want to since you're doing something you enjoy but don't have the time nor motivation, right? But if you do happen to make changes, may I suggest a few things since I like to think I am helping:

Make your own dynamic lighting - you've already made weapons, blood colour changes and the catridge discard after you've fired a weapon. (Or I think so at least) it would be good since I believe you're well talented at DooM modification. Just think... it's pitch black with a dim light and you can see some red eyes moving towards you.

Add the liquid swirl/rise and lower effect - that really does look cool, add's more realism and keeps the DooM effect to the fact when you disperse a used catridge into the water, it splashes.

Maybe a keybinding to melee with weapons, that'd be fun. It isn't good when I run out of ammo and forced to use my fists when I feel that it's more satisfying to hit an imp with the butt of a shotgun. (could be stronger than the fist and an extra use for the beserk pack)

I understand that you may not pay attention to my suggestions, but I need to say that GZDA is the best modification I have played. (Because you havn't heard that over 9000 times). Thanks for answering by the way.
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eliw00d
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Re: [WIP] GZDA | Download Link on Page 1

Post by eliw00d »

The only artwork I personally made was the pistol magazines; the weapons were made by Eriance for his mod and he let me use them. The rest of the artwork is from various parts of the community. I wish I had Eriance's talent, though, hehe. :)

As for your suggestions, I believe casings and the like splash when they hit the water as it is. I'm not sure what you mean by liquid swirl or rise/lower effects, that sounds more like level design. I'm trying to keep the gameplay similar, yet updated, to the original Doom, so I don't know if melee would be appropriate for weapons other than fists/chainsaw.

I've actually considered doing a rewrite of all the decorate to make it look cleaner, and rename weapons to GZDA_weaponname, like GZDA_Shotgun instead of Shotgun_. I hope you don't mind the changes I've made since you last played. :P
vLX
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Re: [WIP] GZDA | Download Link on Page 1

Post by vLX »

Ah, okay - I understand your decision.
I don't mind the changes, I just need to get used to them. x3 Although there arn't majour changes like... using your fists is pointless because it only hurts you when you punch, recoil damage. Aha.
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2005 FY9
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Re: [WIP] GZDA | Download Link on Page 1

Post by 2005 FY9 »

I've seen them in the wad Eriance was making. I like the pistol pickup graphic. Also, nice work with the bfg; oh and the railgun.

The following recoloring would be nice:

-All shotguns greens become browns

-Microgun becomes silver instead of black

-Rocket Launcher's greens become shiny black

-Plasma Rifle's colors like that of original

Weapons to add: (# key)

-Grenade Launcher (5)

-Quad Shotgun (3)

-Homing Launcher (5)

-Plasma Pistol (6)

-Super BFG or Laser Cannon (7)

-Two Pistols (2)

-Flame Weapons (6/7) or 9

Fixes:

-Railgun set to key 4

-Single Barrel default for key 3 (for all doom versions)

Ideas:

-Reserve key 8 for wand weapons

-Key 9 for flame weapons maybe
vLX
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Re: [WIP] GZDA | Download Link on Page 1

Post by vLX »

bug fixes and other issues
I have found one thing - with the Microgun when you have used a few bullets and you are able to reload, and you do reload, it uses all 500 collected rounds up, just to refill a few bullets. That's all I've found so far, but a fix could be the full charging of the BFG like in the earlier version - but why does it kill you to reload it?
Oh, and also when items are crushed, they disappear.
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eliw00d
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Re: [WIP] GZDA | Download Link on Page 1

Post by eliw00d »

2005 FY9 wrote:Weapons to add: (# key)

-Grenade Launcher (5)

-Quad Shotgun (3)

-Homing Launcher (5)

-Plasma Pistol (6)

-Super BFG or Laser Cannon (7)

-Two Pistols (2)

-Flame Weapons (6/7) or 9

Ideas:

-Reserve key 8 for wand weapons

-Key 9 for flame weapons maybe
No. I'm not planning on expanding the weapons beyond what you already had in vDoom. Wand weapons? There's always Heretic...

The additional weapons present in the mod are just easter eggs, really.
vLX wrote:
bug fixes and other issues
I have found one thing - with the Microgun when you have used a few bullets and you are able to reload, and you do reload, it uses all 500 collected rounds up, just to refill a few bullets. That's all I've found so far, but a fix could be the full charging of the BFG like in the earlier version - but why does it kill you to reload it?
Oh, and also when items are crushed, they disappear.
The Microgun shouldn't do that, I'll have to look into it. It might be a small error in the code I overlooked. I'm still trying to figure out how to approach the Plasma Rifle and BFG in a somewhat new and unique way. It kills you when you reload? That's news to me. I could be wrong, but I believe items get crushed in vDoom, too. I'll check into these, anyways.
vLX
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Re: [WIP] GZDA | Download Link on Page 1

Post by vLX »

It kills you when you reload?
Yes, the BFG in the old version it killed me to reload (it doesn't do it in the new version)
I was just saying, if you will bring the old BFG back (because it was indeed was cool and powerful) it killed you to reload, and it hurt you to fire it at full power, it even hurt you when it exploded at the end of a hall way) but it was powerful and maybe you could fix the killing and hurting, it also had a cool effect that once fired at full power, it shot out green railgun waves (but wasn't the same strength, or that I noticed). I noticed that weapons disappear when they get crushed first on The Crusher as I wanted to pick up the plasma rifle and it got crushed it also happened when a chaingun got crushed by a door.
The Railgun2 that you've added into GZDA (I saw the sprites) is glitched during play. For the HUD weapon it's just a sprite however when you fire it, you see the first firing frame. I have also found that the Autoshotgun can continously use up initial ammunition when you reload without firing. Instead of it reloading to a maximum of 41 shells, it reloads to an amount of 21 to thinking that rounds have been shot you can reload and it'll make your initial amount of ammunition deplete, however makes no changed to the firing ammunition.
I have noticed, although this is a small thing I guess it can be a fix - with the pistols to avoid confusion I will use an example for both pistols.

