IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

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Ghastly
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by Ghastly »

Project Dark Fox wrote:By the way, Resurrection of Evil.
That's the name of the expansion set. Doomero's mod (that takes place after RoE) is called Revenge of Evil, just as my monster pack is Reincarnation of Evil (Which I thought was clever at the time, but I've changed my mind on that subject :P). The lag in GZDoom is because of the HiResTex, large amount of sprites for each weapon and the large amount of transparency it applies. We'll work on that, but it'll take a long while. I can also add that warning beep for the machinegun and chaingun easily.

The updates will be taken care of by myself and PrznDoom. Doomero is concentrating more on his own single-player wad. Once those changes are made, I'll try to convert it to a pk3 and make it completely compatible (and as lag-free and possible) with Skulltag's multiplayer mode and extra game modes (invasion, last man standing, etc.).

@Doomero: While he put it less gently than I would've, he has a point about caps lock. You shouldn't make whole posts in complete upper case sentences.
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DOOMERO-21
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by DOOMERO-21 »

ok no trouble XD.
well ghaslty make the best job!
is possible decrese the lag converting the wad to pk3?
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Project Shadowcat
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by Project Shadowcat »

Ghastly_dragon wrote:While he put it less gently than I would've, ...
Very sorry. N00b uprising on own forums plus a rough week have made me just a little stressed out.

Also, if others are working on this, he needs to then stop assuming that he's the only one actually doing the work on the thread. If others still come here working on this (by the way, I couldn't understand a godsdamn word his posts say anyway), my critique and DBT's still stand.
is possible decrese the lag converting the wad to pk3?
I know it decreases base file-size, but I have no idea if that would actually help game performance.
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DOOMERO-21
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by DOOMERO-21 »

well, when i was add the ssg into the wad begins the lag, i think the same thing about the hires, but the only solution is delete frames but i dont like that!
if is possible decrese the lag converting a pk3 file, well ghaslty do it. But for the moment software is the best choice.
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DBThanatos
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by DBThanatos »

Taken in count or not, here are 2 more suggestions:

* Add the bullet puffs back. I miss them.
* Maybe make the chainsaw gib monsters? The drama is good!


And again, from AEoD, this could look good with the chainsaw (maybe just a little bigger):

Code: Select all

decal CSawChip
{
	pic CBALSCR1
	shade "00 00 00"
	x-scale 0.05
	y-scale 0.3
	randomflipx
	randomflipy
}

By the way, with which version of GZdoom I can play this? Because I do get the invisible weapons in the SVN r116
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DOOMERO-21
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by DOOMERO-21 »

well a lot of people said me about the ultimate version of gzdoom , have some trouble with the sprite i never download that vversion but you can use the gzdoom 1.12 and works but remember, on gl mode , the weapons cause lag.
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Ghastly
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by Ghastly »

I doubt converting it to a pk3 will really stop the lag, but it'll cut down on the file size, make it easier to manage and edit, and make it look more professional :P. Making it easier to manage, alone, would make the time it'd take worth it. I spent 5 minutes looking for the berserk powerup to edit it XD.

The two things that would really cut down on the lag would be taking out the HiResTex lump and just resizing the weapon sprites, and/or take out all the transparent filler (but that would take ages offsetting things to look just right).
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DOOMERO-21
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by DOOMERO-21 »

wait, you want suprime the hirestex file?
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DBThanatos
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by DBThanatos »

..or let's all play in ZDoom and be happy. I am. :P
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by przndoom »

...lol its how doomero talks :) IN CAPS!!

I Dont Like When People Talk Like This...0r l!k3 d!z L@L....myspace...god

yeah i now these issues..and still it has some brush up to due...and ghastly that code you send me...i think i put it in..w/e

ghastly and i will do the best we can ( id ghastly would like too) and the sizeing of the med kit is a lil bigger than it supose to be but ill fix that

im want to add other things too so yeah..but its overwhelming and school suffered a lil for this mod :-/ last day i try to cram alot of stuff and i think i made more erros after i fixed the one that i seen....

well i was hoping to do another project a Turok mod from Turok: Evolution..but i got alot of work on this...well after that ill make a turok (btw is there one already made???) it wont be as glamour and HD as this..but jsut plain o' cartoon doom GFX lol.....i wanted to make my own monster set ( and ghastly workin on his great monster coding) but i want a break!!!!

sorry for all the bugs :/

Ghastly or I will the new n improved...

right now though. i need a break..Graduation...still havnt ask her out...going away crap...friends who going like 12312321847124127 miles away....and so much more...sorry if i cant do it sooner :(. But ill get a patch..first one i wanted to be the 3D objects..but ill fix these first before those....sigh

oh well

still have fun with it :cheers:

p.s I wanted mine set to be called REDEMPTION of evil lol
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DOOMERO-21
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by DOOMERO-21 »

reincarnation of evil, revenge of evil, and now this,"redemption of evil" dpg is a evil team XD.
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DBThanatos
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by DBThanatos »

So i guess I'll have to think of a new name for my series of mods: "planification of evil", "birth of evil", "Childhood of evil", "Teenage of evil", "Maduration of evil", "Employement of evil", "Fatherhood of evil". And then it dies and begins the resurrection... etc. (joke)

bad joke, yes.
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DOOMERO-21
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by DOOMERO-21 »

evilol
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by Unknown_Assassin »

-During the time when the BFG charges, the green light seems a bit too big, blocking your vision. Last time I recall, the Doom 3 BFG didn't block that much of your sight.
-When you do "give all," kill some monsters, and then die. The souls drop down to the ground and remain there, continually activating their sound.

Other than that and what DBT said, I enjoyed it. :)
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DOOMERO-21
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Re: IT HAS OFFICALLY BEGUN! (D3wepMod) PAGE 14 & 15 for credits

Post by DOOMERO-21 »

is inevitable not use idfa, the soulcube have the maximum ammunition that souls are not absorved by the marine.
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