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Re: The WIP Thread

Posted: Sun May 01, 2016 10:51 am
by The Zombie Killer
>no extra sound files
WIZARDRY! Was there a recent addition for changing sound speed or something?

Re: The WIP Thread

Posted: Sun May 01, 2016 11:33 am
by Zanieon
Seems to be a $pitchshift and $pitchshiftrange trickery.

Re: The WIP Thread

Posted: Sun May 01, 2016 11:44 am
by maseter
Tormentor667 wrote:I see a bullet time mod :)
Maybe a Doom Cinema Mod like there was for Max Payne 2 (it plays action music during bullet time):
Fun fact, the guy who made this mod is TerminX, the one currently sparring with Gearbox Software!

Re: The WIP Thread

Posted: Sun May 01, 2016 12:46 pm
by RaveYard
Zanieon wrote:Seems to be a $pitchshift and $pitchshiftrange trickery.
Not even SNDINFO is in that wad at the moment... :D

It goes into the category of engine abusing, so I wouldn't recommend using this in your project... (don't bug developers if it breaks)
For some reason it doesn't work with OpenAL...


Hint: https://en.wikipedia.org/wiki/Doppler_effect
maseter wrote:
Tormentor667 wrote:I see a bullet time mod :)
Maybe a Doom Cinema Mod like there was for Max Payne 2 (it plays action music during bullet time):
Fun fact, the guy who made this mod is TerminX, the one currently sparring with Gearbox Software!
Good idea :D

Re: The WIP Thread

Posted: Sun May 01, 2016 12:50 pm
by Kinsie
RaveYard wrote:

No extra sound files, no modifications to GZDoom source code.
Just ACS and decorate.
I'm going to guess that this is a godforbidden nightmare to actually use in a mod, as cool and useful as this looks.

Re: The WIP Thread

Posted: Sun May 01, 2016 10:24 pm
by XCVG
Image

It's finished but needs some tweaking.

Re: The WIP Thread

Posted: Sun May 01, 2016 10:54 pm
by Blox
RaveYard wrote:It goes into the category of engine abusing, so I wouldn't recommend using this in your project... (don't bug developers if it breaks)
Hint: https://en.wikipedia.org/wiki/Doppler_effect
Actors with variable velocities that are constantly warped to their parent actors?

Re: The WIP Thread

Posted: Sun May 01, 2016 11:24 pm
by Captain J
XCVG wrote:Image

It's finished but needs some tweaking.
i'd love to see those textures and sprites with fancy graphic like background does! they kinda reminds me of commodore 64 graphics while the background is kinda looks like amiga graphic.

Re: The WIP Thread

Posted: Mon May 02, 2016 9:24 am
by TheBadHustlex
So, I finally got up and made that menu I always wanted.
This is the innovative status-menu. From there, you can select between two things, possibly more in the future. You've all seen the crafting, but this screen right here tells you your actual status. The deformed, fried chicken on the right is gonna be a map. Well, technically, it already is, but setting the coordinates for each map is a pain.

Re: The WIP Thread

Posted: Mon May 02, 2016 2:14 pm
by amv2k9
Bored and burned out on my Strife mod, so I'm messing around with Trailblazer. In Hexen, the 'Christmas' trees that could be destroyed by the Chrome Justice and Bitchmaker can now be destroyed by the C4-iums and Patriarch as well; Deathkings requires you to destroy these trees at least once, and you may not necessarily have the Chrome Justice or Bitchmaker when you get there.