- You have 400/400 initial ammunition for the MachinePistol, and 21/21 firing ammunition and you fire one shot and reload it will stay at 400/400 but the firing ammunition would say 1/21 then correct itself to 21/21. It will deplete -20 initial ammunition so you will end up with 380/400 initial ammunition instead of using up 1. Also for the Machine Pistol if you have 380/400 initial ammunition and 21/21 firing ammunition and fire 1 shot and reload it will say on the initial ammunition 399/400 and the firing ammunition would say 1/21. It will then say 379/400 (like it should do) and the firing ammunition will say 21/21 (like it should do). Basically, when you reload it will say +10 of it's initial ammunition and then correct itself, the firing ammunition will say 1/21 then correct itself to 21/21.

- You have 240/240 initial ammunition for the Pistol and 13/13 firing ammunition and fire one shot and reload it will say 1/13 then correct itself to 13/13 and keep the initial ammunition at 240/240 then, after doing so it will make the initial ammunition deplete to 228/240, making you lose 12 ammunition instead of 1. Also for the pistol if you have 228/240 initial ammunition and 13/13 firing ammunition and fire one shot then reload it will say 238/240, meaning you've just just gained 10 ammunition and say 1/13 firing ammunition, then it will correct going to 227/240 initial ammunition and 13/13 firing ammunition.

I just thought I'd point out anything that I knew that you could change on the .pk3 If you like I can point out glitches on levels like on The Underhalls there is a Former Shotgun Sergeant stuck walking on the spot unable to shoot, he is stuck next to a Barrel (if you can do anything about them).

**Edit**
I have found out that when the MachinePistol and pistol uses a full clip and you reload it, the firing ammunition will be 12/13 or 20/21.
Here is a screenshot of the Railgun2 glitch.
Attachments
Railgun2 HUD Glitch 1
Railgun2 HUD Glitch 1
Railgun2_.jpg (11.79 KiB) Viewed 695 times
Last edited by vLX on Sat Dec 13, 2008 6:50 pm, edited 6 times in total.
vLX
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Re: [WIP] GZDA | Download Link on Page 1

Post by vLX »

Railgun2 HUD Glitch 2
Railgun2 HUD Glitch 2
Railgung2__.jpg (13.87 KiB) Viewed 698 times
-[Mikk]-
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Re: [WIP] GZDA | Download Link on Page 1

Post by -[Mikk]- »

I have also noticed something in this release, In the other release VLX was talking about, the shotgunners had to reload after shooting 9 shots. leaving them vunerable for about 7-9 seconds whilst they reload, then they resume their sequence, In this version. It does not.

VLX was talking about when the BFG fires a full power shot (this is in another version) and then you reload, you get pierced by a green Rail (like the ones from the Railgun)

Also, in this posted version, the BFG doesn't make a Screech noise, it makes the default BFG noise
When you altfire the machine pistol, It jumps straight to the attack. Unlinke the other version, where it clicks, then normal fire can fire rapid shots
Like in this video link:-
http://uk.youtube.com/watch?v=HauxMbIEL6M
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Re: [WIP] GZDA | Download Link on Page 1

Post by -[Mikk]- »

I have also noticed something in this release, In the other release VLX was talking about, the shotgunners had to reload after shooting 9 shots. leaving them vunerable for about 7-9 seconds whilst they reload, then they resume their sequence, In this version. It does not.

VLX was talking about when the BFG fires a full power shot (this is in another version) and then you reload, you get pierced by a green Rail (like the ones from the Railgun)

Also, in this posted version, the BFG doesn't make a Screech noise, it makes the default BFG noise
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eliw00d
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Re: [WIP] GZDA | Download Link on Page 1

Post by eliw00d »

-[Mikk]- wrote:I have also noticed something in this release, In the other release VLX was talking about, the shotgunners had to reload after shooting 9 shots. leaving them vunerable for about 7-9 seconds whilst they reload, then they resume their sequence, In this version. It does not.

VLX was talking about when the BFG fires a full power shot (this is in another version) and then you reload, you get pierced by a green Rail (like the ones from the Railgun)

Also, in this posted version, the BFG doesn't make a Screech noise, it makes the default BFG noise
When you altfire the machine pistol, It jumps straight to the attack. Unlinke the other version, where it clicks, then normal fire can fire rapid shots
Like in this video link:-
http://uk.youtube.com/watch?v=HauxMbIEL6M
I took out reloading for all the zombies.

Screech noise? As in the Doom 3 BFG noise?

Yes, I took out the select fire mode, it tended to become very difficult to use with lag present.
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Re: [WIP] GZDA | Download Link on Page 1

Post by vLX »

When you altfire the machine pistol, It jumps straight to the attack. Unlinke the other version, where it clicks, then normal fire can fire rapid shots
Oh yeah, in the older version it had the effect that when you used the secondary fire, it would make a switch "click" noise and then when you fired it would use the secondary fire and it added more realism of instead being able to use primary and secondary fire freely. I think the switching "click" was a very nice effect and should be added again. Thanks for reminding me about that, Mikk.
**Edit, lag does suck. But it was a good effect.
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