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Re: Realm of the Black Cat - Martin Howe's Offcuts
Posted: Sun Oct 04, 2020 2:19 pm
by CBM
truly inspired stuff
where would one go to formally release anything these days, be it a single monster, a collection of monsters, a single level, a megawad or whatever the case may be?
Re: Realm of the Black Cat - Martin Howe's Offcuts
Posted: Mon Oct 05, 2020 11:29 am
by MartinHowe
Normally the
idgames archive at gamers.org. Beware though, that they are much stricter in what is allowed than
ModDB and other places. If you are new to this, I suggest asking this question on
Doomworld, as it's been a while since I had to do this and there are several other options.
Re: Realm of the Black Cat - Martin Howe's Offcuts
Posted: Sat Nov 14, 2020 10:54 am
by MartinHowe
Now you have a way to summon the black cats of Doom!
Each cast of the spell summons between 1 and 3 cats ... but beware:
the godz' asking price for this power is around 4 health points per cat!

Re: Realm of the Black Cat - Martin Howe's Offcuts
Posted: Sat Nov 14, 2020 11:23 am
by Captain J
What kind of Black cat Magic is that!!

Re: Realm of the Black Cat - Martin Howe's Offcuts
Posted: Tue Nov 24, 2020 6:45 pm
by MartinHowe
If Alexa's developers can do it, who am I to argue
The image above is a real screenshot from the Black Cats of Doom mod that I'm working on;
the cats have about 15 sounds that roughly translate into human languages that the 'app' recognises.
Credit to Scuba Steve who pioneered the 'clipboard in hand' weapon trick all those years ago
The article about MeowTalk by Alexa's developers is
here (screenshot below).

Re: Realm of the Black Cat - Martin Howe's Offcuts
Posted: Sat Dec 05, 2020 7:37 am
by MartinHowe
Bugfix: MaiowSpeak, when translating the Active sound, didn't distinguish between actively hunting enemies
and running around like mad once all the enemies are dead; this is particularly important as real cats often
run around for no (to us) apparent reason until they get bored and sit down. Solved by adding Sound_Scatty
as a SoundID; this has the same sound but is used when all the demons that the cats know about are dead.
[imgur]
https://i.imgur.com/u5QobSd[/imgur]
Re: Realm of the Black Cat - Martin Howe's Offcuts
Posted: Mon Dec 07, 2020 4:48 pm
by MartinHowe
The Black Cats of Doom have an improved 'tablet'; apps use overlays so that more than one app can be hosted,
there can be an icon for each app, the players hand appears to press the app toggle or sleep buttons, and
these actions use the corresponding ZDoom menu item sounds so that the player gets meaningful feedback.
[imgur]
https://i.imgur.com/bsr6nNx[/imgur]
Re: Realm of the Black Cat - Martin Howe's Offcuts
Posted: Sun Dec 13, 2020 3:53 am
by MartinHowe
Created a
project thread as the mod is mature enough for public testing:
[imgur]
https://i.imgur.com/grtklNg[/imgur]
Re: Realm of the Black Cat - Martin Howe's Offcuts
Posted: Sat Jan 09, 2021 12:50 pm
by MartinHowe
Nothing to do with the cats this time, just the lack of authenticity in DOOM2 MAP31 bothering me

Use it if you like
The two files can be copied and pasted into text files; best put them in a filter named
doom.id.doom2.commercial
MAPINFO
Code: Select all
// Comment for correct icon in Nemo
gameinfo
{
AddEventHandlers = "M426_DOOM2MAP31_EH"
}
ZSCRIPT
Code: Select all
// Comment for correct icon in Nemo
version "3.7"
Class M426_DOOM2MAP31_EH : EventHandler
{
private bool destroyMe;
override void OnRegister()
{
destroyMe = false;
}
override void WorldTick()
{
if (destroyMe)
{
if (!bDestroyed)
{
Destroy();
}
}
}
override void CheckReplacement(ReplaceEvent e)
{
string checksum = level.GetChecksum();
if (level.GetChecksum() == "3ff94e27423f91c1585b3396f0c03459") // doom2.wad MAP31
{
if (e.Replacee is "Demon")
{
e.Replacement = "MBFHelperDog";
}
}
}
override void WorldLoaded(WorldEvent e)
{
destroyMe = true;
}
}
PS: Did anyone ever tell you I hate stealth monsters
Code: Select all
// Comment for correct icon in Nemo
version "3.7"
Class M426_Personal_EH : EventHandler
{
override void WorldThingSpawned(WorldEvent e)
{
if (e.Thing.bStealth)
{
actor thing = e.Thing;
thing.bStealth = false;
thing.A_SetRenderStyle(0.5, STYLE_OptFuzzy);
}
}
}
Re: Realm of the Black Cat - Martin Howe's Offcuts
Posted: Wed Feb 10, 2021 10:25 am
by Xim
Yay, dogs in the Wolf 3D levels! I love it. I was hoping someone would figure out a cool trick like that. Too bad the dogs defeault HP is way higher than the pinkies. Still very cool though. This might open up some potential to some other mods.
It'd be cool to have an add-on to replace the cybie in MAP32 with Hans Grosse too, but that'd require a whole thing since it'd be a new enemy.
Re: Realm of the Black Cat - Martin Howe's Offcuts
Posted: Wed Feb 10, 2021 3:22 pm
by MartinHowe
Xim wrote:Yay, dogs in the Wolf 3D levels! I love it. I was hoping someone would figure out a cool trick like that. Too bad the dogs defeault HP is way higher than the pinkies. Still very cool though. This might open up some potential to some other mods.
It'd be cool to have an add-on to replace the cybie in MAP32 with Hans Grosse too, but that'd require a whole thing since it'd be a new enemy.
Indeed; of course it'd be easy to subclass the dogs with more realistic health and I load it with the old dog sprites in a PWAD; nothing wrong with Nash's dogs per se, they are just not the originals. I understand why the change was made, but disagree with Graf's assessment about them not being a Doom thing nor belonging in zd_extra.pk3 - they are the de facto nazi dogs in Doom since forever (well, since r2wolf mod for Vanilla) and the community has decided that since long before GZDoom existed.