Image
seriously this is like 1/4 of the options and only the ones applicable to the IWAD you're using will show up oh jeebus maybe this is too much

Adding lots and lots and lots of options to the Blaze-It Options menu, like:

-A new armor pickup system that combines the 'Restrictive Armor' option from Guncaster with one that, optionally, allows for armor suits to be carried, a la Strife, and set how many suits you can carry. You can also set carried armor to auto equip upon taking damage, something Strife did as well. It can be set to prefer auto-equipping Security Vests over Body Armor, or vice versa, or to exclusively equip one armor type, even if it isn't present and the other one is. Finally, you can choose to have any carried suits of armor removed from you at level's end in Doom & Heretic.
-Single-barrel fire option for the Fleshrender(s); useful when ammo conservation is important and the enemies are too weak to make 2 shells worth it. You can quickly refire from the second barrel, but if you do so before the gun goes back to idle, the spread will be much wilder.
-In Hexen, you can choose to replace some spawns of standard green armor with cartons of Lucky Cigarettes that repair armor by 20.
-New optional powerups for Heretic & Hexen to replace those that Trailblazer didn't have equivalents for, like a Stealth Suit that replaces Heretic's Shadowsphere, and a mech summon that replaces Hexen's Dark Servant.
-Set how often C4-iums (Trailblazer's replacement for Hexen's Flechettes) are likely to spawn. Can optionally spawn them in Heretic as well, which doesn't happen at all normally.
-You can select between machete slashes and standard punches to be used when you hit the melee button.
Spoiler:
-You can independently disable the pull and turn effects that occur when landing a melee attack.
-Swap the spawn points of various weapons. In Doom, you can choose which type of shotgun spawns at Doom's Shotgun & Super Shotgun spawn points, or make both spawn from the Shotgun spawnpoint. In Hexen, you can swap the spawn points of the Patriarch/Bitchmaker, as well as the Leadspitter/FMG.
-With the FMG and Sidekick, returning to aim down sights mode after reloading while in ADS can be toggled.
-Change type of Trailblazer powerup spawned in place of vanilla Hexen/Heretic powerup, or individually disable powerup spawns.
-Enable Jetpack removal in Heretic when leaving levels, mimicking the vanilla behavior that prevented you from breaking the next level with Wings of Wrath.
-Enable Trailblazer powerups to be carried, mimicking vanilla Heretic/Hexen behavior, and choose how many you can carry.
-'Pistol start' capability in Doom & Heretic, with several settings; Off, On (lose weapons), Strict (lose powerups & weapons), and Brutal (lose armor, health >100, powerups and weapons).
-Individually disable the assembly of the final three weapons (Bitchmaker, Skullthrottle, Nutcracker) in Hexen. You can even change the glow color of each set.
Spoiler:

Re: The WIP Thread

Posted: Mon May 02, 2016 3:09 pm
by .+:icytux:+.
Made a TNT "Metal" remake just for teh lulz

https://dl.dropboxusercontent.com/u/939 ... Remix2.mp3

Re: The WIP Thread

Posted: Mon May 02, 2016 5:12 pm
by Zhs2
amv2k9: Fire is not *required* to cut down the 'Christmas' trees. They do have a normal non-fire Death state that allows you to walk past them, and the fire death is simply flavor. (Does the Cleric necessarily have Firestorm by that time? Does Fighter have the Hammer? Mage definitely doesn't have Bloodscourge for those trees.)

Also, when it comes to a lack of beginning game shells, I usually just use the machete. :P

Re: The WIP Thread

Posted: Mon May 02, 2016 5:38 pm
by Zanieon
I remixed a music from Contra: The Alien Wars from Gameboy, the Stage 3 music is one of my favourites: https://dl.dropboxusercontent.com/s/8bz ... ermill.mp3

EDIT: Original track: https://www.youtube.com/watch?v=uvVH-74Vdqw

Re: The WIP Thread

Posted: Mon May 02, 2016 5:52 pm
by YukiHerz
That's a pretty good remix, though i don't remember the original track since Contra 3 is probably the Contra game i've played the least of not counting ReBirth.
Talking about Contra, i can rip graphic stuff from the Arcade version of Evolution Revolution, haven't said anything because i don't really see an use for them, they are 2d, most people think it's 3d, and i remember there being rips of the android version anyways(though the arcade version plays a lot nicer at least).

Image

Re: The WIP Thread

Posted: Mon May 02, 2016 5:58 pm
by Zanieon
Thanks and indeed they look very 3D'ish for sprites, very nice!

Anyway i dunno if i create an extended version of that music or leave as it is, it can be usefull for anyone which wants use it in a map tho.