Metroid: Demon Hunter - 1.5d, Beta and Github (1/7/22)

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Dusk Eternal
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (4/11/19)

Post by Dusk Eternal »

The Morph Ball and weapon select wheel aren't working for me in the new beta build. Not sure if this is a known issue or if it's just me.
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R4L
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (4/11/19)

Post by R4L »

Just checking, but did you assign keys to those functions in the Options menu? They should be assigned automatically but maybe not.
Dusk Eternal
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (4/11/19)

Post by Dusk Eternal »

No matter what key I binded them to, they would not work.
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R4L
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (4/11/19)

Post by R4L »

Dusk Eternal wrote:No matter what key I binded them to, they would not work.
Okay, a few more questions:

-Do you only have the starting beam? The beam GUI won't open unless you have another beam.

-Same with morph ball. You don't start with it, so you won't be able to use it until you acquire it.

It's working on my end, in GZDoom 4.0.0 and 3.7.1. Try opening console with ~ and:

Code: Select all

give morphballmodel
give spazerbeampickup
Then see if you can open the beam GUI and morph ball.
Dusk Eternal
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (4/11/19)

Post by Dusk Eternal »

Just found out version 4.0.0 of gzdoom came out 2 days after I downloaded 3.7.2. Things are working now.
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R4L
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (4/11/19)

Post by R4L »

Still, it should work in 3.7.2. Maybe something wrong in your GZDoom.ini.
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (4/11/19)

Post by R4L »

Ugh, I can't believe I forgot this...

CrazyWazy made a new item jingle, so I put it in the latest release. New upload will be up later that really, seriously, positively... fixes too many missiles spawning. Thanks to Jekyll Grim Payne, it also improves compatibility with maps by spawning ammo pickups placed in maps if you have at least one missile tank. Before, these ammo pickups would be erased.
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (4/29/19)

Post by R4L »

New update in first post. Included changes:

-Increased HUD resolution, redrew all the HUD graphics for all HUDs!
-IDKFA actually gives you everything.
-Fixed missiles spawning every time an enemy died, and now maps that have ammo in them will spawn missiles in their place after a missile tank has been acquired.
-Bombs can now open shootable doors.
-New item pickup sound thanks to CrazyWazy!

Redrawing HUD graphics took a long time. I'm not a great artist but I tried to get everything looking nice.

See you next mission!
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Wivicer
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (4/29/19)

Post by Wivicer »

Good stuff. Only thing that bothers me (and this is entirely a matter of personal taste) is the new item pickup sound being in a minor key.
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (4/29/19)

Post by R4L »

Hehe, to each his own.

I should make a cvar to let others choose what they want. Then I could add pickup sounds from other Metroid games.
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Re: Metroid Dreadnought Overhaul - 1.5c Beta (5/15/19)

Post by R4L »

Bumping for updates (warning loud music!!): https://streamable.com/z49ih

Looked at the current beam sprites and thought they could use some lighting and shadowing applied during the firing and charging frames, so I did just that. Hand painted each frame for the 6 main beams! They also have ready animations while not firing. Nothing fancy, just wanted to give the beams a refresher really.

As always, link is updated in the first post.
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Re: Metroid Dreadnought Overhaul - 1.5c Release! (5/25/19)

Post by R4L »

Bump for updates. Oh, what's that? Finally! A stable release!

1.5c is now available as a stable release. Included are some welcome changes, but the most notable change is having random spawners for most Doom items. Before, you were lucky to find certain upgrades in a run. If you played Plutonia, you would never find Morph Ball because Plutonia has no Infrared pickups. Now, you should be able to acquire everything in a playthrough on any of the Doom IWADs!

The next goal is to add the Gravity Suit and Screw Attack, focus on replacing the Long Beam with something new, and revamping the 3D models to be less static and more dynamic and lively. BenRed, a new user in our Discord, is being kind enough to offer his modeling talents to Dreadnought! He's tailoring models specifically for this project, and even better, in a fashion that will allow me to animate them much easier than before since these models will have separated parts (the current models are rips). Additionally, I'd like to get some enemy replacement mods working with Dreadnought better until actual Metroid enemy replacements can be feasible.

As always, the link in the first post has been updated! Please report any bugs that you may encounter here.
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Wivicer
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Re: Metroid Dreadnought Overhaul - 1.5c Release! (5/25/19)

Post by Wivicer »

I'm very curious about your plans for the screw attack. And I assume the gravity suit is going to be a straight defense upgrade.


Edit: I submit, for your consideration, my own rendering of the item fanfare: Clicky
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Re: Metroid Dreadnought Overhaul - 1.5c Release! (5/25/19)

Post by R4L »

Wivicer wrote:I'm very curious about your plans for the screw attack. And I assume the gravity suit is going to be a straight defense upgrade.


Edit: I submit, for your consideration, my own rendering of the item fanfare: Clicky
Not quite. Yes, it will offer a bigger defense boost, but the goal is to automate how it works in water as well, so there's less to do in the map code. I have a few ideas to play around with but nothing tangible quite yet. Same with Screw Attack, I have a few ideas. :)

Also, nice fanfare! Not sure it fits with Dreadnought, but I could make it optional if you don't mind.
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Re: Metroid Dreadnought Overhaul - 1.5c Release! (5/25/19)

Post by Wivicer »

Just thought I would toss my hat into the ring.

For the gravity suit water effect, I actually was playing with that in a previous version a while ago; I changed the player class to zscript and was experimenting. Didn't quite turn out right, but if you'd like I can send you the code. I'll warn you though, it's probably pretty sloppy. (There are some remnants of a scan-visor function in there too. Doesn't quite work either. Requires map work and isn't bound to a key. You'll have to "use scanvisor".)

Click here for bad mapping
Click here for bad coding


run map and mod to see how well it works.

Like, the water physics work, but the gravity suit doesn't.
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